So recently I got an NES RGB modded, just got around to testing it today. Note that this is being displayed on a PVM 14m4u. One of the first things I noticed was when I booted up Zelda and let the intro screen roll, there was a very noticeable after-image on objects contrasting with the black background, along with a halo-like effect around them. My friend that did the mod said he's personally never seen it before, but he is also using a framemeister, so that may be a factor. Does anyone have any idea what may cause this, as well as any possible fix? I'm pretty sure it isn't my PVM, as I don't really have this problem on my SNES.
Here are some pics
https://imgur.com/a/nBv6A
RGB modded NES halo/ghosting effect
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mikejmoffitt
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Re: RGB modded NES halo/ghosting effect
Nothing wrong with the NES, but rather that looks like some internal reflection from the front face of the tube. If it changes position as you move your head around, it's internal reflection, not a signal issue. A game for SNES with a black backdrop like this will show it too.

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Taiyaki
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Re: RGB modded NES halo/ghosting effect
Isn't that just regular phosphor light bleed? Normally that should be even in all directions.
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jay
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Re: RGB modded NES halo/ghosting effect
Oh ok, so that's normal then? I didn't really play anything on SNES with just a plain black backdrop, so that's probably why I didn't notice. What about the glow effect around stuff, is that the same reason?
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mikejmoffitt
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Re: RGB modded NES halo/ghosting effect
That is just light bleed. If you turn down the picture control, you'll see most of those effects lessen or go away.

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jay
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Re: RGB modded NES halo/ghosting effect
Sorry for the dumb question, picture = brightness, right? In the settings.
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Taiyaki
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Re: RGB modded NES halo/ghosting effect
That's correct (Picture or Contrast is usually the Brightness setting). Contrast is actually brightness on older tv's.
Light bleed, blooming, picture expansion etc are characteristic flaws of CRT's, but they're also part of what gives them the charm and beauty of the technology imo.
Light bleed, blooming, picture expansion etc are characteristic flaws of CRT's, but they're also part of what gives them the charm and beauty of the technology imo.
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FBX
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Re: RGB modded NES halo/ghosting effect
Does your CRT happen to have an extra glass or plastic casing over the front of it? Reason I ask is that first pic shows glow going well beyond the edge of the tube. That would indicate a 2nd layer shield.
Edit: I couldn't find any PVM examples of a 2nd shield, so that's probably just reflection off the side I'm seeing there.
Edit: I couldn't find any PVM examples of a 2nd shield, so that's probably just reflection off the side I'm seeing there.
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Voultar
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Re: RGB modded NES halo/ghosting effect
That's good 'ole fashioned CRT bloom.
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jay
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Re: RGB modded NES halo/ghosting effect
Nope, thats just reflection off the side.FBX wrote:Does your CRT happen to have an extra glass or plastic casing over the front of it? Reason I ask is that first pic shows glow going well beyond the edge of the tube. That would indicate a 2nd layer shield.
Edit: I couldn't find any PVM examples of a 2nd shield, so that's probably just reflection off the side I'm seeing there.
Its good to know that this is a normal thing, I decided to tone the brightness down a little bit. It doesn't get rid of it, but it definitely lessens it. I found it to be a little crazy on the NES, but its definitely a lot better now. Appreciate the help.
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Crash Dummie
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Re: RGB modded NES halo/ghosting effect
Hi! I just created a new account and I'm bumping this old topic because I'm actually getting the exact same issue.
I have a PVM 8045Q and an un-modded NES outputting composite. I get this blooming/ghost effect on every single NES game where a bright object moves over a black background, and it is definitely not a light reflection issue.
How do I know this?
1) If I pause the game and stop the object's movement (like, the elevators from World 1-2 in Super Mario Bros.), the blooming stops.
2) Every single other console that I've tried, with composite, S-Video and component, doesn't have this problem. Even when I play the gamecube port of Zelda 1, no blooming what so ever.
My two NESes however, tested with multiple power supplies and AV cables, show blooming on the PVM, and not on any of my consumer grade CRTs.
I'm thinking the NES' output in general might have something wonky that interferes with PVMs. Anyone has any idea?
Thanks in advance!
I have a PVM 8045Q and an un-modded NES outputting composite. I get this blooming/ghost effect on every single NES game where a bright object moves over a black background, and it is definitely not a light reflection issue.
How do I know this?
1) If I pause the game and stop the object's movement (like, the elevators from World 1-2 in Super Mario Bros.), the blooming stops.
2) Every single other console that I've tried, with composite, S-Video and component, doesn't have this problem. Even when I play the gamecube port of Zelda 1, no blooming what so ever.
My two NESes however, tested with multiple power supplies and AV cables, show blooming on the PVM, and not on any of my consumer grade CRTs.
I'm thinking the NES' output in general might have something wonky that interferes with PVMs. Anyone has any idea?
Thanks in advance!
Crash Smash!