[HN Gopher] NeoGeo AES+: SNK announces reissue of retro console ...
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       NeoGeo AES+: SNK announces reissue of retro console without
       emulation
        
       Author : doener
       Score  : 45 points
       Date   : 2026-04-17 18:05 UTC (4 hours ago)
        
 (HTM) web link (www.heise.de)
 (TXT) w3m dump (www.heise.de)
        
       | fooqux wrote:
       | FYI, SNK is owned by Mohammed bin Salman.
       | 
       | I think I'll pass giving them a single cent.
        
         | tombert wrote:
         | I hadn't heard this, but looks like you are right.
         | 
         | Makes me feel a little conflicted having bought one of those
         | SNK bundles a couple years ago on Steam or Humble Bundle or
         | something. Don't love the idea of giving money to someone like
         | that.
        
         | kraquepype wrote:
         | That's a shame, I've always had a thing for Neo-Geo and SNK
         | games.
         | 
         | He won't get a cent when I play on my MVS carts on actual
         | hardware, so there is that.
        
         | platevoltage wrote:
         | I hate that we are in the era of Millennial dictators feeling
         | the need to own things that they thought were cool when they
         | were kids. I don't see how owning SNK could be considered a
         | great investment opportunity.
        
           | chongli wrote:
           | _I don 't see how owning SNK could be considered a great
           | investment opportunity_
           | 
           | It's not. It sounds much more like a vanity or passion
           | purchase. Like how Neil Young once invested in the Lionel
           | model railroading manufacturer.
        
             | platevoltage wrote:
             | Yep. I guess owning Metal Slug is better than his previous
             | hobby of hacking up journalists.
        
           | _--__--__ wrote:
           | The payoff for MBS was to use SNK's brand recognition to
           | promote the esports World Cup (run by another of his
           | foundations). He even got to buddy up with some celebrities
           | (Christiano Ronaldo and some famous DJ) when he shoehorned
           | real people into that new Fatal Fury game.
        
       | lamasery wrote:
       | The main problem with playing older games in a modern media-
       | hardware environment is the screen. You've got the problem that
       | lots of them look worse, or even outright wrong (see:
       | transparency-layering effects on things like Sonic the Hedgehog)
       | on anything but a real CRT without some serious shader work. This
       | is also true of older TV shows, to some extent, incidentally,
       | especially if the only sources available are things like
       | broadcast rips.
       | 
       | Then problem #2 with the display (mostly) is latency. Those CRTs
       | were _fast_. Even 50ms of rendering latency is noticeable on a
       | some of the console games that require very-precise input timing.
       | 
       | You get emulation latency (this may avoid that by using ASICs, at
       | least); input latency above what the original hardware had, if
       | you're not using the real thing (bluetooth...); any picture-
       | conversion latency (this _might_ avoid that, but I wouldn 't bet
       | on it) to digitize the signal into HDMI if you're working with
       | real hardware with analog outputs; TVs that struggle to get under
       | 50ms of latency, especially without making the picture look a ton
       | worse; and then shader-induced latency if you're trying to make
       | it look semi-correct. Like, getting it down to where it doesn't
       | feel _wrong_ is tricky as hell.
        
         | anthk wrote:
         | Metal Slug and Garou looked fine-ish with 25% scanlines on LCD
         | screens and 50% on PC CRT's.
        
           | tombert wrote:
           | My first exposure to Metal Slug was actually in regular
           | emulators, and I never used the scanline filters, so now when
           | I use the scanline filters in Metal Slug they feel..."wrong".
           | In my mind, Metal Slug is supposed to have really sharp,
           | chunky pixels.
        
             | anthk wrote:
             | Not my case; I'm old enough to play it at mid-late 90's in
             | both bars and arcade rooms.
             | 
             | And that's the problem with current pixel art artists: they
             | have no idea of what actual pixel art looked like. Hint:
             | look at Garou with at least scanlines (or maybe a bilinear
             | filter) enabled. That's what's Garou almost meant too look
             | in CRT, far closer than raw pixel art.
        
