I recently got my hands on a BC ps3 with cfw and I've been playing around to see which I like better.
Ps3 via component@480p - vga converter on a high end CRT computer monitor looks incredible. I don't like ps2 on a modern flat-screen. The scan lines @480 are a little too thin for ps1 stuff though but ps2 and psp look great. I prefer my PVM for the 240p stuff.
The ps2 hd collections also look fantastic this way
Indeed! IMO, I think PS3's playback of PS1 and PS2 games has been seriously misrepresented and underestimated, strictly speaking of raw picture quality. Latency can still be an issue.
So thoughts on my PVM
XBOX -I find using my XBOX on it using component has breathed new life into the console for me. After fine-tuning the settings with the knobs on the front(which was easy I might add) I find a lot of games looking a lot better than I remember, especially for a lot of darker titles where good blacks matter so much. I never owned a high end CRT.....didn't know what I was missing. I don't mind losing out on 480P TBH for all the other gains.
I hope Vespa doesn't mind if I cross post my reply from the Xbox thread, but it's highly relevant in this thread too:
How's the Component out on the original xbox? is affected like the RGB scart with sub sampling shenanigans. Just wondering if it's worth doing the VGA mod over just getting the component transcoded to VGA.
All component standard
is sub sampled. That's broadcast standard. There's no such thing as analog video output component connection (YPbPr) that isn't sub sampled. The standard being 4:2:2, 16-235
That being said the Xbox has very nice component picture. It's picture quality looks as good as any modern system over component. It has the edge over PS2 and GameCube. Just take a look at the picture I posted above on this same page... It doesn't suffer from dithering or banding like those systems. It was the only console of that generation with a 32bit color bit depth! The other consoles had a maximum of 24bit color, so that's why you'd see more banding in their picture. In fact GameCube games were often 16bit color depth. And the truth about the GameCube is that it's RGB is obtained by up sampling the analog component signal, because the GC and Wii are hardware limited to YUV standard.
Component and VGA have the same luxury of bypassing the anti flickering filter built into the Xbox's video encoder. That's a very good thing indeed as most people have the false impression that Xbox's picture quality sucks... They just haven't seen the light about the unfiltered component output. The one thing I'm unclear about however is whether RGBHV is up sampled from the sub sampled component signal. Internally digital component can technically be lossless color space inside the frame buffer (4:4:4, YCbCr, no sub sampling). That would be the best case for the RGBHV, but like I said, I'm not sure if that is the case.
Edit: Actually the Dreamcast had several color modes, including 32bit color. How could I forget about my precious?
Post Edit: the preceding comments only apply to 31+ KHz component signals. 480i Xbox applies an ugly flicker filter, though it has been brought to my attention that there are Homebrew apps that can turn the filter down.
I...I don't understand how scart cables are so expensive over in america.
I just don't get it. Can't you guys like, order from the UK? We have shitloads of RGB cables on ebay for each console for a few quid each. Or is it specifically ones built for c-sync and the like? Because even then, in most cases it's not a dealbreaker.
No we can't, unfortunately. North American SCART cables have to be made specifically to work with NTSC consoles, because NTSC Scart never really had a standard over here.