

https://twitter.com/retrotink2/status/1 ... 6539465729
(200$ more than the Retrotink5X)Mike Chi wrote:Probably be >$200 though it's harder to say.
4K will ONLY output 4K.
5X will have support for all the other resolutions
Appreciate that man. Yeah the main limiting factor as Guspaz says is time and headache. That's the one lesson I learned from the 5X. It makes no sense (for one dev) to get spread thin trying to accommodate a 100 different obscure use cases and still get nitpicked about them.Josh128 wrote:^^
Ehh, Mike's shown he can be a pretty creative guy, aside from being a genius engineer. Im sure he will find some creative uses for the additional resolution.
Im not sure the reason he is saying the 4K will not output lower resolutions though. I'd hope that he would reconsider that, but it may be due to financial/business and/or unnecessary replication of work decisions. Either way, Mikes a smart guy and has his reasons--- Im 100% behind whatever he decides to do if its best for him.
Realistically, the initial feature set is around retro games and CRT filters. Again, focus on one thing first haha. I'm not sure Anime4K is practical on a real-time FPGA, but other stuff can and will be looked at later down the road.I want sharp scaling (lanczos), anime scaling (Anime4K) and post-processing AA (SMAA). For a scaler that can take 720p/1080p input and scale them to 4K, those are essential IMO, they can do so much to improve image quality for games that use those resolutions.
I'm only expecting the 4K output to be used for CRT filters though, which would be a bit of a waste.
There is always the option to boot separate bitstreams for 4K and <4K output, if you have sized your flash generously enough.mikechi2 wrote:This is especially true since the pipeline needs some optimizations specifically for 4K, which may or may not translate well to lower resolutions (doesn't mean the hardware can't do any arbitrary resolution, it just again more time and testing).
Rotation requires at least one frame of lag unless you have some way of looking into the future: For a 90 degree clockwise rotation, the first pixel of the first line in the output is the first pixel of the last line of the input, so you cannot start the frame on the output until the frame on the input is basically complete.XtraSmiley wrote:For the love of god, I hope he is able to incorporate low-lag rotation as a feature for this one.
About tate rotation:Unseen wrote:Rotation requires at least one frame of lag unless you have some way of looking into the future: For a 90 degree clockwise rotation, the first pixel of the first line in the output is the first pixel of the last line of the input, so you cannot start the frame on the output until the frame on the input is basically complete.XtraSmiley wrote:For the love of god, I hope he is able to incorporate low-lag rotation as a feature for this one.
Sure rotating a light display can be done for cheap (that said; Amazon is not that cheap worldwide), but rotating a 50"+ TV if you don't have the option to wall mount? Probably not that cheap, or easy.Ed Oscuro wrote:It's fascinating to me that flat panels and cheap VESA mounts from Amazon make rotating setups lighter and more compact than they ever have been
A big challenge with rotation is inefficient memory access compared to regular readout. I'm not going to say rotation is off the table. There's probably enough memory bandwidth to do rotation for 240p sources, but it probably won't be slated for the initial release. Again, don't want to overpromise and under-deliverfernan1234 wrote:At least counterclockwise rotation should be faster too, many games support it either by default or via dip switch.
All these years I've hoped for a fast scaler than can scale 240p tate games into a 480i output for 15khz CRTs, or higher scan rates for PC or multiformat CRT monitors. With CRTs even with the additional delay of clockwise rotation everything should feel pretty responsive still.
Hehe, damn, I was going to suggest selling you a Tink branded rotatable VESA mountXtraSmiley wrote:If OSSC Pro can do it, I have hopes for Mike's 4K device!
I have CRTs, I have arcade cabinets, I have an LCD I can rotate. That's not the point. I'd like this feature as well, everything has it's use!
Who's saying I wouldn't buy it...mikechi2 wrote:Hehe, damn, I was going to suggest selling you a Tink branded rotatable VESA mountXtraSmiley wrote:If OSSC Pro can do it, I have hopes for Mike's 4K device!
I have CRTs, I have arcade cabinets, I have an LCD I can rotate. That's not the point. I'd like this feature as well, everything has it's use!
Sure. That's obvious. Everyone knows that.Josh128 wrote:^^
But as pointed out above, even a theoretical "best" implementation is going to be a minimum of +16ms lag, so even these newer machines can not get around that. With rotatable LCDs/OLEDs these days, the bona-fide superior solution is to rotate the display, therefore bypassing a $400+ scaler and at least one frame of lag.
Heh, I only wish the jump to 4K was a "baby step". Looking at it now, I would say the jump for 1080p to 4K is significantly more than 480p to 1080p.neorichieb1971 wrote:Whilst I love these products, it does seem a bit "Nintendoish" with the baby steps.
I can go broke just buying these hardware upgrades and cables. With analogue/retrotink my SACD and game collections and Japan trips on hold, I'm pretty much going into the dark side of credit
Because it has lower lag on one line of TV screens most people don't have?orange808 wrote:Anyhow, gamers should want and value "VRR" output (triggering VRR on the display) more than 4k in my opinion
I like turtles.ZellSF wrote:Because it has lower lag on one line of TV screens most people don't have?orange808 wrote:Anyhow, gamers should want and value "VRR" output (triggering VRR on the display) more than 4k in my opinion
Tons of things in tech where you can either buy now or wait for the next thing that's always just around the corner. Continual improvement is expected and really appreciated. It's not like the 5X suddenly becomes obsolete and worthless the second a 4K version comes out either- a Framemeister still sells for $300-400 and it's completely obsolete at this point.mikechi2 wrote:Heh, I only wish the jump to 4K was a "baby step". Looking at it now, I would say the jump for 1080p to 4K is significantly more than 480p to 1080p.neorichieb1971 wrote:Whilst I love these products, it does seem a bit "Nintendoish" with the baby steps.
I can go broke just buying these hardware upgrades and cables. With analogue/retrotink my SACD and game collections and Japan trips on hold, I'm pretty much going into the dark side of credit
In seriousness, realistically you have to crawl before you walk, and walk before you run. I, and every other dev I'm sure, are grateful for the community's support for making each only these steps possible.
Plenty of brands support VRR at this point. If you're buying a new TV for gaming and it doesn't support it, that's on you by now.ZellSF wrote:Because it has lower lag on one line of TV screens most people don't have?orange808 wrote:Anyhow, gamers should want and value "VRR" output (triggering VRR on the display) more than 4k in my opinion
Probably should've quoted the entire post so people got the context, but I thought it wasn't necessary in a so short topic.bobrocks95 wrote:Plenty of brands support VRR at this point. If you're buying a new TV for gaming and it doesn't support it, that's on you by now.ZellSF wrote:Because it has lower lag on one line of TV screens most people don't have?orange808 wrote:Anyhow, gamers should want and value "VRR" output (triggering VRR on the display) more than 4k in my opinion