               | tombert wrote:
               | I need to play Garou: Mark of the Wolves again, haven't
               | touched that one in years. I believe that's the one that
               | has a character named "Butt".
               | 
               | I've played a lot of Neo Geo games, and I even used to
               | own a full MVS machine for awhile with its own CRT
               | (mostly playing KOF 99), but I guess the scanlines never
               | did much for me. I grew up playing the SNES and
               | PlayStation and N64, but I almost equally grew up with
               | emulators, so I guess I'm just used to the raw digital
               | signal being displayed.
        
         | tombert wrote:
         | 50ms is pretty high, even by LCD standards. I have one of those
         | MiSTer Laggy measuring things, and when I have my cheap Vizio
         | TV in "Game Mode" the latency is around 24ms, a little lower on
         | the top of the screen and a little higher on the bottom, but
         | still considerably lower than 50ms. Moreover, I think that
         | OLEDs can get less than 10ms nowadays (though I do not have one
         | to test at this moment). Since most retro games ran around
         | 60fps, so about 17ms, we're talking about 1.5 frames of latency
         | for the LCD, and about half a frame of latency for an OLED.
         | 
         | With something like the MiSTer, you can also enable high speed
         | USB polling, which I believe is roughly 1000hz. My
         | understanding is that it doesn't work with all controllers, but
         | it has worked with all the controllers I have tried it with.
         | 
         | The composite video artifacts are definitely noticeable though;
         | I noticed the weirdness of the waterfalls in Sonic when I was
         | playing it recently. It doesn't bother me that much but I could
         | see why it bothers other people.
        
           | jamiek88 wrote:
           | Yeah with mister laggy measuring and my lg g1 oled (six years
           | old now so it may have got better) in game mode latency is
           | 8ms.
        
             | pipes wrote:
             | Same here, Samsung s95b QD oled, mister laggy tested it, as
             | far as I can remember it's about 8ms. Also snac adapters by
             | pass usb entirely and are pretty much zero lag as far as I
             | understand.
             | 
             | Retro arch has run ahead latency reduction etc, I'd like to
             | see some comparisons of that Vs mister. I could do it
             | myself but I've never got round to it. I've noticed that
             | fiddling with latency reduction in retro arch really works,
             | but it is a lot of fiddling.
        
               | tombert wrote:
               | I did the preemptive frames thing with Retroarch with
               | Sonic the Hedgehog 3 a couple years ago, and I certainly
               | convinced myself that I could tell a huge
               | difference...and then I kept taking hits and dying just
               | as much as I was without doing anything.
               | 
               | It's entirely possible that someone who is better at
               | video games can tell a huge difference (e.g. speedrunners
               | and the like), but I'm afraid that I'm not good enough at
               | most games to be able to realistically tell much of a
               | difference.
               | 
               | I might still fiddle with it a bit; someone told me that
               | it helps a lot with Mike Tyson's Punch Out, which is a
               | game I have never beaten with an emulator.
        
               | jamiek88 wrote:
               | Interesting. I bought sonic origins as a palate cleanser
               | the other day and I really feel like I can feel the
               | latency. Sonic 1 was the only game me and my brother had
               | for our mega drive so we know/knew everything there is to
               | know!!
               | 
               | Our speed runs were crazy.
               | 
               | I don't know if feeling the latency is just my age
               | though, although I'm a semi pro SIM racer still and
               | competitive in my late forties it's a different kind of
               | twitch reaction.
        
           | chongli wrote:
           | _Since most retro games ran around 60fps, so about 17ms,_
           | 
           | That's an oversimplification. Many retro game consoles don't
           | use a frame buffer. Instead they render the game state to the
           | screen on the fly, one scanline at a time, and they're able
           | to process input mid-screen because they read the controller
           | input many times faster than 60Hz (on the order of 2kHz). In
           | practice, this means input lag is way below even 1ms.
           | 
           | Lightgun games, for example, rely on very precise timing of
           | the control input vs the CRT raster and simply do not work
           | without a CRT.
        
