https://www.extremetech.com/computing/261148-modern-computer...
https://www.extremetech.com/computing/261148-modern-computer...
Anyway, is it any better on displays that have a higher refresh rate? I feel like it should make a substantial difference.
All CRT displays attached to computers in the last 40 years were driven from memory buffers just like LCDs, and those buffers were typically only allowed to change while the electron beam was "off", i.e. moving from the bottom of the screen back to the top. Letting the buffer change while the beam is writing results in "tearing" the image, which was usually considered a bad thing.
Video game aficionados would like to have a word with you:
https://www.wired.com/story/crt-tube-tv-hot-gaming-tech-retr...
To be fair, much of this is the color and shape rendering, where pixel art had been tailored for CRTs.
Twitchy gamers do swear by “zero input lag” but are perhaps just nostalgic, difference is likely to be 8ms vs. 10ms:
“Using the industry-standard definition of input lag, 60Hz CRTs don't have 0ms input lag. 60Hz CRTs have 8.3ms of input lag…”
https://www.resetera.com/threads/crts-have-8-3ms-of-input-la...
If we shift the discussion to vector CRTs (which have no pixels) such as the one the old Tempest [0] game used, the CRT has a major advantage over an LCD and the lag can in principle be whatever the application programmer wants it to be. I miss vector games and there's really no way to duplicate their "feel" with LCDs.
Back when I had CRTs, 60Hz displays were the older, less-common, cheapo option. I'm having a hard time remembering a CRT display that wasn't at least 75Hz (I believe this was the VESA standard for the minimum to be flicker-free), but most of the monitors I used had refresh rates in the 80-90Hz range. I remember a beautiful higher-end CRT that had a refresh rate around 110Hz.
85Hz gives you a frame time of 11ms, which doesn't sound much better, but is a 30% improvement over 16ms.
This is exactly the same as LCDs though, no? LCDs are also drawing an entire frame at a time, they're not "random access" for lack of a better term. There's just typically no image processing going on with a CRT* though, so there's no inherent latency beyond the speed of the electron gun and the speed of light.
*I'm aware there were some later "digital" CRT models that did analog->digital conversion, followed by some digital signal processing on the image, then digital->analog conversion to drive the gun.
Best option is to use adaptive sync and get rid of vsync. But support for this technology is surprisingly not mature, it works mostly in games.