Yeeeeaaaasssh I'm really not digging the scanlines thread anymore now that it's like 95% emulator screenshots.
No kidding. I think they look pretty bad.
No kidding. I think they look pretty bad.
When I do participate in the thread I won't be using emulator screens because I'm not into that, everything will be from consoles and arcade pcbs(yep, may get arcade pcbs in the future).Yeeeeaaaasssh I'm really not digging the scanlines thread anymore now that it's like 95% emulator screenshots.
I'm guessing you're in murrica, huh? I see what you have on ebay but it's about $100 total since I'm canadian =/
Though it is indeed a golden item.
Oh... so by the way, I would have to route the audio to a sound device, and not the extron, right? If I were using RGB/Component at least? That is what I'm getting from glancing at this. I see inputs for either RGB + Sync or Video + L/R Audio. I would feel that this is an important question because I'll never use composite or s-video, only purely RGB. Now this is getting a bit complicated, but I feel like my final setup would look something like this:
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Now, this is of course assuming my component box only takes 3 inputs. I'd probably have 1 only if there were 4 or 5 inputs, but I can't find an automatic one that can do more than 3. 2 SCART Boxes is all I'll ever need since it's more than enough, both of which will be automatic. All I'll need to do is push a button on the extron, and push a button on the audio switch (unless I can get an automatic one for that too).
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I just posted my current gaming setup in the designated thread for that stuff; felt like cross-posting it:
http://www.neogaf.com/forum/showpost.php?p=137107450&postcount=2034
Anyone else have setups of their own that they've posted?
I just posted my current gaming setup in the designated thread for that stuff; felt like cross-posting it:
http://www.neogaf.com/forum/showpost.php?p=137107450&postcount=2034
Anyone else have setups of their own that they've posted?
Yeh I'm not a fan. But the OP allows them so they aren't doing anything wrong I guess.
Maybe for interest's sake it'd be good to have a shot from each system on an emulator as examples in the OP, and links on how to get it looking like that, but people posting tons of their own emulator shots seems to be muddying the thread a little.
I just wish I had a camera that picked up the colour better; they're pretty muted on my crappy camera phone. Otherwise I'd post a ton more pics.
While real CRT shots are always more fun to look at, and to take fetishistic pictures of, if you didn't allow emulator/upscaler pics, barely anyone would have taken notice of the thread in the longer term. Think of the thread as an entry point for many who never thought of or forgot about real scanlines and the behavior of CRT displays and how old school SD, pre-/non-VGA standard graphics were designed and created. Eventually, it may even encourage more people to desire better standards of emulator filters and full-screen effects now that many who would have passed on the thread have had an opportunity to participate and care about them given better examples of the real things.Ehh.... sorry about that guys. I feel responsible for delivering a thread that is less cool than it probably should have been. I was trying to be inclusive and I genuinely thought that CRT filters would be more impressive than what's being posted.
I don't understand Durante's latest post in the scanlines thread. It just looks blurry and awful. It's not even about scanlines anymore.
I used to play CPS-2 games on a Dreamcast around the time it came out. At that time I already played the console on a CRT with an RGB connection. I recall most, if not all, CPS-2 games running at 240p. Overall it resulted in a very pleasant image.
However, whenever there was screen movement I could see the pixels move, as if nearest neighbor scaling was implemented for the horizontal resolution. CPS-2 games natively run at a non-square pixel aspect res of 384x224. I get the feeling the dreamcast was outputting at a different horizontal res (like 640x224, 720x224 or lower at 320x224) with nearest neighbor scaling. Can anyone confirm? Also, does the Saturn handle these games in a similar fashion?
Yeah, I think 240p on the Dreamcast is limited strictly to 320x240. Or at least that's the only choice in KOS (homebrew Dreamcast development library) So Capcom CPS-1/2/3 games can't be "pixel perfect", unfortunately.
Dunno about the Saturn.
Ehh.... sorry about that guys. I feel responsible for delivering a thread that is less cool than it probably should have been. I was trying to be inclusive and I genuinely thought that CRT filters would be more impressive than what's being posted. Like everyone else in this thread, I am also a bit disappointed with many of those emulator shots... they either look flat, blurry, or too razor-sharp.
Hopefully, the thread will just naturally become more of a CRT thread with time.
But so far there were a few emulator shots that I think looked pretty cool. I was hoping for more stuff like this one:
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That image as well as a few others gives me hope for future filters from emulators. I think this filter is quite an accomplishment.
