[QUOTE=Dogway;21352]It amazes me how this thread calls for people that want to talk about how they reproduce the “flawed” old TV look and tell me to do as them.
This thread is not for that, read OP carefully. It’s not about CRT, 4:3 DAR or nostalgic looks, there are hundred of thread sources to do that, however I didn’t see any thread discuss “correct” (as geometry correct) game graphics reproduction. If you clearly don’t take the time to learn what “weird” 8:7 means this surely is not your thread. I have no issues with people playing with their nostalgic idea of games. But please don’t come here to tell I got my stuff wrong, especially when you have no idea what you talk about.
@bleakassassin: yes, I basically defaulted to common denominator standards with some exceptions like 8:7 games in SNES or Genesis that have two type of games for AR. I haven’t done anything similar (game distinctions) for NES due to lack of time and knowledge on the system, Saturn seems to be a similar case to the SNES, haven’t checked deeply PSX yet, although so far haven’t noticed anything off in 1:1 PAR. Also the NES borders don’t affect aspect ratio so it’s something I didn’t worried too much. There are too many games there so it’s an arduous job as well. I consider the extra playable space a feature rather than a (AR) fix. Here I have a HD Ready TV, integer scaling is a no go, it’s the same with people using 1024px high monitors (like me), games will scale up to 896 (224*4), leaving you with 64 pixels top and bottom, it’s not too bad, using a FullHD display integer scaling leaves you with 92px top and bottom ((1080-896)/2), that’s a bit harder to swallow. This is one of those rare cases where having a 4K display has a practical meaning (I don’t buy the marketing bs of needing a 4K display). I launch my games with HyperSpin, I customized code to allow for loading per-game cfg files and made a setting for easily turning the custom AR in OP to integer in case I wanted, part of the script is in Page 2.
@Nesguy: You are so wrong I don’t know where to start… 720p, out of smartphones and pads list me devices with native 720p resolutions. The closest you will find are HD Ready TVs at 664p* (* read below), 224 x 2 = 448, this leaves you borders 108px top and bottom which translates to A LOT of space on such low resolution displays. Or maybe you are meaning setting your 1080p display to 720p? how do you do that, scaling (degrading) up 720p to 1080p display’s native resolution or leaving nice thick borders around? Do you know that your display has a fixed number of phosphors (native resolution), you can’t have multiple native resolutions to fill the screen, only by adding borders (FYI http://en.wikipedia.org/wiki/Plasma_display#Native_plasma_television_resolutions), what signal (ie 480p, 768p*) the cable is allowed to send is a different topic.
Your are trying to convince people that they don’t have enough with cfg files and fiddle with remote controls. People don’t have 60" Panasonic Plasmas with overscan option in the menus, nor multiple HDMI inputs or use RetroArch on a raspberry. Do you realize that “horizontal size” and “vertical size” is scaling (degrading) your content? Do you realize that people play more than NES games? Do you understand what NAB is and its use? It’s meant to be hidden, it’s meant to be cropped, it has no meaning on current LED displays because it belongs to the CRT realm and every game system has a different padding size (read carefully OP and difference on active areas).
One needs to be conscious of what this means, you place your display according to your viewing distance assuming TV content plays at full size. Make content 4:3 and you will already start to feel it small, add overscan borders or those not filled by integer scaling and you will seriously consider replacing your sofa one meter closer. I don’t find this practical, you bought a 50" display, use it. There are even formulas for knowing the distance you need to be from your screen for immersion (measured on viewing angles), or certain resolutions, really google it.
*1176x664 is the minimum resolution the TV will inform to the PC over the HDMI interface, HDready displays have a native resolution of 1366x768, but it won’t work with that out of PC mode (analog VGA). So as I said, if you are on these kind of TVs (my case, hopefully new TV in a few months), it’s meaningless to do integer scaling, it’s too bothersome to care specially when at one point or another you will end with one dimension (width or height) not being scaled in integers anyway, or adding blur and analog filters shaders for that matter. Integer scaling should only be used IMO when you have issues with the look of scanlines.
So wrong, a “display” aspect ratio is a displayed aspect ratio. A display aspect ratio has no value, in CRT what matters is pixel aspect ratio (what drives anamorphism), it abides to a standard if you read the OP (again here the link for the lazy folks), it is 4752/4739. What TV brands did was to change (calibrate?) signal modulation and hence PAR. What you see on a TV is fixed, you can’t change the “displayed” width or height.[/QUOTE]
No need to get defensive. I just don’t get the 8:7 thing because the bottom line is that all these games wound up corrected to 4:3 and the developers of the graphics were almost certainly aware of this fact when they designed the graphics for these games. To each his own, though. Do whatever feels right.
