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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But there are knowns: The dithering found in Genesis/Megadrive games was specifically because composite NTSC didn't have the bandwidth to accurately represent it, so carefully-selected neighboring luma or chroma values could be used to force more than the normal 9bpp palette.
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To this day I'm still proud of the NTSC shader in MAME. In one pass it packs composite samples into RGBA texels at 4x the X resolution, then in the second pass it does an 81-sample-wide FIR filter to extract the Y, I and Q factors back out. With tunable bandwidths for all three.
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I think that's a good way to go, as long as the defaults for those knobs are set to what you / an expert would want the result to be. A lot of users don't want to tweak things until they get the perfect result for all games, but are happy with something that looks good for most.
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Agreed! Some of the improvements that my colleagues Jezze and Calamity have added over the years have involved tweaking the default 3x3 color matrix away from identity, but it's still a dead ringer for a well-calibrated CRT.
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