potatohead, on Sat Oct 29, 2011 2:15 PM, said:
When this signal is viewed through the S-video luma channel, as a composite signal, vertical bars are seen.
Yes . . . or the same for a TV with the comb filter totally disabled. (which is basically what s-video is doing)
And for other examples, you get full-screen checkerboarding, which looks even worse than the jailbars IMO (especially when interlaced or scrolling) . . . and that's exactly what you get from some crappy 3rd party "s-video" cables for SNES/N64/GC. (as they connect composite to Y/C rather than the Y/C lines . . . I can only guess that was to cater to the lack of S-video on the SNES2 -and cheap-o manufacturers rebranded the same cables for all SNES/N64/GC cables -it also only seems to be done on cables that have both composite and s-video plugs on them)
With composite (through a good comb filter), you only see dot crawl (be it checkerboard or jailbars) on the fringes of objects (places of strong luminance change), but without filtering you get full-screen bars/dots.
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2. Checkerboard that is static. Color phase changes happen every scan line, but they are done so that a given scan line has a given phase. I think this is what you are referring to above with the Genny. Not sure, but I think I recall seeing that. I don't have a Genny type machine right now.
Hmm, OK, though when displayed without comb filtering, I see very strong full-screen jailbars . . . albeit that's as strong as the full-screen checkerboards of other encoders when composite is run through s-video luma. (so it may still have similar encoding otherwise, unlike the really early systems)
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On this one, a static checkerboard can be seen on the luma only channel. Honestly, this one works kind of great for text and static images, mostly because the color artifact resolution is improved and some artifacts cancel on some displays. Once a object moves though, dot crawl city...
For moving/scrolling (or interlaced) images you also get the advantage of no animated dot-crawl (after all, dot crawl gets its name for the checkerboard pattern swarming on the screen . . . and while column/bar luma artifacts are technically the same type of artifacting, they don't literally show "crawling dots" like checkerboarding)
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I was unaware any devices did this, until you mentioned the Genny, and other machines.
Not the Genesis itself (which uses analog RGB natively), but the off the shelf Sony/Samsung/Fujitsu video encoders Sega used. So you could technically attach those to any RGB device and output that via the same sort of composite signal.
The Master System used the CXA1145 too iirc, but the Genesis definitely used the Sony CXA1145 (on almost all NTSC model 1s, some PAL model 1s, and some NTSC/PAL Model 2s), Fujitsu MB3514 (mainly on PAL model 1s and 2s), Samsung KA2195D (PAL and NTSC model 2s -and the CD-X), and CXA1645 on late model 2s and all model 3s.
All of those seem to exhibit "picket fence" type luminance artifacts (ie the fringing dot crawl is vertical lines rather than checkerboarding), and all but the KA2195D have very heavy chroma moire/rainbow artifacts on fine dithering/detail of high-luma contrast colors (in 320 wide H40 mode -6.71 MHz dot). The KA2195 only has very faint moire artifacts, but is blurrier and has much stronger dot crawl (picket fencing) on some TVs. (though luma artifacts are about the same on all good TVs I've tried myself, and also tended to look similar with composite fed through s-video -aside from the samsung one being generally blurrier, followed by the CXA1145 and the MB3514 being darker but sharper and CXA1645 being sharper but not dark)
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3. Checkerboard dynamic, color phase changes alternate, On the luma channel, a 'grey" pattern is seen, which is the rapidly shifting checkerboard. On text, the edges of things dot crawl, and moving object vary, depending on their motion, sometimes looking like the static method above. (NES, C64, many others up through modern units today)
It should be noted that the PCE/TG16's internal video encoder could be toggled in software between checkerboard and non-checkerboard arrangements.
