Gp2x Has The Biggest Screen Size Among Handhelds


Radek posted on Oct 24 2005 at 02:51 PM said:
So you prefer a higher frequency content in an image to anything else.

For me this depends on a game. For an example the Draconus on the Atari XL/XE series runs mostly at 160x100 (save the main sprite). This has to be blurred otherwise it's so blocky it's not a funny.

The TaiPeiXL game to contrary is using the 320x192 mode. Blurring is not welcome here however convergence artifacting is because it adds illusions of a colour to the otherwise monochromatic image.


Higher frequency? RGB monitors of old are the same frequency as a TV which is 15.75 KHz for NTSC. The difference is the colors and sync is separated.

You actually do get a small amount of "convergence artifacting" on the LCD. It isn't really convergence of course but you get a slight amount of color fringing due to the fact that an LCD triplet has 3 colors. So on a vertical white line one edge will be all red and the other edge will be all green. It shows only vertical though and is very slight.
 
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triton posted on Oct 24 2005 at 05:24 PM said:
i used to play most of my game systems on my amiga 1080 monitor but the composit input crapped out, im not sure its any good any more, even throught composit it looked good



Composite is rubbish. It has poor contrast, bleedy colors and dot crawl. Your 1080 monitor supports RGB and most old consoles like SNES, MegaDrive, NeoGeo, Jaguar, have outputs for it. If you search the net you can find out how to make a cable for them.

I used to do that and the quality was fantastic.
 
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DaveC posted on Oct 24 2005 at 07:40 PM said:
Radek posted on Oct 24 2005 at 02:51 PM said:
So you prefer a higher frequency content in an image to anything else.

For me this depends on a game. For an example the Draconus on the Atari XL/XE series runs mostly at 160x100 (save the main sprite). This has to be blurred otherwise it's so blocky it's not a funny.

The TaiPeiXL game to contrary is using the 320x192 mode. Blurring is not welcome here however convergence artifacting is because it adds illusions of a colour to the otherwise monochromatic image.


Higher frequency? RGB monitors of old are the same frequency as a TV which is 15.75 KHz for NTSC. The difference is the colors and sync is separated.

No, no! I wasn't meaning this. I mean a content in a frequency domain of an image the same way we might be talking about treble (or bass) in a sounds. You prefer sharper images so they had to have a higher level of those.

Blurring is a basically a low pass filter in a freqdomain of an image.

DaveC posted on Oct 24 2005 at 07:40 PM said:
You actually do get a small amount of "convergence artifacting" on the LCD. It isn't really convergence of course but you get a slight amount of color fringing due to the fact that an LCD triplet has 3 colors. So on a vertical white line one edge will be all red and the other edge will be all green. It shows only vertical though and is very slight.

And this effect can be used to an advantage when scaling. Subpixel smoothing of a fonts is a prime example of it.
 
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DaveC posted on Oct 23 2005 at 09:41 PM said:
OrR posted on Oct 23 2005 at 07:22 PM said:
Ok at I'll let that count as taking the above quote back. Glad that has been resolved. <_<

This is the quote that I don't like:

"No, you fucking idiot, there is absolutely NO distortion."

When in fact there IS distortion (blurr).

This shows all from your Chrono pics.

Ok, I take it back if blurryness=distortion to you. That depends on the definition and I agree that you could call it that.
DaveC posted on Oct 24 2005 at 06:52 AM said:
declaration posted on Oct 23 2005 at 11:36 PM said:
yes. I think most people would argree that the Zodiac stretching of things like SNES, genesis etc are great. Not everyone is as obsessive about these things as DaveC.

Thats why people get pissed off- because he is melodramatic and makes it sound like Zodiac emus are so blurred you can't even see whats going on when really there is merely a tiny bit of colour blurring that actually resembles what we all remember the game to have looked like at the arcade and on our TVs etc.

Well when I play Genesis on the GP32 it fills the screen almost fully at 1:1 no stretching no blurring. The tiny 1 mm bars are almost unnoticeable. The point is there is NO NEED for any of this other crap on the GP32 for most stuff. I would rather play Genesis 1:1 on the GP32 than all stretched and fuzzy on some other handheld. What is wrong with that? If you don't need to have it distorted then why do you want it so much? It is like you actually want to have to stretch and blurr it out.

Zodiac and PSP users think filtering looks "great". I think it looks like a blurry mess. To me it sucks balls. This is the part that no one can win, it is preference.

