Graphics peeps: Could Rayleigh scattering cause a visible hue shift in an image viewed on a CRT monitor, either to the eye or in a photo?
Presumably, the glass used in CRTs is intended to be an ideal transmission medium, but in real life, nothing's ever 100% ideal.
@Atrix256
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Note the yellowish hue of the large segments of the roughly screen-sized circle. This is important. This is what it looks like with the D3D9 HLSL pipe in MAME, with a composite NTSC shader, plus scanlines, plus phosphor chromaticity, plus distortion, everything else at identity.pic.twitter.com/wiqiR5nEN5
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Note also that the NTSC shader provides color fringing on sharp chroma/white transitions due to limited bandwidth, while also achieving the fake translucency and additional color depth that contemporary Genesis/Megadrive coders used to achieve a higher virtual color depth.
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Now here's the rub: These are pictures of Vectorman running on an actual CRT.pic.twitter.com/RHHR20H0jn
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Close. Damn close, in fact. But not quite. Putting aside the difference in luminance - which is far closer when enabling the bloom pass in MAME's D3D9/HLSL pipeline - the most striking thing to me is that everything has a shift towards the blue end of the spectrum.
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Those segments I referred to? They're nearly white. The green sphere sprites are obviously tinted more towards aquamarine. This brings up a number of questions in my mind, thoughts on how this might be the case, and I'm not sure which is the most plausible.
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I didn't take the pics, so I don't have first-hand knowledge of the actual look, but: - As
@ewzzy points out, perhaps the camera just has a colder white balance. - The camera might have a CCD that's more sensitive towards blue hues.Näytä tämä ketju -
- The CRT tint knob might be off. - The CRT's blue phosphors may be more vibrant or have a different wavelength than the CRT that the current phosphor sim in MAME is tuned to. - The f-number of the camera may have been such that phosphors of a certain wavelength were overexposed.
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Lastly, but what I'm most interested in, is I wonder if there's the potential for Rayleigh scattering through the glass medium used in CRTs, which might cause images viewed through it to exhibit a certain natural tint. So, graphics Twitter. Thoughts?
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IMHO, we'll never know what the intended look was supposed to be, unless you talk to the original developers. No two monitors are exactly alike, calibrated exactly the same, and as you said how the pictures were captured could have made a difference.
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The number of times I've seen an artist look at a game on a properly calibrated reference monitor I can count on one hand. In VFX it's a lot more common, especially in the final color correction stages of a movie where they look at the whole thing on...
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