Displays: Difference between revisions
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==Before diving in== | ==Before diving in== | ||
===The Analog Output Bottleneck in Software Emulation=== | ===The Analog Output Bottleneck in Software Emulation=== | ||
{{Main| | {{Main|Future of CRT simulation#Full Signal & Cable Emulation}} | ||
{{Main|Shaders on real CRTs}} | {{Main|Shaders on real CRTs}} | ||
While solutions like [[GroovyMAME|CRT Emudriver]], [[GroovyMAME]], [[Clock Signal]] and [[RetroArch]]'s SwitchRes provide some interesting approaches, most emulators do not inherently solve the the necessary approach to force a PC GPU into a 15kHz, or fix the rendering artifacts such as [[dithering]], [[Deinterlacing|interlacing]] and [[ | While solutions like [[GroovyMAME|CRT Emudriver]], [[GroovyMAME]], [[Clock Signal]] and [[RetroArch]]'s SwitchRes provide some interesting approaches, most emulators do not inherently solve the the necessary approach to force a PC GPU into a 15kHz, or fix the rendering artifacts such as [[dithering]], [[Deinterlacing|interlacing]] and [[Future_of_CRT_simulation#Full_Signal_&_Cable_Emulation|mixed-mode res situation]]. The core issue is that modern emulation typically treats the video output as a static digital framebuffer rather than a dynamic analog stream. | ||
To achieve an authentic CRT experience, an emulator requires either: | To achieve an authentic CRT experience, an emulator requires either: | ||