Is there a better way to do this using multiple monitors and/or multiple consoles (N64) so we can play together on separate tvs?
>>920549
not without significant modifications, custom adaptor or a special tv
>>920550
Can you explain? Is it possible to somehow link two displays together like a dual display monitor setup for PC, and offset the main signal enough to one side so that half is displayed on each? Then just lengthen the controller cables?
>>920549
It's part of the retro experience.
That'd be a nicer feature in the next version of framemeister or whatever other scaler you like, but I haven't heard anyone else talking about it. Ask /vr/crt-gen
>>920549
Sure.
Just get a $10 HDMI/SCART splitter, two TVs, and two pieces of cardboard.
>>920556
Why scart and not a rgb splitter?
>>920567
Nevermind
>>920554
Once you have the image in digital form, it should be easy to split it into two outputs. Max/MSP, Quartz Composer or any decent VJ package should handle it. It'll add a couple of frames of latency, but nothing too extreme.
>>920756
>nothing too extreme
This is /vr people you know right?
They can't play Punch Out on an LCD because it adds too much lag. (like 15 ms)
>>920549
Extend your desktop to two monitors, then drag the emulator window between them.
>>920884
Using TV(s) and N64 console.
>>920859
Even those geeks know there's no timing-critical games on the N64.
Put the tvs on different walls.
>>920948
>was born after 1990
stay in school, kid. nothing personal.
>>920967
Well, since you want to pretend to be all knowledgeable and shit, what's an example of a N64 game that would benefit from a split-screen visibility shield and that has very strict input timing?
>>920550
couldn't you use split screen mode, a large sheet of polarized acetate taped to the screen, and some polarized lenses. The effect would be you can only see your side of the split screen with the glasses on.