

So whether in 709 full or limited, it's not matching real hardware/Higan. Gamma boost only makes it worse. RGB 601 space made no difference either.
Black crush is obvious on the limited range picture, it's definitely full range.FBX wrote:The Datapath card went with RGB 709 on auto-detect, but I believe limited is the actual intent of the Super Nt. The SNES Classic also uses limited color space, but it matches Higan (albeit with a lot of film grain noise).
this is the giveaway to me, red is low on a scope (16% or value of 191) so when incorrectly expecting a full signal the shadows (including reds) are liftedpaulb_nl wrote:...Maybe because colors look washed out in Full Range? Red is so muted in the Super Mario World letters.
Nope. I just tested the Super Nt on my Sony 55-inch LED display. RGB full was washed out. Limited was vibrant, and I couldn't see any crushing on the Super Metroid title screen. It's just like the SNES Classic in that regard.bobrocks95 wrote:Black crush is obvious on the limited range picture, it's definitely full range.FBX wrote:The Datapath card went with RGB 709 on auto-detect, but I believe limited is the actual intent of the Super Nt. The SNES Classic also uses limited color space, but it matches Higan (albeit with a lot of film grain noise).
Then what's up with your capture? 2 steps of Super Metroid's gradient are being cut off on the limited range pic. A limited to full range mismatch can also make things appear artificially vibrant as you clip blacks and whites.FBX wrote:Nope. I just tested the Super Nt on my Sony 55-inch LED display. RGB full was washed out. Limited was vibrant, and I couldn't see any crushing on the Super Metroid title screen. It's just like the SNES Classic in that regard.bobrocks95 wrote:Black crush is obvious on the limited range picture, it's definitely full range.FBX wrote:The Datapath card went with RGB 709 on auto-detect, but I believe limited is the actual intent of the Super Nt. The SNES Classic also uses limited color space, but it matches Higan (albeit with a lot of film grain noise).
Edit: Just set my Sony to 'auto-detect' color range for the Super Nt and it still chose limited mode. I did notice that due to the differences from my other full range devices, I had to turn the brightness setting up a chunk for the Super Nt in this mode. I used the 240p Test Suite's color bars to calibrate the screen with.
I think it has to do with the underlying gamma setting Kevtris is using. He did say he was going change this feature to a value instead of on or off, and maybe that will help. I just did some more testing on my TV by setting both Brightness and Color to a middle value of 50. When I checked the Super Metroid title screen on limited, the very top green band was getting crushed. The same deal in the 240 test suite color bars pattern was happening too, where the very first value was getting crushed to black. However, when switching to Full mode, everything was washed out and looked terrible. Sure you could see all the color bands, but it looked like ass. Just outside Link's house is another great example. Full mode looked washed out, Limited mode looked awesome.bobrocks95 wrote:
Then what's up with your capture? 2 steps of Super Metroid's gradient are being cut off on the limited range pic. A limited to full range mismatch can also make things appear artificially vibrant as you clip blacks and whites.
FBX, what type of GPU is your computer using? (the one you have the datapath card installed with) with my AVerMedia LGX I can't get an accurate RGB picture (full or limited) without ticking these options in the GPU driver settings for my Nvidia card. I'm wondering if other people might have that issue. (also I have to use Recentral 3 to access full range, as OBS will only allow me to use limited with my setup for some reason, even though my capture device supports full range just fine)FBX wrote: Edit: Another thing I don't understand: In limited mode, my Datapath card clearly shows the upper whites getting crushed together on the Super Nt, yet my TV in the same mode still shows them as distinctive. Weird...
I was working on color calibrating my tv and came across this video that suggests that if your tv has the option you should select rgb limited. Is that a modern console thing and retro consoles use full rgb? Also does that mean people that play both modern and retro games need to switch that setting?FBX wrote:My Computer is hooked up in DVI, so I don't get that first set of options you showed. In the 2nd set, It's default to let the video player decide. I can change it if you think that might help.
At any rate on my TV end, I found you can counteract the washed out look of full RGB mode by manually boosting color saturation.
