Component vs. RGB color quality

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Xan
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Component vs. RGB color quality

Post by Xan »

I've always wondered about this, is there any discernable difference in color quality between the two?

I guess Component is always limited range while RGB can use full range, so the latter should be superior in theory, but the question is which systems take advantage of that full RGB color range...
kamiboy
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Re: Component vs. RGB color quality

Post by kamiboy »

Prepare to split hairs.
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Lawfer
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Re: Component vs. RGB color quality

Post by Lawfer »

Xan wrote:I've always wondered about this, is there any discernable difference in color quality between the two?
That depends entirely on the hardware you are using.

Xan wrote:I guess Component is always limited range while RGB can use full range, so the latter should be superior in theory, but the question is which systems take advantage of that full RGB color range...
Are we talking about SD Gaming or HD gaming? CRTs or LCD/LED/OLED/RGB LED and PLASMAS?

In HD gaming Full-range RGB is about having the best shadow effects and deepest blacks with 0-255. I can get 0-255 with my Playstation 3 and 4, but not with Xbox 360 (I get crushed blacks instead), the Wii U is apparently limited range of 16-235.
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Xan
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Re: Component vs. RGB color quality

Post by Xan »

Classic analog sources. As a display you can assume a PVM/BVM with YPbPr and RGB inputs.
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Lawfer
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Re: Component vs. RGB color quality

Post by Lawfer »

Xan wrote:Classic analog sources. As a display you can assume a PVM/BVM with YPbPr and RGB inputs.
If its a High End RGB Monitor, RGB is going to be much better than Component.

Fudoh said that this (RGB being better than component) is especially to the Playstation 2 you can even do RGB at 480p if the monitor sync on green, because the native output is RGB and the Playstation 2 transcodes the native RGB to component, apparently the transcoding of the Playstation 2 is pretty crappy.
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Fudoh
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Re: Component vs. RGB color quality

Post by Fudoh »

The PS2's component output is pretty amazing. It just contains more noise than the RGB signal. The BVMs have a near perfect LPF though, so I doubt that this brings any problems.

As far as I can tell (and I discussed this up and down elsewhere) chroma subsampling is only a problem on digital signals, so the only downside to YPbPr compared to RGB is that you only have two color channels (versus three on RGB). This said, if the source is doing it right, I think the visible differences are negliable.

There aren't too many systems where you got a choice for your 15khz output. This example for the Wii's output shows that there's hardly any difference and the luma offset is easily compensated on the monitor itself. http://retrorgb.com/wiirgbvscomponent.html
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Xan
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Re: Component vs. RGB color quality

Post by Xan »

FWIW a while ago on the PS2 I did a little comparison for this with Crash Bandicoot 2 on my BVM-1454D and the colors did come off as slightly duller to me with Component. It was noticeable with the bright orange fonts in the game especially. And for some reason the dithering became subjectively more visible with Component... of course this could be a matter of different calibration on my monitor. I also did test my PSP-2000 hooked up via Component and these differences seemed even more pronounced there.
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Re: Component vs. RGB color quality

Post by neorichieb1971 »

I'd use component just so I didn't have to hear the hum (audio) of crappy shielding most SCART connectors use.

Mind you I usually use audio equipment with my gaming setup, which pronounces the noise.
This industry has become 2 dimensional as it transcended into a 3D world.
EmperorZelos
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Re: Component vs. RGB color quality

Post by EmperorZelos »

Considering RGB uses sync seperated in composite signal, while component has it on the green one, I'd tkae a guess on more bleeding aswell, just a guess
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Artemio
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Re: Component vs. RGB color quality

Post by Artemio »

Xan wrote:Component is always limited range while RGB can use full range, so the latter should be superior in theory, but the question is which systems take advantage of that full RGB color range...
This is not the case, the wii for example uses full range over component.

And regarding which systems use full range in rgb, you can assume all can. But this is developer dependant, for instance even the Genesis has a color in its palette that goes below 7.5 IRE.
Thrill
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Re: Component vs. RGB color quality

Post by Thrill »

Artemio wrote:the wii for example uses full range over component.
It does? Jesus christ. I guess that explains why I was so confused when I was toggling between 0-255 and 16-235 on my capture card. I could swear that 0-255 looked right with the Wii but I told myself no since it was YPbPr and HAD to be 16-235.
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Lawfer
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Re: Component vs. RGB color quality

Post by Lawfer »

Thrill wrote:
Artemio wrote:the wii for example uses full range over component.
It does? Jesus christ. I guess that explains why I was so confused when I was toggling between 0-255 and 16-235 on my capture card. I could swear that 0-255 looked right with the Wii but I told myself no since it was YPbPr and HAD to be 16-235.
Thats interesting, what about the Gamecube over component? The Wii U can only do 16-235 (though I dunno if its only over HDMI or if its over HDMI AND Component).
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Artemio
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Re: Component vs. RGB color quality

Post by Artemio »

The thing is that there is nothing hardware wise that limits you to use 16-235 or 0-255.

The hardware can output full range if you draw that way, depends on your assets. Unless Nintendo enforced it through quality control or had some tools in the official sdk specifically to limit color range, it is up to the developer what to use. When coding the 240p suite I used 0-255 assets and when checking the output with the oscilloscope everything was from 0 mv to 700mV, if I remember correctly. I will confirm these values and annotate them here in a few hours so we can have this clear.
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Artemio
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Re: Component vs. RGB color quality

Post by Artemio »

I did some tests, here are the results:

The 240p suite in the Wii via coponent, the grayramp pattern. Goes from 0mv to almost 700mV.

Pattern:
Image
Scope:
Image

The texture starts at RGB 9 and ends at RGB 255.

And checking out the definition for YPbPr, it says luma levels go from 0 to 700mV, with no setup.

Image

Please let me know if I am making invalid assumptions on this
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Fudoh
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Re: Component vs. RGB color quality

Post by Fudoh »

I would say that the RGB range (9-255) refer to the Wii's internal graphic rendering, but the video encoder translates that to proper YCbCr levels. Since any decoder on the display's end can't tell what's the original rendering, the resulting number of shades (grey or colors) on the display should be the same.
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Lawfer
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Re: Component vs. RGB color quality

Post by Lawfer »

So because of this werent Wii games developed/designed around 16-235? If that is the case and knowing this, then even if you somehow managed to get full range RGB, would you gain anything out of it?
Joelepain
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Re: Component vs. RGB color quality

Post by Joelepain »

Artemio wrote:I did some tests, here are the results:

Please let me know if I am making invalid assumptions on this
Maybe a good test to do to validate this is to mesure the Component output of a DVD player. In this case we will be sure that the digital source is "limited range", and we will see if the DAC still outputs in the full 0 to 700mV range.
If it's the case, we will be sure that this full/limited range problem is just another crappy hdmi non sense, and doesn't apply to analog consoles.
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