[HN Gopher] The Peach meme: On CRTs, pixels and signal quality (...
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       The Peach meme: On CRTs, pixels and signal quality (again)
        
       Author : zdw
       Score  : 87 points
       Date   : 2025-10-13 04:33 UTC (7 days ago)
        
 (HTM) web link (www.datagubbe.se)
 (TXT) w3m dump (www.datagubbe.se)
        
       | rendaw wrote:
       | The peach on the author's CRT looks pretty awful, as does the
       | photo. I'm curious what sort of CRT produced the meme image.
       | Maybe it can't be done by a real CRT, but the author's CRT
       | doesn't look anything like the example from the CRT database they
       | have below.
       | 
       | They also said the impression is different since it's so close up
       | - what does it look like at the size you'd really see it in game?
        
         | dmonitor wrote:
         | He seemed to test it on a bunch of computer monitors, and not a
         | standard 480i consumer television set? The different shadow
         | masks phosphor patterns change how things look
        
           | drougge wrote:
           | The C= 1084S he uses is a more a (very good) PAL TV than a
           | computer monitor, even if it was sold as a monitor. So "576i"
           | in your terminology. (It was also sometimes sold with a TV
           | tuner, or at least the earlier 1084 (same picture tube AFAIK)
           | was.)
        
         | CrossVR wrote:
         | > I'm curious what sort of CRT produced the meme image.
         | 
         | The article mentions later that it's a PVM-20L2MD [1]. This is
         | a professional CRT monitor for medical devices. It uses the
         | same signals as a consumer TV, but comes with a higher quality
         | tube that has a sharper picture.
         | 
         | [1] https://crtdatabase.com/crts/sony/sony-pvm-20l2md
        
       | mapontosevenths wrote:
       | I have a Retrotink 4k. I mostly use it for VHS transfer these
       | days, but it's original purpose is upscaling retro game images
       | and applying various masks and filters to make the game look like
       | it's using a CRT on a modern display.
       | 
       | It works beautifully, and you no longer need a clunky, heavy,
       | dying CRT. I'm sure the purists will say it's not the same, but
       | I've done sides by side comparisons IRL and it's good enough for
       | me even when pixel peeping. I prefer the emulated CRT look on a
       | modern OLED to the real thing these days.
        
         | trenchpilgrim wrote:
         | An OLED with a great filter is good enough for most gamers
         | other than archivists and hardcore collectors, yeah.
        
         | CharlesW wrote:
         | Apologies for the off-topic question, but I'm so curious: How
         | is this useful for VHS transfer?
        
           | kowbell wrote:
           | Not OP but I assume "VHS Transfer" meant "transfer to a
           | digital format" i.e. digitize. The Retrotink is a fancy
           | "composite/component/vga-to-hdmi" box, so you can do: VCR
           | playing a VHS -> Retrotink -> HDMI capture card -> computer
           | saving that to a file.
        
             | mapontosevenths wrote:
             | Exactly this.
             | 
             | To properly capture VHS you need something called a TBC.
             | Most have died over the years and the ones that are left
             | are either very expensive or dying as caps fail. A TBC that
             | was once considered low end commonly sells for $1k+ today.
             | 
             | The retrotink can do most of what a TBC does and it's a
             | modern device you can actually buy for a reasonable price.
             | It can also upscale and deinterlace for you in the process
             | saving a ton of work later. The serious archivist would
             | scoff, but it's good enough for home movies, and I would
             | argue that it introduces less noise than 30 year old
             | professional equipment with dying caps.
        
