Video rendering question for developers of GX emulators December 04, 2008 06:22PM | Registered: 16 years ago Posts: 186 |
Re: Video rendering question for developers of GX emulators December 04, 2008 07:46PM | Registered: 16 years ago Posts: 9 |
Re: Video rendering question for developers of GX emulators December 04, 2008 07:56PM | Registered: 16 years ago Posts: 186 |
Re: Video rendering question for developers of GX emulators December 05, 2008 10:24AM | Registered: 16 years ago Posts: 276 |
Re: Video rendering question for developers of GX emulators December 05, 2008 05:23PM | Registered: 16 years ago Posts: 186 |
Yes. I output video through component to a progressive scan TV. I'll check genesis plus but the smaller image makes that mode less attractive.Quote
he means "original" mode but this option is probably disabled since you use component cable, right ?
Ah! I forgot about overscan...Quote
vertically, there is no problem with scaling: the original height is simply doubled and 448 interlaced lines are displayed centered in the 480 lines height video display (your TV does probably not allow you to see more lines btw).
Well, the output is interlaced video but only if my Wii is set up for 480i, no, or is it forced to interlaced regardless? (I can verify this when I get home)Quote
The output in these mode is interlaced video with a real framerate of 30 frames/s when the orginal console is updating graphics at 60 frames/sec, that's why filtering is applied by the hardware to reduce flickering effect, resulting in this blurry output (this probably is less visible when 480p is used or/and filtering option is disabled, but it's still less sharpen that original non-interlaced video mode)
Re: Video rendering question for developers of GX emulators December 05, 2008 07:47PM | Registered: 16 years ago Posts: 276 |
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Yes. I output video through component to a progressive scan TV. I'll check genesis plus but the smaller image makes that mode less attractive.
if your wii is setup to 480p then snes9xgx will use 480p for filtered/unfiltered if component cable is detectedQuote
Well, the output is interlaced video but only if my Wii is set up for 480i, no, or is it forced to interlaced regardless? (I can verify this when I get home)
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Also, the original hardware may have generated the video at 60fps progressive but the output would always be down-converted to interlaced before it left the console since nobody had progressive scan TV's in those days so the "original" output as gamers experienced included the flickering as part of the normal state, I suppose.
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Last night I stopped using the eulator's 16:9 scaling compensation feature and instead used the TV's aspect ratio adjustment feature to bring the image back to 4:3. As I had noticed before, the asymetry is much less noticeable if at all and the image is not blurry as with bilinear filtering so this is a very nice solution.
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I could not quite grasp everything you explained but in the case of no aspect ratio correction and no filtering, is the Wii video hardware allowed to fit the image to the screen and you just feed it a 512x448 output or do you do the scaling in the emulator.
Re: Video rendering question for developers of GX emulators December 05, 2008 08:25PM | Registered: 16 years ago Posts: 186 |
Re: Video rendering question for developers of GX emulators December 06, 2008 12:01AM | Registered: 16 years ago Posts: 441 |
Re: Video rendering question for developers of GX emulators December 06, 2008 12:40AM | Registered: 16 years ago Posts: 186 |
Re: Video rendering question for developers of GX emulators December 06, 2008 02:20AM | Registered: 16 years ago Posts: 1,012 |
Re: Video rendering question for developers of GX emulators December 06, 2008 12:59PM | Registered: 16 years ago Posts: 276 |
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Real consoles only displayed even lines?
Didn't they use the sam image for both fields?
Re: Video rendering question for developers of GX emulators December 06, 2008 04:08PM | Registered: 16 years ago Posts: 1,012 |
Re: Video rendering question for developers of GX emulators December 06, 2008 05:38PM | Registered: 16 years ago Posts: 276 |
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daniel_c_wDo you mean that the scanlines of both fields are congruent (overlap each other)? That's definitely not the case.Quote
ekeeke
it's not important but lines are always displayed at the exact same location on odd/even fields
Re: Video rendering question for developers of GX emulators December 06, 2008 06:09PM | Registered: 16 years ago Posts: 186 |
Re: Video rendering question for developers of GX emulators December 07, 2008 03:41AM | Registered: 16 years ago Posts: 1,012 |
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ekeeke
they does not "overlap", maybe I was not very clear: it's just that, a NTSC video signal has approx. 480 visible lines, that you could decomposed in odd and even lines
in interlaced video (480i), odd and even lines are displayed alternatively :
...snip...
