Old Doesn't Have To Mean Ugly: Squeezing Better Graphics From Classic Consoles
MojoKid writes If you're a classic gamer, you've probably had the unhappy experience of firing up a beloved older title you haven't played in a decade or two, squinting at the screen, and thinking: "Wow. I didn't realize it looked this bad." The reasons why games can wind up looking dramatically worse than you remember isn't just the influence of rose-colored glasses — everything from subtle differences in third-party hardware to poor ports to bad integrated TV upscalers can ruin the experience. One solution is an expensive upscaling unit called the Framemeister but while its cost may make you blanch, this sucker delivers. Unfortunately, taking full advantage of a Framemeister also may mean modding your console for RGB output. That's the second part of the upscaler equation. Most every old-school console could technically use RGB, which has one cable for the Red, Green, and Blue signals, but many of them weren't wired for it externally unless you used a rare SCART cable (SCART was more common in other parts of the world). Modding kits or consoles cost money, but if you're willing to pay it, you can experience classic games with much better fidelity.
I'm not going to buy an "expensive" upscaler, but I'd rather use the real consoles. I actually run into emulation errors with games I want to play on a semi-regular basis. I don't think that it's unreasonable to think about buying a scaler, even if it's unreasonable to buy this one.
It would be nice if someone would kick out a television with a fancy scaler built in. AQUOS and Bravia televisions (among others... I have an older example of the former, just barely pre-LED-backlight) have scalers which provide pretty good results for video sources at typical resolutions while also adding minimal latency, which is their primary appeal as compared to other lines — especially since the competition caught up in the black level department. But someone like Vizio (which is commonly favored by gamers due to sharp, clean scaling, if a bit jaggy at times) might consider offering some models with a seriously upgraded scaler and offering them to gamers as a means of improving their old-school gaming experience. Even people who don't own classic consoles, or who keep them in a box in their closet, might consider spending some extra money on such a feature even if they wind up never actually using it.
Not me, but some people :) Never know what the future holds for my TV, though.
"You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
I've done this with all my classic consoles, and the results are worth it. Most consoles can support RGB without any mods, but a few require building an amp or a special board (the NES is the hardest to mod). I'm using RGB for my Genesis, SNES, Saturn, Dreamcast, N64, Neo Geo, NES, PSX, TurboGrafx, and SMS. On systems that could already support S-Video (Saturn, PSX, SNES, N64, DC) RGB isn't a huge step up but it is noticeable, but on systems that were stuck with composite (NES, Genesis, Neo Geo, TurboGrafx, SMS) it's a night and day difference.
I have all my consoles using Euro style SCART cables (these are fairly cheap and easy to find on ebay). The biggest issue is finding a nice CRT that supports RGB as most end user monitors do not. This is where the Sony PVM comes in. It's a high end CRT display that was mostly used by video production and television companies. These monitors support RGB along with S-Video and composite (although why you'd want to use composite after you have RGB is a mystery). They used to be pretty cheap, but now that more people are getting into RGB modding they've shot up in price over the past year or two. 20" models can still be found for $100 or so, but the larger models (27" tubes) can run $300 or more. If you're resourceful enough you can find them locally or on Craigslist as many local companies are finally starting to junk them. I have some friends who use the Frame Meister, but I think the PVM looks better. These systems were meant to be played on CRTs (not to mention you can use light guns).
In the end it's really not that hard to do, but there is an upfront cost involved. Still, if you're into classic gaming on original systems you should really look into it. This site has a lot of good info: http://www.chrismcovell.com/go...
There are a number of titles on NES that I can think of such as Empire Strikes Back which only look correct on CRT or anything that does proper NTSC color artifact emulation. (and actually sonic games on genesis too!) I've written a game editor for Apple // graphics which uses NTSC artifacts as part of the editing experience -- and also part of the image dithering/conversion algorithms -- and believe me: It makes a huge difference when you are designing graphics with a 6-color palette where you actually get an extra handful of extra "fringe" colors when using some combinations. If you are still unsure, use an emulator with NTSC emulation (Blargg's is great) and then switch over to plain RGB. There is a huge difference.
Also, a final note on this (Caveat: I am an emulation author and this information is in a very well written wikipedia article on Y'UV if you want to fact check me...) You will NOT EVER get the same colors from RGB than you get from a CRT. The color spaces are different. Emulators can simulate (and in some cases very well) what an analog display does, but it only goes so far. In the NTSC-to-RGB conversion process you wind up having to transform from one color system (Y'UV) to another (RGB) using some rather simple math but then you also have to alias the results to fit the values (which are often outside the 0-255 range). There are colors in the Y'UV spectrum (I'm talking about the Apple colors but there are some on Atari and NES too) that are so saturated that they look completely neon, and those colors actually don't exist in the RGB spectrum at all so you wind up with a rather muted look compared to the real thing.
A scan doubler is okay I suppose for this, but really if you want it to look old school nothing beats the real warm glow of a CRT. If you want to play retro games on an RGB screen, just use an emulator. They're cheaper, and if done correctly you're lucky to ever really notice a difference. :-) I think that you can take a Raspberry Pi and make a dedicated emulator solution for 20% the cost of this scan doubler solution and be just as happy if not happier.
I personally prefer the NTSC filters over those hqx filters because it breaks the "blockyness" without creating weird "vectorlike" artifacts, also it looks more authentic.
I'm not sure I'm buying the "NES relied on blur and shadowing" argument.
Here's an example that may convince you. From a snes game, but still 240p.
Crisp Blocky pixels: http://files.tested.com/upload...
With NTSC blur and artifacts: http://files.tested.com/photos...
Which do you think is closer to the artist's intention?