         | amlib wrote:
         | I do something like this for my old game consoles, except that
         | I pipe them trough an old analog video capture card that
         | supports 240p60 and use the video processing module in
         | Retroarch to do the capture with minimal lag. After adding some
         | fancy CRT shaders and other image adjustment carefully tailored
         | for this, the image comes out looking great! I sometimes toggle
         | the shaders off and wince at the "raw" digital capture. I
         | actually bought this capture card back in 2008 for this purpose
         | but detested using it until around 2018 when I started using it
         | in conjunction with retroarch and CRT shaders.
         | 
         | For that period it even shaped my perception that analog video
         | and specially n64 graphics were always bad, but all that was
         | vindicated by those shaders, it really does make a big
         | difference, and made me find a new appreciation for n64
         | graphics in particular.
         | 
         | There is some internet misconception that the inherently
         | "blurry" output of an n64 is bad (And sure, some games are just
         | ugly/bad from an artistic standpoint), but it's actually the
         | smoothest image any analog console will ever produce when
         | hooked up to a proper CRT or CRT shader, and it's consistent
         | across all games because of "forced" high quality AA in all
         | games. Even the next generation of consoles seldomly used AA.
        
         | hbn wrote:
         | I started playing Policenauts recently, and when I first booted
         | the game I was straining my eyes trying to read the blocky
         | pixelated text. I only recently started using RetroArch, but I
         | did some digging and figured out how to enable a CRT filter and
         | immediately it was 1000% easier on my eyes.
         | 
         | The anime art and FMV sequences looked way better too.
        
       | karmakaze wrote:
       | This reminds me of my favorite way of watching movies at home was
       | on a 1365x768 plasma TV at 24fps. I really didn't like 1080p,
       | 120Hz, and 4k that came after it. Great for sports and news, not
       | so much for fiction.
        
         | tuna74 wrote:
         | Maybe you should turn off the motion smoothing and show the
         | movies in their proper 24 fps?
         | 
         | Playing something like The Dark Knight Rises from an UHD Blu-
         | ray on a good OLED looks incredible!
        
           | astrange wrote:
           | You want either motion smoothing (of the 60->120fps kind) or
           | black frame insertion on an OLED for good motion, otherwise
           | the lack of decay between frames will make it look
           | unnaturally juddery.
        
       | LennyHenrysNuts wrote:
       | I still have three working CRTs. A monochrome monitor for the
       | Atari ST, a Sony Multiscan VGA and some random Phillips thing I
       | saved from the skip.
       | 
       | I still play Diablo I on the Sony to this day. Wonderful monitor.
       | I will cry when it finally dies.
        
       | christkv wrote:
       | Reminds me about https://github.com/mausimus/ShaderGlass it's
       | pretty fun to use with emulators.
        
         | aquova wrote:
         | I really wish ShaderGlass supported Linux. If there's a
         | good(ish) alternative that anyone knows about, I'd love to try
         | it out.
        
       | luciferin wrote:
       | This is fun to see right now. I've been playing around with CRT
       | shaders in retroarch for the last few days. My main goal is to
       | use the [CRT-Beam-simulator](https://github.com/blurbusters/crt-
       | beam-simulator) at 120hz and get some sort of CRT slot or shadow
       | mask at the same time. I've landed on some settings I enjoy for
       | N64 games, and it really has improved the experience for me.
       | 
       | On the post's notes on the Sonic waterfall effect, the [Blargg
       | NTSC Video Filter](https://github.com/CyberLabSystems/CyberLab-
       | Custom-Blargg-NT...) is intended to recreate that signal
       | artifact, but similar processing is included in a lot of the CRT
       | shaders that are available. I found that RGB had a visual
       | artifact when moving that made the waterfall flicker, but
       | composite didn't, so I played on that setting. Running it with
       | the beam simulator is probably causing some of that.
        
         | dmonitor wrote:
         | Using an OLED display? I've found that's the only type of
         | display that can even come close to reproducing the CRT look
        
           | willis936 wrote:
           | The blacks are there, but the brightness is not. I just
           | played some smash 64 on a CRT last weekend and using an OLED
           | for my desktop.
        
       | gwbas1c wrote:
       | When I played NES and SNES as a kid, the resolution was so low
       | that I only saw pixels. (Edit: I saw whole pixels when using the
       | RF switch.) To this day, when I go back and play those games on
       | modern consoles I just can't use CRT emulation.
       | 
       | Maybe I just didn't play games that used tricks to get around the
       | pixels?
       | 
       | ---
       | 
       | That being said, I remember that "New Super Mario Brothers" on
       | Wii appeared to use a CRT trick to try and make the background
       | flash in a boss room. I always played my Wii in 480p, so it just
       | looked like there were vertical lines in the boss room.
        