in non-interlaced video (240p), there is no odd/even field distinction and only odd (or even) lines are displayed ,
...snip...
in progressive video (480p), all lines are displayed on each field
Re: Video rendering question for developers of GX emulators December 08, 2008 11:03AM | Registered: 16 years ago Posts: 276 |
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Non-interlaced modes
The official PAL-B/G standard only defines interlaced signals. However, with a small modification to the timings, it is possible to derive a video signal that is very close to standard PAL, but has non-interlaced fields. Even though this kind of non-interlaced mode does not follow the official tv standards to the letter, it can be displayed on a regular tv set.
What does this mean?
In interlaced signal, every second field is drawn at half-a-scanline offset. This creates an illusion of more vertical resolution than there actually is. The adjacent interlaced fields are seen stitched together, as if they formed a full-resolution frame.
In non-interlaced signal, there is no half-line offset. The corresponding scanlines in adjacent fields get drawn in exactly in the same places. Or more pedantically: what were formerly known as "fields" have now become (progressive) frames.
The advantage of a non-interlaced mode is that it is flicker-free. Since all fields (and their scanlines) get drawn on the same location, there is no interlace flicker. The image is very stable and clear.
The disadvantage of a non-interlaced mode is that the perceived vertical resolution is only a half of what it seemed to be in the respective interlaced mode.
Practical uses
Why would anyone want to use a non-interlaced mode on a tv screen if it (seemingly) halves the vertical resolution? Isn't the resolution of a regular tv set bad enough to begin with?
8-bit and 16-bit home computers and video game consoles of the 80's regularly used non-interlaced graphics modes on domestic tv sets. This was in part because they had relatively little graphics memory and a relatively incapable graphics chip generating the signal, but also in big part because (unfiltered) computer graphics flicker like hell on an interlaced display. In order to display a stable-looking (non-flickering) interlaced picture, it needs some heavy low-pass filtering in the vertical direction, and it is impossible to get completely rid of it. In a non-interlaced mode, however, the image is rock-steady and clear, without any filtering or processing.
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Re: Video rendering question for developers of GX emulators December 08, 2008 12:41PM | Registered: 16 years ago Posts: 1,012 |
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ekeeke
NES,SNES,TG-16,Genesis,Master System, etc... all that consoles generate a "240p" signal by default, I don't understand what make you so sure they wouldn't ?
please search how analog TV works, I'm a little bored to explain everything all again
EDIT: her's a link that could explain it better than me, obviously, this works for NTSC also
[lipas.uwasa.fi]Quote
...snip...
Re: Video rendering question for developers of GX emulators December 08, 2008 03:21PM | Registered: 16 years ago Posts: 276 |
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While I believe that method may work in theory, I have the following problem with it.
I doubt that the signal a TV gets from the antenna or other inputs is able to control the vertical position of the scanlines.
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I am still 99% sure, that all the old consoles create a normal interleaced signal signal with 480 visible scanlines (for NTSC).
Re: Video rendering question for developers of GX emulators December 09, 2008 05:24AM | Registered: 16 years ago Posts: 1,012 |
I am just trying to understand.Quote
ekeeke
lol, you are a very sceptical one, how many articles on the subject do you need to be convinced ?
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link to [www.maxim-ic.com]
...SNIP...
the best way to notice is the so-called "scanline" effect... with those old console on a regular TV, you can notice tiny black lines between active display lines, this is part of the signal that remains inactive and blank
If I understand you right, wouldn't the active lines be output twice?Quote
sure you got 480 lines on the TV screen because it's NTSC definition, but the video encoder of the consoles only
ouputs half of active lines,
Can you tell me more about that? How did you do it?Quote
I've studied a lot the sega genesis video output before getting an accurate video emulation
Re: Video rendering question for developers of GX emulators December 09, 2008 06:04AM | Registered: 16 years ago Posts: 441 |
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ekeeke
this is not NTSC (or PAL) standard but this still remains compatible and I can guarantee you this worked with all TVs I got so far
it's however true that this is sometime not compatible with some modern LCD or HDTV, hence why nintendo added a "interlaced" mode support in their VC