Progressive scan

The modification, of course, could have tacked on a decent bit of the cost. (What were they modified for, anywho?)
 
cthellis42 said:
The modification, of course, could have tacked on a decent bit of the cost. (What were they modified for, anywho?)
Nah, the unmodified version was ~$50 ... the modified ones were ~$65. I've got one for RGB-Scart and one for VGA. I've refused the PAL GC, the NTSC one is much nicer: easy modable for full JAP/US compatibility, no FreeLoader trouble, progressive-scan capable without too much jumping through hoops and import-games are cheaper or in the worst case likewise priced as the much too late domestic releases.
 
Tagrineth said:
YeuEmMaiMai said:
since nintendo uses the same video cable on the game cube as they did on SNES and N64, it is most likely due to lack of available pins and the desire to make a profit off of a seperate cable....

Nope. It's an official, standard thing. Component video cables are required for HDTV (read: Anything other than 480i) signals. Xbox and PS2 need Component cables for 480p (and 720p and 1080i for XB) too.

But why couldn't a component video plug be put into the standard plug? The gamecube outputs the same signal out of both plugs(you can have two tvs hooked up at once! too bad it's probably not possible to have two seperate images or if it is it isn't used, that could be like a cheap way of having a lan, output a 320x240 image to each screen). Maybe it was to cheap people from plugging the component plugs into their n64s?


BTW, that $50 for the gamecube component cables was probably because they were imports, or maybe they were modified versions of the D-Terminal cable?(or maybe Nintendo of Japan just has higher prices)
 
Fox5 said:
But why couldn't a component video plug be put into the standard plug?

What good would that do?

You'd still need a new cable for Component out.


EDIT: I think I know why.

1. You can't use the cable with older Nintendo systems - very important. Ever tried using a PS2 Component cable on a PS1?

2. No signal mixing at all. Keeping the audio on the other connector means the video is even more 'separated' from the audio.
 
What happens if you use component cables on a PSX? What, will it try to use 1 cable for video, and the other 2 for sound?
 
pcostabel said:
Ozymandis said:
pcostabel said:
On my set, progressive games look pratically the same as interlaced line doubled ones, both on my PS2 and GC.

Your set must have a nice de-interlacer. On both of my digital TVs, progressive scan is a big jump in quality (Sony and Toshiba). More so in high-motion games.

It's a Panasonic 56". Yes, it has a good line doubler. I'm curious: what kind of difference do you see?

It's much sharper. Colors are better (I guess the line-doubler degrades them when it does its processing). Motion looks smoother somehow, I'd say the image is more stable, if that makes any sense.

Two days ago I was messing around and tried Wind Waker and Metroid Prime in 480p and then 480i. 480p was noticeably better.

Tagrineth said:
Fifty dollars... wtf. Hell, Nintendo AFAIR doesn't even ALLOW resale of Component GC video cables - officially they're only available through N themselves.

Hmm. I got mine from NCSX, it was a Japanese cable.

archie4oz said:
Your set must have a nice de-interlacer. On both of my digital TVs, progressive scan is a big jump in quality (Sony and Toshiba). More so in high-motion games.

What Sony set do you have? Mine's LCD so it gets converted to progressive anyways...

Mine is an LCD as well. But in my experience line-doubled progressive scan is never quite the quality of the real thing. Maybe very expensive stand-alone line doublers can approach the quality, I don't know, as I've never seen one in action myself.
 
I was wondering if a title with pro-scan and full buffer support have higher fillrate requirements on PS2 than those without (i.e. Jak and Daxter). Would the framerate of Jak and Daxter have taken a hit by utilizing the full frame buffer (assuming that the engine and all other code remained the same)?
 
Luminescent said:
I was wondering if a title with pro-scan and full buffer support have higher fillrate requirements on PS2 than those without (i.e. Jak and Daxter). Would the framerate of Jak and Daxter have taken a hit by utilizing the full frame buffer (assuming that the engine and all other code remained the same)?


From what i understand, half-frame buffered games use less Vram therefore are theoretically bound to either run better or have room for other things in Vram compared to full-frame buffered games.

However, the full-frame title would suffer slowdown only in the rare case (for ps2) where fillrate is the bottleneck. If the hardware has enough headroom to take it all in, then i guess framerate itself shouldnt suffer in the transition from half to full frame buffer.

Also it is worth noting that developers themselves have rather different views on the fact that by going half-frame u can have more textures on Vram... Faf might be able to clarify this...

In the case of JAK2 slowdowns, i really don't think it was because it ran at full frame (pro scan), rather on the complexity and sheer amount of detail crammed in every frame. But i could be wrong.
 
Luminescent said:
Would the framerate of Jak and Daxter have taken a hit by utilizing the full frame buffer (assuming that the engine and all other code remained the same)?
AFAIK, J&D did use full height backbuffer. Only the frontbuffer was half height.
 
Thowllly said:
Luminescent said:
Would the framerate of Jak and Daxter have taken a hit by utilizing the full frame buffer (assuming that the engine and all other code remained the same)?
AFAIK, J&D did use full height backbuffer. Only the frontbuffer was half height.


