> HDR monitors are still not even close to the contrast capabilities of a vector screen.
I never said that. I said HDR can improve the mimics of phosphors and that in a way better than regular LCD´s.
> Thankfully the differences between a raster and vector screen are not as extreme as
> you might believe. Both are analog and work with similar signals and use the same
> types of shadow masks and phosphors. The display part of a CRT shader, from the gun
> to your eye, should be able to be identical for both.
Only colored vector CRT´s have a shadowmask, B&W vector CRT´s dont have one. But you are right, there are not much differences. If you know what you are doing, you can convert a B&W CRT into a B&W vector CRT with just little effort.
>To have better phosphor effects, especially with the
> increase of high-speed displays, MAME will have to switch to a new method of display
> where black frames are inserted (the persistence models keep the screen from actually
> becoming completely black).
This method is not new, it is just not supported by MAME yet. Black frame insertion is included in RA, but i think it doesnt work properly.
> Another change is to make the phosphor effect additive
> instead of the 'lighten only' method it uses now. This should have the potential to
> make the vector lines look much more realistic. I've been experimenting with this
> additive method (for rasters) but there are some aesthetic issues and difficulties
> that people probably won't like.
> I can't work on vector things directly, but I will at least try to port it to BGFX
> along with my other work, and hopefully other work I do will improve vector games as
I am really curious, how your changes will look. It sounds interesting.