And the NES has the added issue of really nasty luma artifacts in general. (much worse than the SNES, Genesis, or Master System running at the same dot resolutions)
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So, on that note, I've still not digested your comment, but now understand the context, and would just blanket say having the better luma control would be the most preferable option on composite displays. Edge blending and transparency can do some serious good on the fringing and dot crawl artfiacts, often implying much greater resolution than what is actually presented. We've just now gotten some 8 bit (ish) luma capability on the Prop, and just 16 hues is so much more useful! Didn't realize the impact of that until recently, where before I would have always said "more hues!". Not anymore. (and there is some wisdom in the C64 palette, often overlooked, it seems --and let's not battle that, just recognize it for what it is today)
Aside from the comments on feasibility of using analog circuitry to convert a custom colorspace to a standard one (rather than doing so digitally -as the Jaguar does with CRY), most of the comments on CRY weren't really directed at you. (more musing in general . . . or if anyone else from earlier in the discussion is still watching it . . . and I made some mistakes/incorrect assumptions in that latter part of my comments too, so I'd need to address that if/when that part of the discussion starts again -and I answered some of my own questions already)
However, on that note, here's the actual color component of the CRY colorspace:
http://www.atariage....83#entry1946583
(showed both as CRY would look if 16-bits were used for chroma and the true limited 256 color values used in the Jaguar's 16-bit CRY -8 bits for intensity, 8 for color, 256 levels of each)
The actual colors used are somewhat similar to YIQ in distribution, but are actually directly derived from RGB (a flattened color cube to a square, with white at the center and a bais towards blue and red tinted hues over green-tinted hues)
as decribed here:
http://www.atariage....26#entry1923826
That also means that the base colors are not all of the same luminance (at least in terms of human perception -or YIQ or YUV).
Somewhat like YCbCr and YIQ (and others), chroma is also separated into 2 elements/axis . . . but they're only approximate in that sense. (and it only matters in terms of actual color blending/shading effects anyway -since all video is output as RGB in the end)
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I really like the "picture" control found on many sets. It's mostly a gamma, when found in sets that also have contrast. Just having a good grey balance improves things considerably.
The "picture" on an old (late 80s) Zenith I have seems to be brightness control (turning it up makes the whole screen brighter -not paler, brighter- and turning it too high causes luma bleeding and a bulge in the screen -bright scanlines tend to distort wider), and while there's no "contrast" or "brightness" control, there is a designated "black level" control (which seems to be gama/contrast -ie making the image on-screen screen blacker or paler)
potatohead, on Sat Oct 29, 2011 2:26 PM, said:
Re: dot clock relative to color burst.
I've always had trouble communicating that well. Pixels are either aligned with the color burst, or not, and the size of them is just a percentage of the color burst clock period as seen on the display. The Atari 160 pixel color mode is basically 1:1, one color burst cycle = 1 pixel. Terms like 8Mhz never mean much, until I can sort it out that way, though it's getting better. Reading one of the Apple ][ hardware books that explained double high res helped a lot! That 7.something Mhz clock now makes a lot of sense.
What I was talking about several separate issues: one is dot clock relative to colorburst, another is higher resolutions in general degrading/artifacting more in composite (with different problems for chroma and luma), and 3 was visible screen size/resolution and pixel shape on-screen.
The latter issue of screen/pixel size/shape/aspect ratio is independent of the composite video issue in general, but I brought it up to address the "320 pixel" comment, since that actually doesn't define the pixel size/width per-se (you could technically have 320 pixels per line at a variety of different resolutions -and as-such some at direct multiples of the NTSC colorburst and others higher or lower -Genesis is less than 2x, Amiga and A8 are exact 2x, and ST/C64 are more than 2x).
Comparing dot clock relative to colorburst is pretty simple . . . NTSC colorburst is 3.58 MHz, so any resolution that's a direct multiple of that will tend to have solid artifacts in general, regardless of encoder (or little/no artifacts for 3.58 MHz dots).
However, for actual screen width and pixel shape in NTSC (or any 60 Hz 15.7 kHz 4:3 monitor with NTSC-like calibration), it's a different story.
For that, you need to know the sync rate of the display, general calibration of the display (and most TVs have that very close to the same), and the dot clock of the device generating the video signal. For TVs, the first area is fixed, the 2nd area is also usually fixed (aside from manual re-calibration of overscan), and the 3rd area will vary by game/computer/etc device.