Yes, much like many first gen games, J&D had half height front and full backbuffer. Just like BG:DA, GTA3 and many many other early-ish games. That means Pro-scan was not obtainable, unlike later games that use a full/full solution, capable of pro-scan.
 
cthellis42 said:
Tagrineth said:
$30 is an acceptable price difference from $25, considering the GC's Component cables do much more than PS2's (as in, there are like 50x more proscan GC titles than PS2 ones).

Last time I checked any reasonable compilation, it was more like 2.5x, and in itself is about 4x less than Xbox's 300+ 480p titles. (And almost 2x less than Dreamcast's)

Don't know how up to date or accurate the compilations are, though. Hard to track.

very hard to track.Some sites list Prince of Persia as 480p for XBox only, yet it runs in 480p on my GC. (it prompts me every time)

A lot of XBox games are listed as 480p, yet it supposed to be only 480p if the box is checked on the back of the case. (quite a few aren't).

Every site has a lot of games listed incorrectly.
 
There was a websites with an extensive list of features of every game released (including each HDTV resolution, DD, DTS and online options).

It went something like "HDTV archive" or "HDTV something"... can't remember... Stopped checking it (1) cause it's not like i really care, (2) cause it was updated like once a week, (3) it was updated by the public, which made it rather vulmerable to stupidity...
 
Fox5 said:
What happens if you use component cables on a PSX? What, will it try to use 1 cable for video, and the other 2 for sound?

PS Component cables have five plugs... Component YPbPr and Composite audio left and right. =)
 
A lot of XBox games are listed as 480p, yet it supposed to be only 480p if the box is checked on the back of the case. (quite a few aren't).
There were quite a few screw ups with the flags on the back of the packaging with a good handful of Xbox games (I'm sure the issue is still present with new games as well). However, only one or two games on the Xbox are interlaced only (one of them being Kung Fu Chaos which is interlaced only on purpose to get some of the effects). All Xbox games are rendered at 480p natively and then converted to an interlaced format for output if necessary. It's still the only console to be able to render high-def resolutions as well (1080i is rendered natively at a full-frame 1920x1080).
 
DeathKnight said:
A lot of XBox games are listed as 480p, yet it supposed to be only 480p if the box is checked on the back of the case. (quite a few aren't).
There were quite a few screw ups with the flags on the back of the packaging with a good handful of Xbox games (I'm sure the issue is still present with new games as well). However, only one or two games on the Xbox are interlaced only (one of them being Kung Fu Chaos which is interlaced only on purpose to get some of the effects). All Xbox games are rendered at 480p natively and then converted to an interlaced format for output if necessary. It's still the only console to be able to render high-def resolutions as well (1080i is rendered natively at a full-frame 1920x1080).


Not exactly. PS2 is "able" to output whatever resolution, it just has never happened on game cause the performance would suffer, and because 1 people out of 10million would be able to enjoy the benefits. 1080i sucks performance out of Xbox too, that's why it was used maybe in 1 game (Dragons Lair 3D...wow...).
The hardware might be capable of outputting those resolutions (In fact the Linux Kit outputs SVGA resolutions), however if it's going to affect the game itself, it won't be used.
Not sure about the resolutions supported by the GC.
 
Tagrineth said:
Fox5 said:
What happens if you use component cables on a PSX? What, will it try to use 1 cable for video, and the other 2 for sound?

PS Component cables have five plugs... Component YPbPr and Composite audio left and right. =)

Damn, nobody's tried it yet?

No video of any kind is displayed.
 
A lot of games are targeted for PS2-level performance, so the Xbox can sometimes go high-definition on those. The DC can go high-definition, its graphic card often used that way in PCs, but console developers weren't targeting games of that scale. Display memory would be pretty limiting on PS2 for high-def games, and the Gamecube doesn't support output at anything above 480p.
 
Since both the PS2 and the GC use embedded RAM for special purpose stuff like back buffers they are obviously much more limited when it comes to choice of resolutions than the xbox with its unified memory architechture. IF you have a fixed size pool of X MB for buffers you can't offer the same choice of resolutions as if you can allocate anything you want from a bif 64MB chunk. This seems like a smart choice when it comes to a console though, virtually noone has a tv capable of high resolution display anyway, and you gain lots of bandwidth by using embedded RAM.
 
Yeah. Monitors are more than capable and are even more common than TVs though, so the way I see it is that VGA could gain sufficient acceptance as a reasonable alternative if the console manufacturers would give it a decent push.

The size of the VGA userbase for DC was far higher than SEGA had ever expected it to get, and no less than several third-party manufacturers also managed to do good business off of selling $15 VGA adapters with nationwide distribution for the system.

Even without any kind of formal marketing push, DC VGA managed to be a big hit among the hardcore on the strength of positive word-of-mouth.
 
LondonBoy said:
Also it is worth noting that developers themselves have rather different views on the fact that by going half-frame u can have more textures on Vram...
Numbers speak for themselves though, according to SCEEs statistics, 95% of games run fullheight frame buffers.

Btw, the fillrate saving you mentioned only comes into play if backbuffer is half height (or when tricks are used like in GT3 which used fullheight backbuffer but some of the effects (smoke etc.) were rendered halfheight).
 
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