So on the GP32 I get 1:1 fullscreen and sharp, other handhelds you get scaled and blurry. I chose 1:1 and sharp.
The point is simple: We like to bare with the stretching to enjoy the benefits of a higher resolution screen. 480*320 gives you much more space to breathe. Lots of ports and original games or applications can benefit from it.
 
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Radek posted on Oct 24 2005 at 08:24 PM said:
DaveC posted on Oct 24 2005 at 07:40 PM said:
You actually do get a small amount of "convergence artifacting" on the LCD.  It isn't really convergence of course but you get a slight amount of color fringing due to the fact that an LCD triplet has 3 colors.  So on a vertical white line one edge will be all red and the other edge will be all green.  It shows only vertical though and is very slight.

And this effect can be used to an advantage when scaling. Subpixel smoothing of a fonts is a prime example of it.

This isn't very useful when scaling really. You are talking about using the independant colors of the triplet to give more resolution right? There is one big problem with that, you can't choose the color of that pixel then. For example if red is the triplet that happens to line up with the edge that you want the pixel can't be any other color but red. Not too useful for most things.
 
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You know, the GP32 screen is great, and 1:1 scaling is the best option. There's no blurriness, no distortion at all. The pictures look like bitmaps, not Jpegs made in Paint. By the way... TVs are not blurry and distorted... at least all the ones I've ever used in this house didn't. ONE, which was like 30 years had a "bleeding" problem with shades of blue, but other than that, no distortion or blurring... That's probably because there's usually some kind of knob or setting called "SHARPNESS" that you can screw with to make it sharper and crisper. I always have my sharpness up all the way. I HATE blurring. I'd rather have pixellated than blurry any day. 2XSai(Sal, or whatever it is, I forget...) looks good in ZSNES though. I think there was another thing called Super Eagle or something like that... it was a little better than 2xSai.

"These points brings a questions: what we should use as the point of reference?

A digital ouput of an emulator?
A crt output of an original arcade machine?
A TV output from a console like a SNES?
A technical things like a highfreqency content in an image and level of an aliasing?

I'm not sure myself."

Why don't we use the GP2X's screen as a point of reference... or the GP32's screen... Afterall, they're both what these forums is are about. It would make the most sense to me...
 
DaveC posted on Oct 25 2005 at 04:15 PM said:
Radek posted on Oct 24 2005 at 08:24 PM said:
DaveC posted on Oct 24 2005 at 07:40 PM said:
You actually do get a small amount of "convergence artifacting" on the LCD. It isn't really convergence of course but you get a slight amount of color fringing due to the fact that an LCD triplet has 3 colors. So on a vertical white line one edge will be all red and the other edge will be all green. It shows only vertical though and is very slight.

And this effect can be used to an advantage when scaling. Subpixel smoothing of a fonts is a prime example of it.

This isn't very useful when scaling really. You are talking about using the independant colors of the triplet to give more resolution right? There is one big problem with that, you can't choose the color of that pixel then. For example if red is the triplet that happens to line up with the edge that you want the pixel can't be any other color but red. Not too useful for most things.
Yes, it will get a colour artifacts for a exchange of a more horizontal resolution. When I get really close to the screen I can see added colours at the edges of a fonts. However they looks sharper this way (for me they are easier to read) and it's a good compromise.

I'm very curious of a practical results when it'd be used for a scaling?

Has anyone know of a program demonstrating this?
 
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Radek posted on Oct 25 2005 at 02:41 PM said:
Yes, it will get a colour artifacts for a exchange of a more horizontal resolution. When I get really close to the screen I can see added colours at the edges of a fonts. However they looks sharper this way (for me they are easier to read) and it's a good compromise.

I'm very curious of a practical results when it'd be used for a scaling?

Has anyone know of a program demonstrating this?

Well with fonts it is a known entity and color is not really important. The problem with using that for graphics is like I said you could never choose a color, you could never do a greyscale with it. It only works for horizontal stuff too. What happens when you scale vertical too? It works for edges of single color fonts but what about when in the middle of an image? How would it help when for example a yellow and grey pixel were next to each other and it needed to fill in? What color of the triplet would it use? If only used for edges how would the software detect what edges this technique would be used and which ones it wouldn't?

See this may be good for a few limited things but it is not really useful in this case.
 
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ah good then :D

but i first thought the screen would be bigger, because of the black thing around it, another optical illusion until you turn it on :/

isn't it a little bit too bad for a pmp-promoted machine ?
 
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