         | RiverCrochet wrote:
         | I grew up playing Atari, NES, SNES, and PS1 games on old TVs
         | most of the time, sometimes not the best quality. I also
         | remember that often in 80's arcades, it was guaranteed for at
         | least one or two machines to have CRT issues; colors not
         | aligned, skew at the top/bottom, burn-in (common), screen too
         | bright, etc. All part of the experience and quite nostalgic for
         | me.
         | 
         | The NES had a particular quirk with its NTSC output that I
         | always thought was very characteristic of NES. I found this
         | article a few years ago, and was fascinated that work was done
         | to really figure it out -
         | https://www.nesdev.org/wiki/NTSC_video - and it's awesome at at
         | least some emulators (FCEUX) seem to use this info to generate
         | an experience quite similar to what I remember the NES being
         | when I grew up. But I don't think any NES game graphics really
         | depended on this for any visual output. All NES games had
         | jagged vertical lines, for example.
        
           | gwbas1c wrote:
           | > The video timing in the NES is non-standard - it both
           | generates 341 pixels, making 227 1/3 subcarrier cycles per
           | scanline, and always generates 262 scanlines. This causes the
           | TV to draw the fields on top of each other, resulting in a
           | non-standard low-definition "progressive" or "double struck"
           | video mode sometimes called 240p
           | 
           | Ahh: I always wondered why I never saw interlacing artifacts
           | on the NES! (I'm going to assume the same thing for the SNES
           | too.)
        
       | Lerc wrote:
       | I wonder if anyone has employed the services of a hyperrealistic
       | artist to depict the image they see on a CRT.
       | 
       | Given their ability to generate a painting that appears identical
       | to a photo, could they depict how the image appears to them,
       | eliminating any loss from mechanical capture.
        
       | gwbas1c wrote:
       | > Sometimes, all we want to do is shout "CRTs were magic, bro,
       | just trust me!"
       | 
       | I certainly feel that way when watching interlaced video. There's
       | far too much _bad deinterlacing_ out there. One of the biggest
       | problems that I encounter is that deinterlacers tend to reduce
       | the frame rate. (IE, 60i - > 30p instead of 60p, or 50i -> 25p
       | instead of 50p)
       | 
       | (That being said, when I would watch interlaced live TV on a 30"
       | or more TV, I'd see all kinds of interlacing artifacts.)
        
         | ssl-3 wrote:
         | With enough lines, enough brightness, and a high-enough refresh
         | rate, it may become possible have a display that can
         | artificially emulate the features of a CRT -- including
         | phosphor persistence and blooming and focus issues and power
         | supply sag and everything else, with interlacing. AFAICT, we
         | aren't there yet.
         | 
         | If/when this happens, we may be able to again view things as
         | close as they were in broadcast, but with a modern display
         | instead of an an old CRT.
         | 
         | If we can find any content to play that way, anyhow. A lot of
         | it is cheerfully being ruined.
         | 
         | Aside from the dozens of us who are interested in that, most of
         | the rest of the folks seems convinced that television looked
         | just as terrible as a blurry SLP VHS tape does after being
         | played through a $12 composite-to-USB frame grabber, using a
         | 3.5mm "aux cable" jammed in between the RCA jacks of the VCR
         | and the converter, and ultimately delivered by an awful 360p30
         | codec on YouTube, before being scaled in the blurriest way
         | possible...and draw from this the conclusion that there's no
         | details that have any value worth preserving.
         | 
         | Even though television was never actually like that. It had
         | limits, but things could be quite a lot better than that awful
         | mess I just described.
         | 
         | (For those here who don't know: Towards the end of the run, the
         | quality of a good broadcast with a good receiver would often be
         | in the same ballpark as the composite output of a DVD player is
         | today (but with zero data compression artifacts instead of >0),
         | including the presentation of 50 or 60 independent display
         | updates per second.)
        
