this post was submitted on 07 Feb 2026
79 points (97.6% liked)
Technology
80724 readers
3580 users here now
This is a most excellent place for technology news and articles.
Our Rules
- Follow the lemmy.world rules.
- Only tech related news or articles.
- Be excellent to each other!
- Mod approved content bots can post up to 10 articles per day.
- Threads asking for personal tech support may be deleted.
- Politics threads may be removed.
- No memes allowed as posts, OK to post as comments.
- Only approved bots from the list below, this includes using AI responses and summaries. To ask if your bot can be added please contact a mod.
- Check for duplicates before posting, duplicates may be removed
- Accounts 7 days and younger will have their posts automatically removed.
Approved Bots
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
3D graphics were incredibly primitive back then. There really weren't "3D processors" as we know them today.
On top of that, CRTs masked many of the weirdest graphical artifacts - the shimmering we see on modern screens was much more of a blur on screens at the time.
It's fun to look back at the PlayStation and the N64, and to see how each of them handled limitations in a different way.
They were definitely 3d processors.
Just tell us all you suck at math.
CRT didn't mask anything. They had significantly different gamma. That's the biggest difference, maybe. They also had amazing GtG response times(grey to grey). Modern displays just can't do that. Plasma TVs were the best. They accomplished temporal dithering. The display itself wasn't high color. But it switched at extremely high frequency and accomplished the highest color fidelity known to man.
This reads like someone who was born after the CRT era trying to describe them. No, you're just wrong about that. CRT monitors had a huge effect on the output of the visuals in contrast with modern screens.
Pixels on a CRT aren‘t quadratic. Light bleeds between them, and persisted between frames. That was definitely some kind of post processing you could call masking and the games of that era leaned heavily into it. Hardware and games were designed to be displayed on a CRT.