To get the total number of dots cycles per line, simply devide the dot clock by the H-sync rate: ie a 7.16 MHz clock would be 7160/15.7=456. (that's including hblank)
For actual visible screen area on TVs with average NTSC overscan calibration (ie 224/448 lines), you can fairly simply calculate that as 3/4 of the total H-time of a scan line . . . so for 7.16 MHz, that's 456x3/4=342 pixels. (so, in general, that would mean there's roughly a 22 pixel wide boarder for Amiga/A8/etc games in "320" wide mode -and a much bigger one for the Apple II or CoCo . . . or for 160 width on the A8, there's a 11 pixel wide boarder -in both cases ~6.4% of the overall screen width -that 3/4 width value is rounded though . . . and not all TVs will show exactly 224/448 lines either -some more and some less, some older/cheaper TVs doing less in particular and some newer/well-calibrated sets will have no overscan at all)
Or for TVs calibrated with zero overscan for the full normal NTSC resolution (ie 480i lines -or 240p, with proportionally reduced horizontal overscan), that 3/4 width figure would be closer to 80% width. (so an amiga would have roughly 366 pixels visible to the edge of the screen -or 46 pixels of boarder at 320 pixels wide)
Then there's the actual pixel aspect ratio, and that's directly related to dot clock as well. A higher clock will mean narrower pixels and a lower one will mean wider. For NTSC (or any 60 Hz/15.7 kHz monitor with similar calibration) without interlacing, 6.25 MHz is very near to perfectly square (which, on a ~224 line set, will display ~298 visible pixels per line . . . or 320x240 with zero overscan, ie corresponding directly to 4:3), or 12.5 MHz for interlaced displays.
However, almost no systems support true square pixels in NTSC, though some come fairly close. The common "256 pixel" resolution of TMS9918, NES, SMS, Genesis (low res), TG-16 (low res), Playstation (low res), etc gives pixels that are moderately wider than square (roughly 1.16:1), the Neo Geo's 6 MHz clock is slightly wider than square (1.04:1), the Genesis (and Saturn) have "320" wide modes at 6.71 MHz that are narrower than square (roughly 0.93:1), the common 7.16 MHz dot modes (A8, Amiga, TG16, Saturn, PSX, etc) are much narrower than square (at roughly 0.87:1), and the ST/C64's 8 MHz is even narrower (0.78:1).
Of course, custom calibration will allow virtually any pixel/screen aspect ratio, 50 Hz PAL has a higher vertical resolution compressed into the same 4:3 display, and anamorphic modes on modern SDTVs (and HDTVs) compress that even further, such that (for non-interlaced) 50 Hz has sqare pixels at slightly less than 7.5 MHz, and anamorphic NTSC at roughly 8.33 MHz. (so ST and and Amiga on PAL TVs look fiarly close to square -amiga slightly wide, ST moderately narrow, and ST is only slightly wide in NTSC anamorphic displays)
Varying pixel shapes lead to major problems in graphics design for computers/consoles . . . either you assume square pixels and accept moderate (or heavy) distortion, or specially design the art for those pixel shapes. (but in the latter case you'd still have problems for PAL vs NTSC . . . though if you optimized 256/5.37 MHz for NTSC, it wouldn't look quite as stretched in PAL than if square pixels are assumed) One nice thing about the 6.7 MHz mode of the Genesis (etc) is that it's almost exactly between PAL and NTSC square pixels. So both will look wrong (to narrow in NTSC, and too wide in PAL), but not horribly far off in either case.
And obviously anything lower than 5.37 MHz (like 3.58 or 4 MHz of A8/C64) will be far wider than square, so you'd need good art design to avoid super distorted graphics.
There's also the common 320x200 4:3 non-square pixel VGA resolution that was common to games in the early 90s, and there too you ended up with either distorted graphics or special art design (or non-square pixel rasterization for 3D/pseudo 3D stuff). Some games even had issues with some graphics compensating and others not. (both on consoles and computers)
Non-square pixels were/are also a big complaint for digital video editing/encoding/etc at SD resolutions . . . that could have been avoided if resolutions catered to square pixels for TV resolutions, but they ended up catering to NTSC color clock multiples instead, which has some advantages for composite/s-video output (though not component/RGB) . . . albeit DVDs running at 320x480i would still be non-square. (though that's not a very common resolution used, and it could have exactly 2:1 pixels if the dot clock was right -and 2:1 is pretty simple to deal with . . . and that's what many VCS/C64 emulators also end up doing, stretching 160x192 to 320x192 square pixels -which makes them much wider than NTSC would show)
Edited by kool kitty89, Sat Oct 29, 2011 7:12 PM.