RandomBolt
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Thank you. I will see if Marqs has some additional thoughts on this, as the OSSC Pro is quite the jump in price and I mostly just want 1080p.
From my emulation tests, proper scanline and CRT filters do a lot to remove most of the jaggies, especially with moving content. So that is what I am looking for in the scaler.
I think there are some color correction MiSTer available, will see if they can be used with the OSSC for RGB inputs.
I don’t know enough to know if there are standardized matrices for RGB->Rec 709 conversions but many HDMI chips seem to have programmable and preconfigured options for those kinds of conversions. They have plenty of options, SDTV YCbCr->HDTV YCbCr, SDTV YCbCr -> Full Range RGB and even HDTV to SDTV.
So this would be mostly something done on the HDMI chip, if I understood correctly.What is not clear to me, without more research, is if these also clamp RGB color spaces (according to expected HDTV extended color ranges) or if it will only work for component video – where the conversion is deliberate.
Thank you guys.
Marqs, is there any technical reason for HDMI YCbCr output to be Rec. 601? I mean, for unprocessed output I think it is normal but if we want to scale and apply shaders, the TVs will expect Rec. 709 for 720p-1080p resolutions. Rec. 601 is for for 480i/p only, I think.
On my experiments, TVs seem to select colorspace based on resolution+frame rate.
Even if you are not doing dev on this model, do you think it is feasible to change the code?
I have programmed FPGAs many years ago and am interested in having a go at it. Just don’t want to spend the money on the non-Pro and get nowhere.
November 14, 2024 at 11:05 AM in reply to: Getting CRT-like brightness from original Xbox to LCD monitor #64082No game will use “full width” 720×480, that is not supported. The 480p output is EDTV 480p, where the 720 has margins (2 by 8px) which leaves 704px to be squished by 10:11 into 4:3, 640×480. This is according to spec for digital signals encoded over analog, like Component of TV VGA ports (with a TV RGB signal).
Any game that rendered geometry into square pixels instead of 10:11 will never display correctly in any EDTV compatible TV – CRT or LCD.
480p EDTV doesn’t change colorimetry, so if newer CRTs were more saturated, that should be a CRT problem.
Xbox was not (and cannot output) correct monitor VGA signals with Conexant chips. The filtering circuit on the motherboard would also need to be bypassed and further modified before being correct at a PC monitor.
Supposedly, it can output sRGB/rec 709, for 720p/1080i HDTV with HDTV gamma curves. I would not think this would be what is out of the encoder chip at 480p.Gamma should be the same between 480i or 480p (not sure). It is possible there is some mismatch of IRE black levels at the output, so maybe try NTSC vs NTSC-J as US has 7.5 while J and PAL have 0 for black. This is a common problem when converting analog video to digital form, where for HDTV they were all set to 16-235 regardless of region.
November 13, 2024 at 3:27 PM in reply to: Gamecube 480p 2x mode aspect ratio not 4:3. Any ideas? #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 12, 2024 at 10:48 AM in reply to: Gamecube 480p 2x mode aspect ratio not 4:3. Any ideas? #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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This reply was modified 8 months, 2 weeks ago by
RandomBolt.
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This reply was modified 8 months, 2 weeks ago by
RandomBolt.
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This reply was modified 8 months, 2 weeks ago by
RandomBolt.
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This reply was modified 8 months, 2 weeks ago by
RandomBolt.
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This reply was modified 8 months, 2 weeks ago by
RandomBolt.
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