That one, I agree, looks amazing. Everything else... not so much.
I have never seen a blurry CRT aside from maybe one or two that were on their last legs, so I'm not sure what effect people are going for with those filters. Even RF isn't blurry as such.
Yea, tell me about it. But I just realized something.... Maybe some of the "flatness" and bizarre look of the emulator shots is attributable to the fact that they're direct screen captures rather than off screen shots? Perhaps they'd have more "dimension" to them if they were taken with a real camera?
No. They're just a fake effect, period.
I don't understand the hate on CRT shaders, there is MUCH more to a CRT than just the scanlines. People think scanlines and just go nuts.
Looking at my own TV up close, there is far MORE visible on 240P content than just "Scanlines"
CRTs also have: Phosphor Trails, often light to major light blooming and bleeding, shadow masks, apperature grilles, and other stuff.
And then there is the differences between CRT types, like RGB monitors, consumer TVs, Computer VGA monitors, tons of differences.
And yes the output is often blurrier than a pixel perfect LCD or a CRT with the sharpness cranked up.
Most of the emulator shots I see in that scanline thread look Just fine and closer to any real CRT than just the fake ass ugly scanlines from a scaler like the XRGB
yeah CPS2 looks bad on Dreamcast, scaled.Thanks for the clarification. That's unfortunate, as the extra resolution the CPS systems offer is a nice bump up from the more common 320x240 (or below) most other systems use.
The Wii does support the CPS res, or an exact multiple of, through homebrew. I find the video output of the Wii lacking, however, even using component out. It appears it uses 4:2:2 color sampling (component limitation?). I have to look into RGB on the Wii sometime and see if that solves that issue. I think it involves forcing the system to PAL mode so I'm a little wary.
Yes I think that's part of it, some are very lazy. Framemeister is fake scanlines, but looks great. Also that street fighter 2 shot in the thread made up to look like 90s japanese arcade monitors is fantastic.Yea, tell me about it. But I just realized something.... Maybe some of the "flatness" and bizarre look of the emulator shots is attributable to the fact that they're direct screen captures rather than off screen shots? Perhaps they'd have more "dimension" to them if they were taken with a real camera?
yeah CPS2 looks bad on Dreamcast, scaled.
The games look better on Saturn. If your monitor can handle them that is, otherwise the graphics go off the side of the screen.
Yes I think that's part of it, some are very lazy. Framemeister is fake scanlines, but looks great. Also that street fighter 2 shot in the thread made up to look like 90s japanese arcade monitors is fantastic.
Also those who have posted physical camera shots of screens of emulated material generally look good too.
The other part is that you need a good eye to make it look right if it's in the configurations. And most people are just dumping default emulator settings on some game, or just don't have a good eye for what's right. The equivalent mistake with real hardware would be someone connecting a Mega Drive via composite to a CRT and posting that.
Obviously those who bother with genuine display and game hardware care more about getting it right, literally anyone can put together an emulator screenshot with not much effort.
I greatly DOUBT that pixel artists back in the day took into account that scanlines were significantly a part of the final package.
They often drew sprites on graph paper first and used dedicated machines to draw dot by dot.
I disagree with almost everything you've said here, it's not 'the end of it'.I greatly DOUBT that pixel artists back in the day took into account that scanlines were significantly a part of the final package.
They often drew sprites on graph paper first and used dedicated machines to draw dot by dot.
Scanlines are part of the low resolution signal being displayed by a CRT. And only one part of the CRT itself.
That's the end of it.
If anything, composite video and what they did with dithering is MORE part of the intended image than scanlines.
There absolutely is, and it irks me when people project their own preferences or assumptions into the design process.There is really nothing to doubt.
There absolutely is, and it irks me when people project their own preferences or assumptions into the design process.
CRTs varied wildly, and not just in the available video connections or quality, either. The one SD CRT TV I had laying around the house until recently didn't even show scanlines at all on 240p content, so this notion that they're some kind of vital aspect of the experience has always sounded obnoxious to me.
Some console games are designed with composite dithering in mind. Others are ported from arcade machines with high-quality RGB monitors. Yet both games could end up running on the same console hardware in the end. You'd have to be crazy to tell me that there's a one-size-fits-all "intended" method for game display technology, or that the release versions of all of these games are meticulously crafted grand visions and not just the best compromises that the designers had to settle on at the time. And the notion that every designer or engineer gave every aspect of the technical process its due consideration in their own work is just laughable; I don't think you'd tell me that interference jailbars in the early model Sega Genesis are an intentional feature. Or that Genesis/SNES ports that used identical sprites on the two consoles' differing display resolutions (which would make the aspect ratio out of whack on one of them) is the mark of a pixel artist with some grand uncompromising vision.