“720p, out of smartphones and pads list me devices with native 720p resolutions”
Clearly I wasn’t talking about smartphones or pads…
“Or maybe you are meaning setting your 1080p display to 720p? how do you do that, scaling (degrading) up 720p to 1080p display’s native resolution or leaving nice thick borders around? Do you know that your display has a fixed number of phosphors (native resolution), you can’t have multiple native resolutions to fill the screen, only by adding borders”
I have no idea what you’re talking about, as both of my 1080p TVs can display 720p with no degradation of the image quality and no black borders at the top/bottom. I can see why you would loose quality if you were UPscaling from 720 to 1080, but not if you’re downscaling.
“People don’t have 60” Panasonic Plasmas with overscan option in the menus, nor multiple HDMI inputs or use RetroArch on a raspberry"
??? You don’t need a 60" Plasma. As I mentioned, almost all new TVs (i.e., made in the last 5 years) have this option somewhere in the regular user menu. And almost all TVs in the last 5 years have multiple HDMI inputs. And a TON of people use RA on the raspberry - I honestly don’t know where you’re getting that, because it’s probably one of the largest user groups.
“Do you realize that “horizontal size” and “vertical size” is scaling (degrading) your content?”
No it isn’t. If it was, it would be readily apparent on a 60" display. I have the evidence sitting in front me.
And with “nearest neighbor,” you will always get scaling artifacts on at least one axis (learned that recently), so some kind of shader or CRT filter is necessary no matter what if you want to hide scaling artifacts.
“Do you realize that people play more than NES games?”
Of course I do. You would only ever need to mess with overscan options when playing NES, since it is the only system that displayed junk pixels in that area. So it’s really not a big deal at all. At any other time you’d just leave the crop overscan option alone and not worry about it.
“It’s meant to be hidden, it’s meant to be cropped,”
On a CRT it is. CRTs had overscan because differences in voltage could make the picture shrink, revealing the black edges. There’s literally no reason to crop anything on a modern display except if one doesn’t like the look of junk pixels (i.e, playing NES games)
“So wrong, a “display” aspect ratio is a displayed aspect ratio. A display aspect ratio has no value, in CRT what matters is pixel aspect ratio (what drives anamorphism), it abides to a standard if you read the OP (again here the link for the lazy folks), it is 4752/4739. What TV brands did was to change (calibrate?) signal modulation and hence PAR. What you see on a TV is fixed, you can’t change the “displayed” width or height.”
What I should have said is, there are no pixels on a CRT. Therefore whatever shape the pixels are output by the NES is going to just be stretched according to how the TV was calibrated. The final look of the pixels is determined by the individual CRT and how it’s calibrated. On a “perfect” CRT the pixels wind up in a 5:4 ratio (talking about NES, here).
My suggestions are for getting a perfect 4:3 display aspect ratio on a 16:9 display (or if you’re cropping overscan on an HDTV while playing NES games, slightly wider than 4:3 since this preserves the PAR). The crop overscan stuff is just there for when you’re playing NES and doesn’t need to be messed with otherwise.
1080 w/integer scaling leaves you with black borders at the top/bottom
1080 w/o integer scaling leaves you with scaling artifacts on both x and y axes
720 w/integer scaling leaves you with scaling artifacts on the x axis, which you correct with a nice CRT filter or shader.
Btw, shaders won’t even work on raspberry pi unless you set resolution to 720p, otherwise you get stuttering. So that itself is sufficient reason to switch resolutions if you’re using Raspberry Pi / Retropie (which a lot of people are).
Also, I think you are committing an error when you talk about the “intended look of the graphics.” First of all, actual planning sheets from Nintendo from the NES era show 5:4 blocks, not 8:7 (see link below). Second of all, almost all the developers would have understood that the graphics would wind up being stretched on a 4:3 display, and would have taken that into account when designing the game graphics. Those are just my own thoughts on the matter, but it’s really not that important. It’s your thread and your party, so I won’t muck it up anymore
http://www.wiinintendo.net/wp-content/uploads/2010/01/original-zelda-design4.jpg