Homepage Forums RetroPie Project Video Output on RetroPie 1080p scaling and scanlines without borders from integer scaling Reply To: 1080p scaling and scanlines without borders from integer scaling

#102142
patrickm
Participant

[quote=102060]nope, as I say below, I got that effect when perfect 1px scanlines and integer scaling on – it’s totally a feature of my TV.[/quote]

It’s a feature of the image you’re using and the type of scaling that you’re applying. I just confirmed this by looking at the full size image you linked to- check the blue area in the Sonic screenshot. The scanlines in this area should be uniform at 800% zoom, but they aren’t- this can create the described moire effect.

[quote]using a ‘nearest’ filter would make it look awful – you get 2 pixel-thick scanlines every so often.[/quote]

That isn’t related to nearest neighbor per se, it’s a function of how the image is being scaled. Nearest neighbor will result in the most accurate scaling with the fewest artifacts.

[quote]so most games show important graphics only in the centre-most 216, but they will normally still render the playing field up to 224. given that most consumer CRTS (especially as we edge into the 90s) showed the centre 224 with increasingly tighter tolerance, showing the full 224 is more ‘realistic’ than just emulating a rubbish TV eg, see my sonic screenshot – there’s non-glitched graphics across the entire 224 lines.[/quote]

You seem to think that the padding is meant to be displayed, when it gets cropped on a CRT. Just because the graphics aren’t glitched at the top/bottom doesn’t mean it’s not padding. Notice how the score/time/rings display and the Sonic lives display is not right at the edge? That’s because some TVs would drop right up to those graphics. Heck, I’ve got a cheap Sanyo CRT that crops even more than this- the top two lines where it says “score.” This is not an old TV, but one from the mid 2000s.

Since CRTs varied in how much they cropped, the game developers had to allow for this by placing all important graphics within the safe area. If they put those graphics right at the edge, they’d be cut off most of the time on a CRT.

The safe area is not console dependent but depends on the CRT. It is defined as 90% of the total viewing area.

I personally don’t see what is gained by displaying the overscan; it’s useless information that takes up display area and it isn’t authentic/accurate to how the games were displayed on an actual CRT. But whatever floats your boat. :) some people just really want to see every line put out by a console, even if you didn’t see it on a TV…

[quote]
a 5x integer scale for these games cuts into the scores, credits, health-bars, etc. see my windjammers screenshot for an example.[/quote]

I haven’t looked at windjammers, but nothing important should be cropped at 5x integer if crop overscan is on the right setting for the core being used and you are scaling up from the right resolution.