You can argue about what's the most "accurate" way to display an ancient input source on a modern display, but this is dependent on what very specific display characteristics that you're trying to be accurate to, and there are a ton of equally valid configurations to adhere to.
You cannot, IMO, argue what's the "intended" method for the same thing in a lot of cases, unless you can cite some sources.
I literally just told you that the last SD CRT TV that I owned did not show scanlines on 240p content. And they were always less pronounced on other sets than almost every filter I've ever seen that hasn't been heavily customized.They would be there on the display of everyone who ever played the game, so every game had to look decent with the knowlege that they'd be there.
I literally just told you that the last SD CRT TV that I owned did not show scanlines on 240p content. And they were always less pronounced on other sets than almost every filter I've ever seen that hasn't been heavily customized.
I've always been at odds with scanline fetishists on this kind of stuff because they paint a picture of a reality that never really existed to me.
There absolutely is, and it irks me when people project their own preferences or assumptions into the design process.
CRTs varied wildly, and not just in the available video connections or quality, either. The one SD CRT TV I had laying around the house until recently didn't even show scanlines at all on 240p content, so this notion that they're some kind of vital aspect of the experience has always sounded obnoxious to me.
Some console games are designed with composite dithering in mind. Others are ported from arcade machines with high-quality RGB monitors. Yet both games could end up running on the same console hardware in the end. You'd have to be crazy to tell me that there's a one-size-fits-all "intended" method for game display technology, or that the release versions of all of these games are meticulously crafted grand visions and not just the best compromises that the designers had to settle on at the time. And the notion that every designer or engineer gave every aspect of the technical process its due consideration in their own work is just laughable; I don't think you'd tell me that interference jailbars in the early model Sega Genesis are an intentional feature. Or that Genesis/SNES ports that used identical sprites on the two consoles' differing display resolutions (which would make the aspect ratio out of whack on one of them) is the mark of a pixel artist with some grand uncompromising vision.
You can argue about what's the most "accurate" way to display an ancient input source on a modern display, but this is dependent on what very specific display characteristics that you're trying to be accurate to, and there are a ton of equally valid configurations to adhere to.
You cannot, IMO, argue what's the "intended" method for the same thing in a lot of cases, unless you can cite some sources.
It's just an analogy. In both cases design work was done for certain old screens, and now they are being viewed on newer screens with clarity that reveals an image that maybe the designer didn't intend for.You can't compare recorded Video of real world content to that of digitally generated graphics.
Completely different scenarios.
I love scan lines.
If you don't, perhaps the scan line thread is not for you![]()
I love CRTs, scanlines are only one part of CRTs displaying low resolution signals.
But I digress,
it seems those "HD Retrovision" people have made clear their intentions for a line doubler/scaler
http://www.hdretrovision.com/future-products/
Which if the quality is good, they should add a Din port for RGB Scart
You can tell that their Dreamcast component cable is The Real Deal because its label is in Comic Sans.
I love CRTs, scanlines are only one part of CRTs displaying low resolution signals.
But I digress,
it seems those "HD Retrovision" people have made clear their intentions for a line doubler/scaler
http://www.hdretrovision.com/future-products/
Which if the quality is good, they should add a Din port for RGB Scart
LOLYou can tell that their Dreamcast component cable is The Real Deal because its label is in Comic Sans.
The scanlines thread is just a thread for people who love scanlines. They're only "vital to the experience" if you personally believe it to be. I had not played my games with scanlines for over a decade until a few weeks ago and I still loved my collection.
Well said. I love scanlines, but I often find that when I fire up a retro game with scanlines enabled at a party or whatever, folks will frequently ask "what's with the lines?" If you like 'em, you like 'em. They are by no means required.
Curious, is that on a CRT or via an upscaler on a modern panel?
Usually through a Framemeister on a modern panel.
Also depends on the config.Thought so. My guess is that people aren't used to seeing scan lines on a modern panel. People never comment on them on my PVM.
This should work if you add a gender adapter and two leads to send to the devicesAnyone know if there's anything that will split 1 scart signal into 2? Basically want to run consoles to both my PVM and xrgb.
This should work if you add a gender adapter and two leads to send to the devices
http://www.amazon.co.uk/gp/product/B000I2JW1I/