Lawfer wrote:
Would you please be kind enough to explain what the introduction of "pixel average on" and "pixel average off" does and what improvements it is supposed to bring in?
"pixel average on" is basically what GCVideo has always done, it calculates the missing color values for every second pixel by averaging the color of the left and right pixel - it's a very common method for interpolating 4:2:2 video to 4:4:4. "pixel average off" in citrus' build probably takes the color of one pixel and applies it either to the left or right one. This can make smooth color transitions look more pixelated, especially for colors that are at the extreme ends of the YCbCr color range (e.g. fully saturated red or blue). extrems probably wants it for GBI, because there he's dealing with non-smooth graphics in the first place and disabling color interpolation can preserve the edges of zoomed pixels.
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Does it affect (Analog) RGB or only YPbPr?
It should affect everything, because the Gamecube outputs YCbCr 4:2:2 and everything else is derived from that.
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With the "pixel average off" being shifted left/right, I notice that the circle looks more "pixelized" or "aliased", see the circled part in red on the lower left part of the screen:
If you take two identical screenshots with pixel averaging on and off and flip between them, you'll probably notice that the colors move slightly between them, especially in the areas that appear pixelated. That's because the Gamecube sends the brightness for every pixel, but the color only for every second pixel to save RAM and bandwidth. If you then take that color and apply it either to the left or right brightness-only-pixel, you conceptually "smear" the color towards this direction. With pixel averaging on, the "smearing" happens equally in both directions, so the position of the color channels compared to the brightness channel stays the same.