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The game is pretty good about taking things like that into account. Even aside from that, a CRT generally adds no lag of its own, displaying the scanline as soon as it begins receiving it, assuming a stable set of sync pulses.

The company that made Rock Band, Harmonix Music Systems, has amazing beatmatching technology that has been used in countless games and is even available in the newest versions of Unreal Engine, thanks to being currently owned by Epic Games. They've been developing this technology since the mid 90s.

The main difference between CRTs and other display types, is that the other display types are all largely sample-and-hold - they display the whole frame line by line, hold it for an amount of time, then begin the process again. They generally lack the decay that happens with a CRT, where the image fades by the time the next frame is to be drawn. Some displays can do black frame insertion, but this is a poor substitute. It requires double the frame rate of the intended output, and it reduces effective brightness. I'd like to see an OLED display that could simulate the phosphor decay on a per-pixel basis, to better simulate the scanning process of a CRT.




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