Gamecube 480p 2x mode aspect ratio not 4:3. Any ideas?
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- This topic has 35 replies, 7 voices, and was last updated November 14, 2024 at 1:26 PM by Zacabeb.
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September 2, 2021 at 9:32 PM #49088
Ok not that anyone cares probably but I discovered a flaw. When set to 720px I get the correct aspect ratio of 4:3 but the image is blurrier.
So it is what it is that the ossc and my oled will just have the incorrect aspect ratio. When set to 960p and I don’t know how to fix it without compromising image quality. Frustrating. Wish the GameCube had a Dreamcast hdmi mod where it also doubled to 960p at the correct aspect ratio.
September 8, 2021 at 10:54 PM #49183Ok so this quest for 4:3 has taken me on a whild ride guys.
Im convinced that it’s my TV just not playing nice so ive kind of landed on a middle ground here.
These settings get me 4:3 with a nice fit for most games. I actually have three OSSC profiles.
One for 640×448 one 640×480 and other for 512×448. These three do a good job of capturing most games. I also set swiss to 1:1 output.
640×448
Samplerate 858
H Backporch 100
H Active 640
V Backporch 50
V Active 448
Sampling phase 180640×480
Everthing the same except V Active 480
512×448
Samplerate 858
H Backporch 164
H Active 512
V Backporch 48
V Active 448
Sampling phase 180This combo has given me most games at 4:3 on my TV while being razor sharp. Not perfect as some games are funky like Resident Evil Remake and RE4 in 1:1 but no denying they are as sharp as you can ever hope for on original hardware.
Again many will say why 640? My TV does not like 704 and especially 720! 704 it streches to the full 16:9 for some reason and 720 comes off as too skinny. 640 was the sweet spot for my TV. LG Oled C8.
November 12, 2024 at 10:48 AM #64055Sorry to unearth this but wanted to add some points, since resolutions on this generation seems to always be an issue.
First, the behavior of displays at this time was different. So, both EDTV CRTs and later SD/HD/EDTV compatible LCDs that had multiple digital and analog inputs understood mostly what was going on with the signal.
People get very confused with Dreamcast’s VGA output, thinking it is VESA, it is not. It is an EDTV resolution carrying 480p TV signal over VGA to TVs, not monitors. This is why the picture has an active area of 720 vertical “pixels”, minus overscan to 704 that is also mentioned many times. These are 10:11 skinny pixels that must be scaled by that factor to match the square pixels on LCDs – this will equal 4:3 640×480 resolution.
Now, I won’t go into the PS2 but Xbox and Gamecube have the same output but on the more modern component cables. Xbox is interesting because with softmods one can test the output res:
- 480i -> 640×480
- 576i -> 640×576
- 480p -> 720×480 (3:2)
- 720p is HDTV, so nothing wierd there.
Now, if you notice 480p is not what most people would expect for 4:3 resolutions, as it is 3:2 instead. This is the same as Dreamcast, as it is EDTV. AFAIK there is no “HDTV” 480p mode at this time, just EDTV. On EDTV, digital signals are encoded over analog and use the signal’s 704 skinny “pixels” that must then be scaled to match 640×480 output.
So, one can display this EDTV 480p on CRTs, they will usually auto scan and fit the image. No problema, Dreamcast is the same, even though the monitor is expecting VESA, it can adjust on the fly.
TVs knew to scale horizontally and others have an option you can set. On my old LG LCD, with this Xbox 480p it will not allow the option “just scan”, even though it works fine on 480i. It needs you tell if it is a 4:3 or 16:9, which will display everything correctly. (component or converted to HDMI works).
If you plug into an LCD monitor, most often they will have “aspect ratio scale” or “fill”. Some have 16:9 or 4:3 options. You can come across monitors that will interpret aspect ratio as with square pixels! So a 720×480 image will display in 3:2 and be in between 16:9 and 4:3, so not good.
On the Xbox the issue is mostly that if you don’t want to use anamorphic widescreen for clarity, this way you can’t display proper 4:3 without some kind of OSSC device.
Output vs Render Resolution
So: Gamecubes that have 3 modes? Well, this 448 vertical or even 512×448 modes are render resolutions and unrelated to A.R. or output. This is probably related to extra performance and overscan on the vertical axis, which is not something in the spec. This is what I say these are “render” resolutions.
