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Comment by BlurBusters

1 year ago

You need a large native:simulated Hz ratio in order to accurate a CRT accurately. It's laws of physics, sadly. I need to update a pixel multiple times per videogame frame, just to accurately simulate a CRT.

120Hz = up to 50% motion blur reduction for 60fps

240Hz = up to 75% motion blur reduction for 60fps

480Hz = up to 87.5% motion blur reduction for 60fps

CRT simulation is bottlenecked by limited genuine native non-faked Hz, which is why accurate CRT simulation is so difficult.