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.
No comments yet
Contribute on Hacker News ↗