             | mrob wrote:
             | >Lightgun games, for example, rely on very precise timing
             | of the control input vs the CRT raster and simply do not
             | work without a CRT.
             | 
             | Perhaps the most famous light gun game of all time (Duck
             | Hunt on the NES), does not rely on especially precise
             | timing. It draws one white rectangle per frame over each
             | duck when you pull the trigger and checks if the Zapper can
             | see it. LCD latency will probably still break this, but
             | it's not like the later Super Scope for the SNES that
             | actually does track the precise raster position. I expect
             | it would be possible to patch the timing in software to
             | make it work for a specific model of LCD. But even if you
             | did this, the Zapper also includes a bandpass filter at the
             | CRT horizontal retrace rate (about 15kHz) to better reject
             | other light sources, so you'd need to mod it to bypass
             | that, or mod the LCD to strobe the backlight at the right
             | frequency.
        
             | tombert wrote:
             | I'm not disputing that CRTs have lower input lag than LCDs
             | or OLED. I was disputing the specific 50ms of lag claim
             | that the parent post made; modern LCDs aren't that bad, and
             | OLEDs are getting to a point that it's getting close to
             | undetectable to human eyes. Even with horizontal interrupts
             | that could be done between scanlines, there's still a limit
             | to how fast we can actually perceive it (and frankly I'd be
             | skeptical of anyone that claims that the 8ms of input lag
             | that an OLED is _actually_ affecting your gameplay).
             | 
             | For light gun games, yeah, that timing might matter, but
             | I'm not convinced it matters anywhere else.
        
         | DiabloD3 wrote:
         | I now own a QD OLED that has a processing+display latency of
         | 1.21 ms in 240hz, 1.83 in 60hz, and an unfortunate 7ms with
         | 120hz + black frame insertion.
         | 
         | Displays are no longer the problem anymore, we're back to CRT
         | speeds again.
        
         | HerbManic wrote:
         | Latency has improved in the last decade or so but yes, it is
         | still off.
         | 
         | As John Carmack said once, we can send a data packet across the
         | atlantic faster than we can get a pixel out the back of a
         | computer nowadays.
        
         | vunderba wrote:
         | 50ms latency would be extremely rough for games heavily reliant
         | on frame perfect timing and lightning fast reflexes. I can't
         | imagine playing Mike Tyson's Punchout for the NES with that
         | kind of lag.
        
         | mrob wrote:
         | >or even outright wrong (see: transparency-layering effects on
         | things like Sonic the Hedgehog)
         | 
         | If you're talking about the waterfalls, I'm not convinced
         | blurring was necessary or intended. RGB support was rare in
         | televisions in the USA, but it was common in PAL regions via a
         | SCART cable, and the Mega Drive had native RGB output.
         | Furthermore, the waterfalls are drawn as vertical lines, which
         | I interpret as representing individual streams of water. If it
         | was purely a pseudo-transparency effect it would make more
         | sense to use a checkerboard pattern, e.g. as in the spotlight
         | effect in Streets of Rage 2.
        
         | 7jjjjjjj wrote:
         | >transparency-layering effects on things like Sonic the
         | Hedgehog
         | 
         | That only worked because they expected to run over composite.
         | Arcade cabinets used RGB which doesn't have the bandwidth
         | limitations of composite.
        
         | corysama wrote:
         | If you can run RetroArch at 240 Hz on an OLED in "game mode",
         | you can use CRT Beam Simulation to get pretty close to the CRT
         | feel for motion https://blurbusters.com/crt-simulation-in-a-
         | gpu-shader-looks...
         | 
         | If you have an HDR TV, preferably OLED, and miss the CRT look,
         | check out the RetroTink 4K https://www.retrotink.com/
        
         | orbital-decay wrote:
         | That's a predictable response, but I think you need to keep up
         | with the times. Modern gaming rigs can do single digit ms
         | click-to-photon latency in hugely complex game engines that
         | have fullscreen shaders, which this thing won't have.
         | 
         | If you're really concerned with the latency, use a modern
         | gaming display and a sub-frame latency retro scaler ( _if_ it
         | won 't have a builtin one).
        
