- Controller buttons caused CPU interrupts, so basically 0 latency
- No OS getting in the way
- N64 era would be double buffered and then straight to the CRT
- NES era would literally calculate the pixels in real time as the CRT beam moved across the screen
- CRTs have virtually no latency, same with the analog signal chain because there is no buffering
So when people try to play them in modern systems, things that were easy back then are quite hard now.
There's a reason anybody speedrunning SM64 will play on a CRT.
I bought a Japanese copy of Super Mario World on ebay (Japanese copies of games were peanuts at the time, I assume they're more now), and found an old CRT for cheap on a local used site. I continued to play SMW many times over the years on various platforms and emulators, and I'm pretty damn good at the game.
But man, did it blow my mind feeling as little input latency as I did the first time I booted it on a CRT after all those years. It actually took a little bit of time to adapt to. It's like that phenomenon where if a button activates a light with low enough latency, people think the light is predicting when they'll hit the button, i.e. turning on before the button is pressed. People don't realize the latency we started dealing with when everything went from analogue to digital!
Relevant: https://en.wikipedia.org/wiki/Raster_interrupt#Nintendo_Ente...
My previous TV had about 150 ms of video latency. Even if I enabled Game Mode, it was 75 ms, which was still noticeable.
With my current TV, I have no idea what the latency is because I stopped gaming on console and so I'm not playing Rock Band which had a calibration option to compensate for video and audio latency.
If you don't configure your TV correctly sure, you could get massive amounts of lag. Even with an OLED display if you turn on all the post processing you're going to have problems. That's not really a fault of the TV though. I disable almost all post processing on my TVs and get a better picture without the downsides.
With digital receivers adding lag is minimal at best. Especially with newer models that don't draw on top of the source signal.
For example, my LG OLED tv is regarded as one of the best for gaming. Game mode latency is about 9ms. Cinema mode is about 90ms.
If you take a look at the 25 games with the most current players[1] I would argue at least 20/25 would either be annoying to play with increased input lag, or outright highly disadvantageous.
Something like Stray that doesn't really require "hundreds of dollars regularly". Stray plays fine on a 8 year old PC that was definitely < $1000 on its day. Probably not 4K but then also not on the cloud...
On the other hand, it's highly likely that you won't be able to play Stray on the cloud within the next 8 years as providers will drop it down (or outright close...).
At 20 hours a month you would have to play for 50 months (4 years) on your machine before you pay off the machine. Alternatively, you could spend that same money on the streaming service. I think the math doesn't hold up if you are a casual gamer. Building a PC and maintenance just isn't worth it.
That being said, if you play a lot more, maybe even 15-20 hours a week, I think it makes a lot of sense to build your own machine (I have one and it was very worth it when I was a serious LoL player).
But, personally, I find the experience much less enjoyable as the latency goes up. It's not about being competitive either. (I don't play games online.) It just feels sticky and sluggish and I don't enjoy it. I miss the crisp responsiveness of older consoles. :(
I agree with your disagreement here. For me streaming game services don't have a lot of technical hurdles.
> Overall I’m bullish on cloud gaming, because I don’t want to invest hundreds of dollars regularly to update my PC or console hardware just to play games like Stray or something like that.
I disagree here. I hate the idea of streaming/cloud gaming. I will never sign up for such a service. I don't want a monthly bill, I enjoy building computers. I want to have the content on my local machine thank you very much.
The subscription model I think has already proven it self be consumer hostile. I don't want to subscribe to Adobe, I don't want to subscribe to Office, just let me buy the damn thing outright.
I totally think this is fair - and I think the market can support both models.
E.g.: I like paying for Netflix / Hulu / [insert video streaming service here], but I wouldn't hate on others who prefer buying the DVD. Same thing for Apple Music vs. people who prefer CDs / records.
I like to play Spiritfarer and some other family games with my partner on Stadia, and we’ve never noticed any significant problems - even when using non-stadia controllers.
Overall I’m bullish on cloud gaming, because I don’t want to invest hundreds of dollars regularly to update my PC or console hardware just to play games like Stray or something like that. There are new handheld consoles coming out focused on the cloud gaming market, and even the Switch supports “cloud version” games now, like Resident Evil. Also, Amazon’s Luna service continues to grow and improve.