New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Output 640x480? #17
Comments
No, GCVideo does not implement any horizontal scaling. |
I'm sure this is due to a lack of understanding on my part but I didn't think I was asking for horizontal scaling. Doesn't the GameCube output 640x480 natively? If so, couldn't GCVideo output at the same resolution without additional processing? |
Just to help you out a bit @FiZiX -- NTSC DV is by definition is 720x480 and the GameCube natively outputs 720x480 (NTSC). As for the comment on 640x480. The GPU framebuffer limits were 640x528 (RGB8Z24/RGBA6Z24), 640x264 (RGB565Z16 MSAA), or 1024x640 (YUV 8-bit 4:2:0). So, what you're asking for is horizontal scaling since the actual encoding is 720x480. |
@justinvh Thanks for the explanation. I guess my confusion stems from the fact that GCVideo often says the input resolution is 640x480 but the output 720x480. This can be seen in SWISS and 240p Test Suite. Of course, these are both homebrew apps so maybe official software doesn't use these resolutions. |
Official software uses a variety of resolutions (e.g. 666x448 in Mario Kart), but simply dropping the left and right part of the picture to get a 640x480 image would result in a distorted image - 640x480 is commonly used with square pixels, but the Gamecube's pixels are rectangular. |
"Let's say the GameCube outputs 640x480, which is expected to be displayed in 4:3." - but it does not, the hardware uses BT.601 signal timings, which means it outputs 720x480, expected to be displayed in 4:3 or 16:9. The game may choose to render some of them black using a hardware optimization to reduce the required fill rate, which shows up as a lower input resolution, but unless the game was coded incorrectly, this does not change the pixel aspect ratio (= the rectangular shape of the pixels). Try using the composite output on the same TV, you should get the same result as in the first picture. |
You either had a misadjusted CRT or you never noticed - a curved CRT tends to hide minor geometry errors. And yes, consumer CRT TVs almost always cropped the outer edges of the picture, it's called overscan. It's also the reason why Gamecube games tend to use black borders all around, they rendered a slightly smaller image to save resources because they knew the player would likely never see that part of the image anyway. |
I just discovered that Swiss allows you to override horizontal resolution, not only vertical. You can force a game such as Zelda Wind Waker which has vertical black bars in its native res (660x480p) to 704x480p which is the minimum size that results in a full frame picture at 16:9 on my TV. Looking carefully at bitmap artwork such as the Zelda title logo I don't see any obvious degradation or scaling artifacts. |
Hello, I'm using a plug-n-play GameCube HDMI adapter (GCPlug). I'm then using a simple HDMI to DVI adapter to output to a 4:3 LCD computer monitor. Is there any way to force GCVideo to output 640x480 instead of 720x480 so it displays nicely on my 4:3 monitor?
The text was updated successfully, but these errors were encountered: