Were 480i games designed with CRT flickering in mind?
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austin532
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Were 480i games designed with CRT flickering in mind?
I've always wondered, were 480i games designed with CRT flickering in mind to help hide some of the flaws/ jaggies similar to how 240p games were designed around CRT scanlines?
Framemeister 240p scanline settings: http://shmups.system11.org/viewtopic.ph ... start=9600
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Xan
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Re: Were 480i games designed with CRT flickering in mind?
I'm not sure if the question makes a lot of sense, but clearly they were designed to be displayed on interlaced displays as a lot of them (6th gen and later) had deflickering filters. Those probably aren't beneficial in any way as soon as deinterlacing is applied.
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BazookaBen
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Re: Were 480i games designed with CRT flickering in mind?
Back in the PS2/Gamecube days I had them hooked up with s-video to a standard CRT, and I always turned off the flicker filter. Textures were just way sharper without it.
But yeah, I don't know how PS2 era developers factored in interlacing. 99% of people were playing on composite, and it's hard to get that looking good at any resolution.
Oh, and a fun side note: I'm currently playing Far Cry 4 at 2304x1728i. Since I can't get a steady 60fps on the game, I decided to really bump the resolution and cap the framerate at 30. My monitor can't hit that resolution in progressive scan, so interlacing allows me to hit it by halving the horizontal refresh rate. And it 30fps, you're not losing any visual information.
But yeah, I don't know how PS2 era developers factored in interlacing. 99% of people were playing on composite, and it's hard to get that looking good at any resolution.
Oh, and a fun side note: I'm currently playing Far Cry 4 at 2304x1728i. Since I can't get a steady 60fps on the game, I decided to really bump the resolution and cap the framerate at 30. My monitor can't hit that resolution in progressive scan, so interlacing allows me to hit it by halving the horizontal refresh rate. And it 30fps, you're not losing any visual information.
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austin532
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Re: Were 480i games designed with CRT flickering in mind?
Exactly, the jaggies and textures look too sharp without any flicking which leads me to think they were designed with it in mind.BazookaBen wrote:Back in the PS2/Gamecube days I had them hooked up with s-video to a standard CRT, and I always turned off the flicker filter. Textures were just way sharper without it.
Framemeister 240p scanline settings: http://shmups.system11.org/viewtopic.ph ... start=9600
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Xan
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Re: Were 480i games designed with CRT flickering in mind?
I only know of SSBM, SSBB and Tekken 5 that allowed to alter this function, maybe a bunch of other lesser known titles. In the vast majority of cases it's transparent to the user.
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BazookaBen
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Re: Were 480i games designed with CRT flickering in mind?
Final Fantasy 12 also had it. Maybe Virtua Fighter 4 Evo too?
I always thought they put it in there for people with composite connections, so dot-crawl wouldn't be as bad.
I always thought they put it in there for people with composite connections, so dot-crawl wouldn't be as bad.
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bobrocks95
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Re: Were 480i games designed with CRT flickering in mind?
If you're talking about being able to turn the flicker filter on and off, Pikmin 2 and a handful of other Gamecube games let you do it as well.
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