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| Good TV for Old School Gaming ? |
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| mojoeskateco:
Thanks for the info. I'll post some pics once I get the new setup completed and some more games cased up. |
| Shrimp:
--- Quote from: wiggy on October 26, 2012, 04:28:39 PM ---That's the one that I picked up. So, if you care, it doesn't play friendly with light guns :( If you do pick it up, make sure to bring at LEAST 2 guys that weigh more than 130lbs with you. If you're all skinny bastards, then it might take 4 to do the job. To answer the question a few posts above, NO HDTV works with light guns and many late, late non-HD tubes won't either. I guess being "digital" is what will kill compatibility for an SD tube. I imagine that means it refreshes just like an HD tube, just without the HD part. --- End quote --- Maybe the wrong place to ask you but since I can't contact you through e-mail I'll try it anyway. Do you happen to still have your custom case art? I'm really loving the amazing art when I stumbled upon it on the forums. |
| scarmullet:
There are alot of misconceptions dealing with light guns, especially the NES zapper, we dont really know what is correct, so let me throw my hypothesis onto the table. Latency. If you notice, there is a lag when playing a retro game on an HDTV, this lag could be large enough to affect light guns, especially the zapper. |
| wiggy:
--- Quote from: scarmullet on October 27, 2012, 08:33:29 AM ---There are alot of misconceptions dealing with light guns, especially the NES zapper, we dont really know what is correct, so let me throw my hypothesis onto the table. Latency. If you notice, there is a lag when playing a retro game on an HDTV, this lag could be large enough to affect light guns, especially the zapper. --- End quote --- No, it's not a mystery. It has EVERYTHING to do with how the screen refreshes. I already posted a link that explains this. Let's not confuse the subject with unnecessary hypothesizing. "In fact, there are two techniques used to do that, again depending on the specifications established by the manufacturer. The first one uses an image rendering sequence relying on introducing frames of black screen images and the target objects. By synchronizing the image rendering with the signals received from the light gun, the computer controlling the game measures, with the help of the photodetector, the luminosity of the display when the gun is triggered. If the luminosity is low, it means that the gun is pointed towards an area of the screen other than were the target object is located, and scores a miss. However, if the luminosity is high, then the gun is pointed towards the target object, thus when the gun is triggered the computer scores a hit. The second detection technique is slightly more complicated, albeit it works roughly on the same principle. The computer first inputs a command to make the whole screen black. Then, it immediately renders the whole screen white. Although unnoticeable to the human eye, it takes a certain amount of time for the electron beam to trace the whole screen and paint it white. By comparing the reading received from the photodetector with the amount of time between the moments when the black screen starts to turn white, the computer can estimate towards what direction of the screen the gun is pointing. Again, if the rendered image corresponds to the direction of the gun, it will score a hit."* *http://news.softpedia.com/news/How-Video-Game-Light-Guns-Work-83896.shtml --- Quote from: Shrimp on October 27, 2012, 04:46:47 AM ---Maybe the wrong place to ask you but since I can't contact you through e-mail I'll try it anyway. Do you happen to still have your custom case art? I'm really loving the amazing art when I stumbled upon it on the forums. --- End quote --- Yup, sending a pm... |
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