3 ms·
there are practical reasons why [how tthe electron gun works is] important, whether it be lighgun idiosyncrasies or how the game "feels," This is al
by JohnBooty 4y ago
there are practical reasons why [how tthe electron gun works is]
important, whether it be lighgun idiosyncrasies or how the
game "feels,"
This is always interesting to discuss because there are so many factors at play! To put it in less than a zillion words,
The way a game "feels" in this context is essentially a function of input latency. The old-style "chasing the beam" hardware, plus a CRT display, equals something very close to a true zero lag environment.
Here's a breakdown of the input lag in a modern environment, for contrast. These are all latencies that don't exist in something like, say, a Sega Genesis/Megadrive hooked up to a CRT: http://renderingpipeline.com/2013/09/measuring-input-latency/ http://renderingpipeline.com/2013/09/measuring-input-latency...
In an ideal emulation situation, you could theoretically recreate something close to a zero-lag analog environment (in terms of latency) without necessarily simulating the path of the electron beam itself.
Although, as the linked article implies, there are a lot of bits in the emulation stack that would need to be optimized for low latency. High refresh rate displays get you part of the way there "for free."
- rbanffy 4y agoNot everything is games that require minimum latency, though. For, say, a terminal, or a CDC 6x00 console, some lag is perfectly acceptable.
- JohnBooty 4y agoSure, and even many games don't particularly benefit from it. However, it's a really remarkable thing to play e.g. Mega Man or Smash Bros. in a true lag-free environment.