Got a reply from Micomsoft:
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We examine this function「RGBリミテッド」by the next update.
Thank you!
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Crossing fingers...

It's been available for a while.Elrinth wrote:Seems 1.11 is available, anyone know what's new in this version?
I have been using 1.10 for quite awhile not.
While I can't speak for everyone, in my case, it comes down to the difference between relaxing on the couch with a 55" TV, or sitting at a desk in front of a monitor.Dobiqwolf wrote:@TheShadowRunner and most people actively posting there:
After reading the problem you are encountering with your TV I was wandering why most of you play on TVs and not monitors?
I use a monitor with no lag for my gaming and the mini is hooked up on the HDMI (I could use DVI but did not see the point).
I've no clue at all. I'm happy enough they'll look at the RGB full/limited caseThomago wrote:@TheShadowRunner: You don't possibly know which other features/fixes the next update brings?
QFT.While I can't speak for everyone, in my case, it comes down to the difference between relaxing on the couch with a 55" TV, or sitting at a desk in front of a monitor.
I think the mini even has problems with range on its input too.TheShadowRunner wrote: So assuming the Mini always outputs RGB full when it's outputting RGB, I don't understand why the SFC looks alright.
Simply because this RGB range problem has been a complete mess since the begining. It's not a problem with just the xrgb mini. Last gen consoles, pc graphic card drivers, WiiU, TV inputs, PC monitor inputs... it's the most absurd thing of video history.TheShadowRunner wrote: I also can't comprehend why the Mini outputs RGB full when the connected display is only compatible with RGB limited.
An interesting case indeed.Joelepain wrote:I think the mini even has problems with range on its input too.
For example I take my pal rgb modded n64. If I launch the PAL SuperMario64 rom, the black levels are right. If I launch the NTSC SuperMario64 rom, the blacks are washout.
So same console, same cable, same game, mini output forced to RGB, and you have different results.
Could be the console video amp that output different level depending of the region, but that would be very surprising.
Yes different usage (Video/PC) via the same HDMI interface sure wasn't the brightest idea. Then again it's so convenient to use the same 'universal' connector for everthing..Simply because this RGB range problem has been a complete mess since the begining. It's not a problem with just the xrgb mini. Last gen consoles, pc graphic card drivers, WiiU, TV inputs, PC monitor inputs... it's the most absurd thing of video history.TheShadowRunner wrote: I also can't comprehend why the Mini outputs RGB full when the connected display is only compatible with RGB limited.
From my experience I would highly recommend sticking to EITHER PAL OR NTSC (preferably NTSC). With the N64 there are definitely some settings which need to be adjusted on the framemeister, for example the BLACK setting. You can't expect the same from both formats, even on RGB.Joelepain wrote:I think the mini even has problems with range on its input too.TheShadowRunner wrote: So assuming the Mini always outputs RGB full when it's outputting RGB, I don't understand why the SFC looks alright.
For example I take my pal rgb modded n64. If I launch the PAL SuperMario64 rom, the black levels are right. If I launch the NTSC SuperMario64 rom, the blacks are washout.
So same console, same cable, same game, mini output forced to RGB, and you have different results.
Could be the console video amp that output different level depending of the region, but that would be very surprising.
Simply because this RGB range problem has been a complete mess since the begining. It's not a problem with just the xrgb mini. Last gen consoles, pc graphic card drivers, WiiU, TV inputs, PC monitor inputs... it's the most absurd thing of video history.TheShadowRunner wrote: I also can't comprehend why the Mini outputs RGB full when the connected display is only compatible with RGB limited.
Yes but what I meant is: unless someone analize the signal comming from the console, or test directly connected on a CRT, it could be either the console fault, or the xrgb fault.12345 wrote:From my experience I would highly recommend sticking to EITHER PAL OR NTSC (preferably NTSC). With the N64 there are definitely some settings which need to be adjusted on the framemeister, for example the BLACK setting. You can't expect the same from both formats, even on RGB.
do you mean framerate jumps ?Whenever I turn it off the screen will shift for a slight second
Fixed.Fudoh wrote:PAL SNES RGB cables are the worst thing ever and don't work with anything.
Strikers1945guy wrote:"Do we....eat chicken balls?!"
