I’ve been wondering this recently. I grew up on atari/nes/snes and so of course almost all of those games (pretty sure all) are written in assembly and are rock solid smooth and responsive for the most part. I wonder if this has affected how I cannot stand to play badly optimized games eith even a hint of a laggy feel to it. I’ve always been drawn to quake and cs for that reason: damn smooth. And no, it doesn’t just need to be FPS games either. I cant play beat saber with a modicum of lag or i suck massively, but others can play just fine and not even notice the lag.

Its odd. I feel like a complainer but maybe I just notice it more easily than others?

  • DigDoug@lemmy.world
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    2 days 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.

    • bridgeenjoyer@sh.itjust.worksOP
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      1 day 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.

    • Frezik@lemmy.blahaj.zone
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      2 days ago

      If you’re measuring display lag the same way we measure it with modern LCDs, then yes, CRTs do have lag.

      • DigDoug@lemmy.world
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        2 days 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
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          2 days 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.