       | IronBacon wrote:
       | One can buy right now a MISTerFPGA from aliexpress for around
       | EUR150 and that can emulate both MVS and AES. On this side of the
       | pond, a VGA to SCART cable is all that's required to connect it
       | to a CRT TV.
       | 
       | If instead one want the real HW, a working MVS PCB can be found
       | for less that EUR100. A JAMMA cabinet would be the perfect place
       | to use it, but with a supergun a CRT TV can give the same
       | results. Cheap superguns can be found or built for around EUR30,
       | fancy models can cost between EUR200 to EUR300 tho.
       | 
       | The carts aren't cheap tho, specially if original. I've only a
       | battered "Puzzle Bobble" cart, it's a really fun game in PvP, but
       | probably not the more iconic NeoGeo title.
        
         | 10729287 wrote:
         | Puzzle Bobble, actually, is definitely one of the more iconic
         | Neo Geo title. If you open it, you may have a surprise. The
         | game was such a success that Snk itself had to butcher other,
         | less successful games (essentially Power Spikes II if I
         | remember correctly), to produce conversions/bootlegs and answer
         | to customer's demand. It has one of the best replayability of
         | the system, it's very fun playing versus, plus, girls
         | absolutely love it. There have been many sequels, but none live
         | up to the original despite the additions, and they're all more
         | or less unnecessary.
        
           | pipes wrote:
           | Ha! The only multi player game my wife will play with me :)
        
             | 10729287 wrote:
             | Classic ! Try Magical Drop 2 or 3 and Money Idol Exchanger
             | on the same system. There's a good chance she'll love them.
             | They're a little bit more nervous tho, especially Money
             | Idol !
        
         | platevoltage wrote:
         | This is what I do. There is also an overclocked core that
         | drastically reduces slowdown on Metal Slug games.
        
       | ndiddy wrote:
       | Assuming this is well done, it's an extremely cool product. The
       | original Neo Geo systems and cartridges are ridiculously
       | expensive on the used market and bootlegs are rampant. Even
       | though they're charging $90/cartridge, that's still thousands of
       | dollars less than what a lot of these games go for used.
       | 
       | The biggest concern I have is accuracy. SNK wouldn't be able to
       | just start manufacturing their old chip designs from the 90s
       | again because a lot of the chips in the Neo Geo from other
       | companies are no longer made, such as the 68000, Z80, and YM2610.
       | This means that they'd have to make a new SoC that incorporates
       | the IP from those chips. At that point there's no real benefit to
       | the ASIC over an FPGA. It means the system costs less to produce,
       | but if they find any inaccuracies in their new SoC design they
       | won't be able to release an update to fix them. I'm cautiously
       | optimistic, but I'm not going to place a pre-order until they
       | release more details about what exactly is going on under the
       | hood.
        
         | NoMoreNicksLeft wrote:
         | There must be three dozen commodity Z80 clones, no? I get it
         | that the other asics and dsps are impossible to source, but
         | that's a strange example.
        
       | bityard wrote:
       | NeoGeo! The system I will always remember as having fun fighting
       | games in the arcade with a home console that only kids with
       | "status symbol" money could afford...
        
         | bigfishrunning wrote:
         | I never knew anyone that had one, but i knew lots of kids who
         | wanted one
        
       | platevoltage wrote:
       | This is kind of cool, but is there an actual market for this? I
       | kind of understand the Analogue FPGA based N64 systems that were
       | released given that there are a lot of people with N64 carts
       | lying around their house, but who just has a bunch NeoGeo carts
       | besides collectors? I guess a multicart is an option, but at that
       | point, why not just go with MiSTer?
        
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