Yes. that's probably what's happening. Whenever I move right the screen will slightly shift left for a split second or if I move left it will shift right. The same if moving down the screen will shift up and moving up will cause it to shift down.Fudoh wrote:do you mean framerate jumps ?Whenever I turn it off the screen will shift for a slight second
When you disable the v-sync option, the Mini does a framerate conversion unless your source is spot on 59.94Hz (which hardly anything is). You also get increased lag. Using a framerate conversion, smooth scrolling is out of the question.
You can't at 576p/50hz. Zooming on the Mini is pretty poor even with 240p signals. For PAL consoles especially the Amiga I much prefer the XRGB3/DVDO combination as you can zoom out any underscan on the Amiga too. If you're lucky you can use some of the picture zoom controls on your TV to enlarge the image.what setting do I need to change to zoom it but still have the whole game screen visible?
I have long since given up on it, I'm just going to convert all my component signals to an RGB one so they'll work properly.Thomago wrote:Long-time forum dwellers probably know that I'm constantly b*tching about the Framemeister's component input. Well, after the whole discussion about RGB full/limited etc. a took another look at the component input and found out that, while indeed atrocious in HDMI mode (crushed blacks/whites and heavy flickering), in DVI mode the quality is quite nice - perhabs not as good as in RGB mode, but it's passable.
You might say now: "Easy, in HDMI mode the Framemeister outputs YPbPr for component sources, in DVI mode RGB." However even if I force RGB output (and change sources after that / reboot the Mini, just in case it needs a wake-up call), there is no change.
So, that's all - the Framemeister's component input just doesn't work as intended/expected; it isn't fundamentally bad.
@TheShadowRunner: You don't possibly know which other features/fixes the next update brings?
Yeah, and don't forget overscan. I've fought with those since my first HDMI-enabled projector 10 years back - these remnants from analog time should never have made their way into HDMI spec... Even though I've learned how to fix these during the years, Mini doesn't cease to amaze as the output range depends on not only of the input source, but also on the video mode of a single source.Joelepain wrote:Simply because this RGB range problem has been a complete mess since the begining. It's not a problem with just the xrgb mini. Last gen consoles, pc graphic card drivers, WiiU, TV inputs, PC monitor inputs... it's the most absurd thing of video history.TheShadowRunner wrote: I also can't comprehend why the Mini outputs RGB full when the connected display is only compatible with RGB limited.
I have a faint memory that switching a PAL Xbox1 bios into NTSC mode slightly increased the luminance of black.viletim wrote:That's true, North American NTSC did differentiate between blank and black. This was because the early TVs were so crap, they didn't have active blanking in the video amplifier. They relied on the blanking space in the video signal to unbias the picture tube grid so you didn't see the retrace lines. As TVs got better (transistors were invented) this became unnecessary. No other video standard includes this black -> blank gap. None of the video encoders found in game consoles feature it either.Fudoh wrote:but there's the concept of those 7.5 IRE offsets used for certain NTSC signals in analogue video. This translates quite nicely to the 0-16 luminance area in digital domain.There is no such thing as a limited range analog signal. The concept is ridiculous!
thanks for the help, it seems I'll have to settle with this atmBuckoA51 wrote:You can't at 576p/50hz. Zooming on the Mini is pretty poor even with 240p signals. For PAL consoles especially the Amiga I much prefer the XRGB3/DVDO combination as you can zoom out any underscan on the Amiga too. If you're lucky you can use some of the picture zoom controls on your TV to enlarge the image.what setting do I need to change to zoom it but still have the whole game screen visible?
Not that great to be honest.Domino wrote:Very stupid thing to ask how but how does the Framemeister handles NES/FC Composite Video?
Yes, I am aware it will have them rainbows and RGB is better but hopefully it could do a hell a lot better job than running NES/FC Composite to a regular LCD/Plasma. In matter of fact I think it is the worse system to play on a flat screen directly.
Of course, but I wonder how does the Framemeister handle movement when running the NES/FC Composite? My issue is when I hook up the NES/FC via Composite to a flat screen when the game moves it is horrible.eightbitminiboss wrote:
Not that great to be honest.
For me there was quite a difference when hooking my nes straight to an LED and then hooking it to that same LED via framemeister composite. Either way i will be doing the RGB mod on my nes this month.Domino wrote:Of course, but I wonder how does the Framemeister handle movement when running the NES/FC Composite? My issue is when I hook up the NES/FC via Composite to a flat screen when the game moves it is horrible.eightbitminiboss wrote:
Not that great to be honest.