My new TV settings for Super Nt:
RGB = Full
Picture = 90
Brightness = 50
Color = 57 (any higher and the TV starts to crush colors itself)
This actually looks really good now under these settings. It's not 100% perfect, but it kicks ass nonetheless.
It's never set in stone. I know the UltraHDMI mod for the N64 runs in full RGB mode, and setting your TV to limited will indeed crush colors on it. It in fact was the use of the UltraHDMI mod that I figured out the perfect brightness balance on my TV just so happened to be 50/100. Any lower crushes black, any higher crushes whites.Wolf_ wrote: I was working on color calibrating my tv and came across this video that suggests that if your tv has the option you should select rgb limited. Is that a modern console thing and retro consoles use full rgb? Also does that mean people that play both modern and retro games need to switch that setting?
https://youtu.be/myo6OScq6ak?t=9m45s
The output of the Super NT is Full Range. As stated Limited Range is 16-235 So black is 16 and full white is 235. So it cannot be Limited Range because the Full Range captures have black as 0 and various colors are 255. Although white is 246. The gradient in Full Range capture of Super Metroid starts with 0->6->14.FBX wrote:The Datapath card went with RGB 709 on auto-detect, but I believe limited is the actual intent of the Super Nt. The SNES Classic also uses limited color space, but it matches Higan (albeit with a lot of film grain noise).
People are forgetting that this is not just a Full/Limited range mismatch. First the Super NT is processing the colors incorrectly and that is why the colors are off in both ranges. Red is just processed worse then other colors.creib wrote:this is the giveaway to me, red is low on a scope (16% or value of 191) so when incorrectly expecting a full signal the shadows (including reds) are liftedpaulb_nl wrote:...Maybe because colors look washed out in Full Range? Red is so muted in the Super Mario World letters.
Aha! Wrong infoframe flag confirmed. The Super NT is sending out that its outputting Limited Range while in fact its outputting Full Range. In Limited Range mode your Sony TV is just preserving < 16 levels instead of just dropping them and by increasing the brightness you get them back.FBX wrote: Edit: Just set my Sony to 'auto-detect' color range for the Super Nt and it still chose limited mode. I did notice that due to the differences from my other full range devices, I had to turn the brightness setting up a chunk for the Super Nt in this mode. I used the 240p Test Suite's color bars to calibrate the screen with.
Huh, sounds like one of those "rabbit hole" scenarios to me where the more you look into it the more convoluted things will get because there isn't going to be any correct answer lol. I just checked my tcl p607 display and it doesn't have any rgb mode at all. (Unless you install the roku app but you can only install it if you have a roku channel set up on your tv so I'm thinking any changes made in the app would only change settings on the roku channel).FBX wrote:It's never set in stone. I know the UltraHDMI mod for the N64 runs in full RGB mode, and setting your TV to limited will indeed crush colors on it. It in fact was the use of the UltraHDMI mod that I figured out the perfect brightness balance on my TV just so happened to be 50/100. Any lower crushes black, any higher crushes whites.Wolf_ wrote: I was working on color calibrating my tv and came across this video that suggests that if your tv has the option you should select rgb limited. Is that a modern console thing and retro consoles use full rgb? Also does that mean people that play both modern and retro games need to switch that setting?
https://youtu.be/myo6OScq6ak?t=9m45s
Not sure what you mean by this. I am just trying to document and pinpoint whats exactly going wrong using your captures.FBX wrote:so you didn't need to pick apart my earlier tests.
For the most part, you'll want RGB "Full" for just about any game, with one or two 5th/6th gen consoles maybe being an exception. Calibrators will typically talk about using the Limited/"Low Black" setting when discussing & setting YCC (For film,tv,video content)Wolf_ wrote: I was working on color calibrating my tv and came across this video that suggests that if your tv has the option you should select rgb limited. Is that a modern console thing and retro consoles use full rgb? Also does that mean people that play both modern and retro games need to switch that setting?