           | gwbas1c wrote:
           | > With enough lines, enough brightness, and a high-enough
           | refresh rate, it may become possible have a display that can
           | artificially emulate the features of a CRT -- including
           | phosphor persistence and blooming and focus issues and power
           | supply sag and everything else, with interlacing. AFAICT, we
           | aren't there yet.
           | 
           | To _truly_ do that, you need to display over 20 million
           | frames a second.
           | 
           | Why?
           | 
           | True analog video didn't capture frames, but instead each
           | pixel was transmitted / recorded as it was captured. This
           | becomes clear when watching shows like Mr. Rogers on an LCD.
           | When the camera pans, the walls look all slanted. (This never
           | happened when viewing on a CRT) This is because the top part
           | of the image was captured before the bottom part. I wouldn't
           | even expect a 60i -> 60p deinterlacer to correct it.
           | 
           | That being said, I don't want to emulate a CRT:
           | 
           | - I want a deinterlacer that can figure out how to make the
           | (cough) best image possible so deinterlacing artifacts aren't
           | noticeable. (Unless I slow down the video / look at stills.)
           | 
           | - I want some kind of machine-learning algorithm that can
           | handle the fact that the top of the picture was captured
           | slightly before the bottom of the picture; then generate a
           | 120p or a 240p video.
           | 
           | CRTs had a look that wasn't completely natural; it was
           | pleasant, like old tube amplifiers and tube-based mixers, but
           | it isn't something that I care to reproduce.
        
             | ssl-3 wrote:
             | I definitely understand you very well, and I agree.
             | 
             | Please allow me to restate my intent: With enough angular
             | resolution (our eyes have limits), and enough brightness
             | and refresh rate, we can maybe get close to what the
             | _perception_ of watching television once was.
             | 
             | And to clarify: I don't propose completely chasing the beam
             | with OLED, but instead emulation of the CRT that includes
             | the appearance of interlaced video (which itself can be
             | completely full of fields of uncorrelated as-it-happens
             | scans of the continuously-changing reality in front of the
             | analog camera that captured it), and the scan lines that
             | resulted, and the persistence and softness that allowed it
             | to be perceived as well as it once was.
             | 
             | In this way, panning in an unmodified Mr Rogers video works
             | with a [future] modern display, sports games and rocket
             | launches are perceived largely as they were instead of a
             | series of frames, and so on. This process doesn't have to
             | be perfect; it just needs to be close enough that it is
             | looks the ~same (largely no better, nor any worse) as it
             | once did.
             | 
             | My completely hypothetical method may differ rather
             | drastically in approach from what you wish to accomplish,
             | and that difference is something that I think is perfectly
             | OK.
             | 
             | These approaches aren't exclusive of eachother. There can
             | be more than one.
             | 
             | And it seems that both of our approaches rely on the rote
             | preservation of existing (interlaced, analog, real-time!)
             | video, for once that information is discarded in favor of
             | something that seems good today, future improvements
             | (whether in display technology or in deinterlacing/scaler
             | technology, or both) for any particular video become
             | largely impossible.
             | 
             | In order to reach either desired result, we really need the
             | interlaced analog source (as close as possible), and not
             | the dodgy transfers that are so common today.
        
       | seanhunter wrote:
       | It genuinely baffles me that people are nostalgic about CRTs.
       | CRTs were universally god-awful and I paid top dollar to have the
       | best that money could buy for myself since I worked from home and
       | it was still terrible. Modern monitors are better in every
       | possible way.
        
         | brandonmenc wrote:
         | People are nostalgic for the pixel art made specifically to
         | look good on CRTs.
         | 
         | It's like sometimes preferring 24 fps cinema or oil paints over
         | photography.
         | 
         | It depends on what's being displayed.
        
           | rafabulsing wrote:
           | Yeah, I don't think anyone is nostalgic for doing
           | spreadsheets/word processing/etc on CRTs.
           | 
           | The utilitarian POV will always look for the best (less
           | noisy/most accurate/most reproducible) medium possible. But
           | when it comes to art, many other aspects factor in, and a
           | little bit of noise can very well add something to a piece.
           | Not always, but often enough.
        