Those are supposed to be scaled before output, except for the vertical axis on 480i sources – 512 horizontal has to be scaled. What you want on your display is always 4:3! This is 640×480 display resolution, which on an analog encoded, digital signal will be 704×480 with the 8px horizontal margins discarded.
If you skip the internal scaler, you will need to do scaling somewhere, like the 3 modes mentioned above. It is scaling once, then another downscale at the display but it is need. Usually flicker and softning filters do worse things to picture quality on interlaced signals.
I you look through Dolphin emulator code, you will notice there are codepaths to scale the image to the correct aspect ratio. Fortunately, one can scale the render res before this step, so the loss of detail from scaling 10:11 pixels is smaller. PS2 is the same and many games render at 512×448.
This is why this also happens on Xbox and Dreamcast. PS2 has less support for EDTV, so I’m not sure about the details.
Interlaced signals
On full analog sources, there is no wierd pixel issues. Resolution is 640×480, as expected and TVs know (or can be adjusted) to fit the horizontal area on the screen. I find that Xbox component at 480i, with filters disabled, seems to have quite good quality, despite vertical resolution loss.
This may be due to the TV conversion being quite good and it was with a still image though.
But there are the usual caveats with this:
- Lag or interlacing flicker, other interlacing artifacts need to be addressed.
- Xbox Conexant encoder seems to add noise at 480i
- Wii has bugs in earlier years related to the encoder messing the output. This can be fixed on software now.
- Need to disable flicker and soften filters in software, where supported.
As has become norm, getting the signal before the scaler and then doing the 4:3 or 16:9 anamorphic conversion where needed, would be the best display quality. This will skip DAC and ADC that push video into and out of 704×480 signal resolutions.
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November 12, 2024 at 8:34 PM #64067The way the Xbox behaves differs a bit depending on the video encoder used. The Conexant and Xcalibur both support native 640×480 square pixel output in addition to 720×480 DTV output, but the Focus upscales square pixel content to full width 720×480 before output.
November 13, 2024 at 3:27 PM #64076Do you have a source for that info that I can read?
On the Conexant datasheet it mentions two RGB output modes, TV or monitor but it is not very clear on the differences. I haven’t read it all yet. Maybe it is related to the pixel AR.
What is clear is that without an internal mod the Xbox cannot output monitor VGA, as it is still filtered for TV output and the datasheet even has a diagram of the filtering circuits.
All VGA mods we have on the AV plug will not be correct. It is further stated that the VGA signal level is not compliant to spec (over 0.7v) though the datasheet states it was tested and should still work.November 14, 2024 at 1:26 PM #64085Regarding the Conexant CX25871, looking at the datasheet again there is no preset configuration for square pixel mode, but it seems flexible enough in configuration that it likely supports square pixel output. I can’t verify it though. What I think happens in monitor mode is that it works as a pure video DAC, bypassing the scaling and filtering section (including the conversion to YCbCr and subsampling to 4:2:2.)
When it comes to the Focus Enhancements FS454, the supported output clocks are listed in the Software and Firmware reference document under “1.3.2.2 Graphics Modes for SDTV” and “1.3.2.3 Graphic Modes for HDTV” and don’t contain a square pixel mode. It scaling the output of 640×480 games to 720×480 is also consistent with the optimized timings derived by Sestain and listed on the Classic Console Upscaler Wiki. The timings match the ≈53.33 µs/106.67 µs of 720/858 samples rather than the ≈52.15 µs/104.30 µs 640/780 samples of square pixel mode. https://junkerhq.net/xrgb/index.php?title=Xbox
Finally, when it comes to the Xcalibur, as there’s no publicly available information on it, I’m just going by observation. Setting up optimized modes on the OSSC or OSSC Pro for square pixel operation with 780 samples per line and 640 active pixels gives proper width and pixel recovery with games that render at 640×480, while setting it to 858 samples per line and 720 active pixels does the same with games that render at 720×480 (such as DoA3.) The picture is still heavily filtered though, so it’s not pixel perfect, just with less moiré.
Since the encoders are long out of production, the datasheets may be hard to find. In that case I can email them to you. 🙂
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