![]() That's because you started out with 240p and line doubled it first.Ģ40 alternatiing scanlines aka 480i interlaced "State A"Ģ40 alternating scanlines aka 480i interlaced "State B"Įliminate the offset and the numbered alternating scanlines from State A and State B will be the original 240p. When you line double 240p to 480p, use a scan converter to interlace the 480p to 480i, and use the Extron RGB trick to eliminate the field offset: you get proper 240p. Orange808 wrote:Here's an experiment if you have the gear to do it. Need to disable the filtering and output 240p natively. What OP wants and needs is a proper ROM hack. I'm pretty sure there's some kind of filter being applied on Street Fighter Anniversary-and the PS2 does that with the full buffered frame before it gets interlaced. Most of these PS2 games don't output a true line doubled 240p, so the fields don't perfectly match. For instance, when you switch to a proper scaler instead of initially line doubling, the output turns into a hot mess. my example was more about making a point. You'll also have to get the image sized just right.Īlthough. I don't remember the necessary flicker filter settings. That's a "feature" of its anti flicker filtering, where the VSC makes sure that two adjacent fields actually match. The interface somehow shifts the active image part by half a line and as result most CRTs will interpretate the signal as 240p instead.Ģ40p -> OSSC -> 480p -> Extron VSC unit -> 480i -> Extron RGB -> CRT (240p)ĭangerous, since the VSC can actually half the motion phases from 60 to 30 if set correctly (or incorrectly). ![]() Sometimes you can see this after (improper) deinterlacing. Interlaced video starts in the middle of the first line, while progressive video starts at the beginning of the first line. The RGB interface does output the exactly same fields or frames it receives. The interface can't tell if that's true 60Hz interlaced or if the fields match to create 30 full frames (PAL video sourced from movies works like this: 50 fields from 25 frames created using a 2:2 cadence). If windows does indeed output 30 frames, it still segmented into 60 fields (otherwise it would be 480p30 and not 480i60). I guess that I would need to understand how they converted the 240p game to 480i before I understand how the interface undoes their mistake. It's thinking about how the same method can be used to convert 480i to 240p that makes my head hurt. I understand how the double strike method of 240p works. Can it really double the FPS and halve the res with a timing delay? With 480i, the computer is outputting 30 full frames per second and 480 lines. ![]() I struggle to understand what the interface is actually doing with the line offset. I believe the PS2 outputs a real interlaced 480 line 60hz. I am going to try it with the PS2 to see if it makes a difference. Perhaps the line offset didn't help because the original signal was 30hz (producing 240p / 30hz instead of 60). It seems to try and output it as 480p / 30hz which comes out as a flickering mess. ![]() Windows has a weird way of treating 480i. I was never able to make it look like real 240p. Now that I think about it, I have only tried the RGB interface 240p method with 480i from Windows. ![]() After all there's no actual difference between 480i and 240p, except for half a line on top which tells your CRT how to display it. Of course you get real 240p once you have the Extron alter the field offset. One field has 240 lines.Ģ40p has 60 frames per second. Fudoh wrote:480i has 60 fields per second. ![]()
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