         | hbn wrote:
         | Your answer is right in the article, it shouldn't be that
         | baffling.
         | 
         | No one is campaigning to get rid of the beautiful modern 4k
         | OLED displays and return to CRTs for everything. But for low
         | resolution content (retro games and computers) it looks better
         | on a CRT.
         | 
         | There's pretty good modern emulation of the look, but at the
         | end of the day it's a different technology and they do look
         | different.
         | 
         | Not to mention the feel of playing through a near-zero latency
         | analogue signal is noticeable if you've played enough of
         | certain games. There's a reason speedrunners of retro games all
         | play on console with a CRT.
        
         | Aloha wrote:
         | CRT's were better for a long time, LCD's did eventually catch
         | up.
         | 
         | I held on to my 21" Trinitron for a long time into the LCD era,
         | because it had better contrast, resolution and sharpness.
         | Eventually affordable LCD's did catch up.
        
         | cubefox wrote:
         | No, CRTs are still much better than sample-and-hold screens
         | (OLED or LCD) with regards to motion clarity.
         | 
         | Short version: Our eyes are constantly tracking objects on
         | screen ("smooth pursuit"), which leads to visible smearing on
         | OLED and LCD screens, because they hold their frame for the
         | entire frame time rather than just flashing them for a short
         | fraction of that time. Especially fast paced and side scrolling
         | games like Sonic look much better on CRT screens. (But CRTs
         | have much lower brightness and hence contrast than modern
         | screens.)
         | 
         | Full explanation here:
         | https://news.ycombinator.com/item?id=42604613
        
         | Tarball10 wrote:
         | There was a long period (15-20 years) where LCDs were quite a
         | downgrade from CRTs. Poor contrast ratio (gray blacks),
         | backlight bleed, low resolution, poor color gamut (they're
         | still putting 45% NTSC screens in budget laptops!), stuck at
         | 60Hz refresh rates.
         | 
         | Those gaps have finally started closing in the last few years,
         | now that 4K 240Hz 99% DCI-P3 OLED monitors are readily
         | available and relatively affordable.
        
       | zzo38computer wrote:
       | In my opinion: CRT has problems including distortion; however,
       | LCD can be bad if the picture is the wrong resolution that does
       | not match the display, while CRT can handle this problem better.
       | LCD is good if the source of the picture is made for the LCD at
       | its resolution.
        
       | flobosg wrote:
       | I'll take the chance to link to Derek Yu's (of Spelunky fame)
       | pixel art tutorial, where he explains techniques such as anti-
       | aliasing and sel-out:
       | https://www.derekyu.com/makegames/pixelart.html
        
       | briandw wrote:
       | Perfect example of the expert fallacy. Also how safetyism can
       | cause harm.
        
       | fleabitdev wrote:
       | Emulators also struggle to faithfully reproduce artwork for the
       | Game Boy Color and the original Game Boy Advance. Those consoles
       | used non-backlit LCD displays with a low contrast ratio, a small
       | colour gamut, and some ghosting between frames. Many emulators
       | just scale the console's RGB colour values to the full range of
       | the user's monitor, which produces far too much saturation and
       | contrast.
       | 
       | It's a shame, because I really like the original, muted colour
       | palette. Some artists produced great results within the
       | limitations of the LCD screen. Similar to the CRT spritework in
       | this article, it feels like a lost art.
       | 
       | However, there's an interesting complication: quite a lot of Game
       | Boy Color and Game Boy Advance developers seem to have created
       | their game art on sRGB monitors, and then shipped those graphics
       | without properly considering how they would appear on the LCD.
       | Those games appear muddy and colourless on a real console - they
       | actually look much better when emulated "incorrectly", because
       | the two errors exactly cancel out!
        
         | BearOso wrote:
         | One of the best examples of this are the first two GBA
         | Castlevania games, Circle of the Moon and Harmony of
         | Dissonance. The former was developed without consideration of
         | the actual screen and was extremely dark and hard to see. The
         | latter did consider the GBA screen and is far too colorful and
         | bright on anything else.
        
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