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Re:CRT simulation (2014) by 6502nerdface on Sunday April 12, 2015 @11:24PM (#9365818)
In addition to the physical characteristics of a cathode ray tube itself, there is an orthogonal set of visual artifacts that follow from quirks of the analog NTSC signal encoding, and in the case of the NES, certain technical compromises in the design of the picture processing unit (PPU) that result in "ragged" vertical lines and chroma/luma interference; see [1] for documentation and example images.

It would be cool to see an NES emulator that combined an accurate simulation of the PPU's quirky NTSC encoding logic (already present in some emulators) with the kind of CRT/phosphor-simulation shown in TFA.

[1] http://wiki.nesdev.com/w/index.php/NTSC_video

Re:CRT simulation (2014) by pdkl95 on Monday April 13, 2015 @05:15AM (#9366645)
Blargg's NTSC filters emulate NTSC artifacts such as the vertical jaggies and chroma bleed. These filters have been available in many emulators for quite a few years.

Also note that Blargg's filters are efficient integer-only CPU filters, as they are fast enough to not need a GPU.

http://slack.net/~ant/libs/ntsc.html (main page)

http://slack.net/~ant/old/ntsc-presets/ (lots of example images)

http://slack.net/~ant/old/ntsc-vs-palette/ (examples specifically about the color-"correction" that happens when using NTSC)