If you’re measuring display lag the same way we measure it with modern LCDs, then yes, CRTs do have lag.
Comment on Are those of us who grew up on older games more attuned to latency?
DigDoug@lemmy.world 17 hours ago
There are only a few reasons I can surmise that this would be the case:
CRTs don’t add any input lag
There’s no extra latency from being connected to the internet
There’s no latency from bluetooth/wireless on the controller
Because most older games are extremely badly optimised by today’s standards. The original Metroid slows to an absolute crawl when there’s more than about 4 sprites on the screen; the dragon boss in Mega Man (2, I think) was such a laggy, slippery mess that I gave up trying to beat the game; Ocarina of Time runs at 20FPS (worse if you’re in a PAL territory like I am), and that’s one of the better playing N64 games.
I think you’re either noticing one of these extra sources of delay, or you’re blinded by nostalgia.
frezik@lemmy.blahaj.zone 17 hours ago
DigDoug@lemmy.world 17 hours ago
Unless it’s an HD one, there’s no input buffer so it’s impossible for a CRT to have more than a frame of input lag. And the console needs a frame to notice your input anyway.
frezik@lemmy.blahaj.zone 17 hours ago
You measure lag by taking the capture of a frame an input happens when it is halfway down the screen. Therefore, CRTs have input lag of half their refresh rate. For NTSC, that’s about 8ms. For PAL, 10ms.
Incidentally, a modern gaming LCD has a 2ms average pixel response time. Which is about the same as the difference between NTSC and PAL.
bridgeenjoyer@sh.itjust.works 5 hours ago
Yes there’s definitely processing lag on some of those games where they were pushing it.
Then you have joust on the 7800 which is ridiculously smooth.