Nope, not at all. The reason "movie" & "warm2/warm" is recommended is because it (typically) provides the best color-balance for the grayscale before you begin the actual calibration. The "piss" look is typical for the adjusting eye as it's used to heavily blued whites/grays. Remember that your eyes can always decieve. That's why colorimeters & spectrophotometers exist.Wolf_ wrote: Also most color calibration tutorials say to set the picture to movie mode and the color scheme to warm but when I tested that out my god did it look bad. Evidently movie means "DC movie" because everything looked dreary and depressing and when I applied the warm color scheme on top of that it just smeared a layer of what I'm going to call "old urine yellow" over everything. It looked incredibly better when set to "Normal" for both the picture and color. The colors look great without being over-saturated like in "vibrant mode". I'm told color scheme is really just an opinion thing so maybe I simply have terrible/uncommon taste but with the color and picture on Normal everything just "pops" without being artificially bright or super depressing.
[[[Going to rewrite my explanation, as I think I found a better answer.]]]paulb_nl wrote: It's not simply just an issue of to much blue or not enough red. The colors are off depending on the RGB color combination. For example the red letters in the Super mario World title screen have not enough red and not enough blue but the blue sky has too much red and too much blue.
If your TV is set to full RGB and the Super Nt looks washed out, that's usually a sign that the device is outputting limited RGB. If it looks good in limited RGB (which you said it did), then that's probably where it should be.FBX wrote:@ Paul, I already pretty much figured out the Super Nt must be running at Full RGB mode. I mentioned this in later posts, so you didn't need to pick apart my earlier tests. But yeah, increasing the display's color saturation makes it look a lot better.
FBX already posted a capture of the 240p suite color bar test over at Atariage. http://atariage.com/forums/topic/242970 ... try3961256dylanlip wrote:I do not have the Super NT in my hands yet, but I intend on checking the accuracy of the hardware grayscale with my i1D3. If you can, use the 240p Test Suite to check for yourself, as there's a color checker test, where you can check anything from 0,0,0 on up. Obviously it should match up when recorded, and if not, we know where something is amiss.
Separately, to those saying Full Mode looks "washed out", I might suggest one major detail to check/correct/calibrate first. Gamma. "Washed out" colors disappear when you head up from 2.2(Typical) Gamma into 2.3(EBU) and 2.4(CRT/Current production standard) gamma. Of course, setting Gamma goes hand in hand with calibrating grayscale, so again, rabbit hole and all that (If you're willing). This is why a gamma slider might be the one needed thing (If at all), since many of you are running different gammas, the desired levels to compensate for your current gamma will be different. I'll also be checking this out, to see if the SNT was actually intended for 2.35/2.4 gamma.
EDIT: Forgot to mention, the recorded difference between it and Higan may have to do with that. (Higan possibly outputting levels prepared for 2.2 gamma, and SNT possibly for 2.4, but I will be checking to make sure.)
interpolation is enabled by default and it's just that. If you lower the output resolution you get what you want. It's what I mentioned above: compared to other setups like the Framemeister or the OSSC, the Nt's output is softer due to the interpolation. 480p from the Nt along with enabled interpolation is likely the look you want.Could someone inform Kevin that bilinear filtering is an option in almost every emulator?
that's likely the result of some type of gamma adjustment (after all, that's its purpose). I wouldn't be surprised of gamme didn't behave neutral even with the gamma boost turned off.Meanwhile the Super Nt has a weird stretch in the blacks and a pinch in the whites
maybe we have a different understanding of "washed out". You usually get a washed out image when the black levels are raised. By ending the range at 245/255 you get slightly muted whites, but that's about it. The washed out image effect is more likely caused by the increased gamma in the lower brightness areas (which you've shown above).Furthermore, the Super Nt's range is condensed to 0 - 245, which explains the washed out appearance
Actually the washed out look I'm seeing is in the upper range, and this is revealed in the step pattern. Notice in the upper end, you get a lot of 7's and 6's, meaning the contrast is less on the Super Nt for the upper range than it is on Higan. In fact, the lower range has stronger contrast on the Super Nt over Higan, while the upper end has weaker.Fudoh wrote: maybe we have a different understanding of "washed out". You usually get a washed out image when the black levels are raised. By ending the range at 245/255 you get slightly muted whites, but that's about it. The washed out image effect is more likely caused by the increased gamma in the lower brightness areas (which you've shown above).