frezik,

He mangles some of the pros and cons of CRTs towards the end.

They aren’t going to be indefinitely reliable. The phosphor goes bad over time and makes for a weaker image. Doubly so for color phosphors. Some of them are aging better than others, but that’s survivorship bias. We might be looking at the last decade where those old CRTs can still be in anything close to widespread use. Will probably be a few working examples here or there in private collections, of course.

CRTs do have latency, and this is something a lot of people get wrong. A modern flatscreen display can have better latency than CRTs when the hardware takes advantage of it.

The standard way of measuring latency is at the halfway point of the screen. For NTSC running at 60Hz (which is interlaced down to 30fps (roughly)), that means we have 8.33ms of latency. If you were to hit the button the moment the screen starts the next draw, and the CPU miraculously processes it in time for the draw, then it takes that long for the screen to be drawn to the halfway point and we take our measurement.

An LCD can have a response time of less than 2ms. That’s on top of the frame draw time, which can easily be 120Hz on modern systems (or more; quite a bit more in some cases). That means you’re looking at (1 / 120) + 2 = 10.3ms of latency, provided your GPU keeps up at 120 fps. Note that this is comparable to a PAL console (which runs at 50Hz) on CRT. A 200Hz LCD with fast pixel response times is superior to NTSC CRTs. >400Hz is running up against the human limit to distinguish frame changes, and we’re getting there with some high end LCDs right now.

When talking about retro consoles, we’re limited by the hardware feeding the display, and the frame can’t start drawing until the console has transmitted everything. So then you’re looking at the 2ms LCD draw time on top of a full frame time, which for NTSC would be (1 / 60) + 2 = 18.7ms. Which is why lightguns can’t work.

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