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How CRT Screens Differ From LCDs for Retro Games

CRT beam scanning and LCD pixel grids render retro-console signals differently. Learn what scanlines show, when conversion may be needed, and how to choose for your setup.
Length3 min Posted Quest giverVGSources Team
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CRT and LCD screens create images differently, and that changes how retro games look. A CRT sweeps an electron beam across phosphors; an LCD renders the incoming picture on a fixed grid of pixels. With common 240p-era consoles, that affects scanlines, scaling, signal compatibility and image texture. Neither display type is automatically best for every setup.

Why the same game looks different on a CRT and LCD

Many older consoles output a video signal designed for the way a CRT draws a picture. For the NES, the picture processing unit (PPU) controls a CRT-oriented scanout; its NTSC mode is described as 240 scanlines per frame. CRTs do not have the fixed pixel grid of an LCD, so the console’s output is not simply mapped one-to-one onto a predetermined screen grid. Rodrigo Copetti’s NES / Famicom architecture reference explains the hardware context; it is a technical reference, not a controlled comparison of CRT and LCD viewing.

An LCD, by contrast, has a fixed array of pixels. It must map the incoming signal onto that grid, and the display or an external device may need to scale or convert the signal along the way. Depending on the console, connection and display, that process can affect sharpness and produce scaling artifacts.

What scanlines are—and what they are not

With 240p video, the active picture rows are separated by blank rows. On a CRT, those gaps can appear as horizontal dark lines, commonly called scanlines. How visible they are depends on factors including the console’s resolution, the cable and the display.

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Scanlines are only part of a CRT’s appearance. CRT shadow masks arrange the phosphors behind the screen, while Sony Trinitron displays use an aperture grille with vertical wires. These structures affect the image differently from a simple overlay of horizontal black lines. As GamesRadar+ explains in its scanlines feature, adding dark lines to an LCD can suggest some of the separation associated with a CRT, but it does not recreate the full effect of phosphors and screen structures.

Getting an original console onto a modern LCD

Whether you need conversion hardware depends on the console’s video output, the LCD’s inputs and the timings it accepts. A scaler or line doubler can convert a retro console’s signal into a format a modern display can use, but compatibility depends on both the device and the receiving screen.

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The OSSC User Manual describes the open source scan converter as a real-time line doubler for converting 15 kHz retro-console video to 31 kHz video. Its default line-doubling mode converts 240p to 480p, and it includes adjustable scanline simulation. Triple-, quadruple- and quintuple-multiplication modes may not work with every display, so a mode listed by a converter is not a guarantee that a particular TV will accept it.

The manual says the OSSC’s own line-doubling process adds “only a few microseconds of input lag.” That is a product-manual claim about the converter’s processing, not an end-to-end measurement of a console, converter and LCD together. Other receivers or processors in the chain can add delay.

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Interlaced console video adds another trade-off

Some PS2 and GameCube modes are interlaced. The OSSC manual notes that modern displays need to deinterlace these signals. The converter’s low-lag deinterlacing can produce flicker or combing, while a display’s built-in deinterlacing may favor picture quality and change latency. If a game supports progressive output, that can avoid this particular deinterlacing choice; otherwise, the preferred balance depends on the game and setup.

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How to choose for your retro setup

  • Check signal compatibility: Confirm the console’s native output and whether the display accepts it. If not, identify what conversion the setup needs.
  • Consider scaling and artifacts: Look for uneven scaling, flicker or combing in the mode you plan to use, especially when interlaced video is involved.
  • Choose the image style you prefer: A CRT provides its own phosphor and mask or grille characteristics. An LCD gives a fixed-grid image, with scanline simulation available on some conversion devices.
  • Judge latency across the whole chain: Consider the console, converter, any intervening processing and the display. There is no universal lag figure that applies to all CRTs or all LCDs.
  • Weigh convenience: Account for connection hardware and display compatibility alongside whether you want a tube or a modern flat panel.

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