Hacking problem with emulators

strikerdark

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There we go. Do not focus on the sprites otherwise you wont see the judder, focus on the backgrounds and how the motion flows. Judder will make it seems like the motion is going up and down slightly (this should not happen) also try making it fullscreen
 

RCJayce

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There we go. Do not focus on the sprites otherwise you wont see the judder, focus on the backgrounds and how the motion flows. Judder will make it seems like the motion is going up and down slightly (this should not happen) also try making it fullscreen

yup, i noticed the judder, now i need your emulator configurations so i can reproduce the issue in my console. and track the problem.

Also, your TV has a Game Mode option?
 

strikerdark

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yup, i noticed the judder, now i need your emulator configurations so i can reproduce the issue in my console. and track the problem.

Also, your TV has a Game Mode option?

yeah it has a game mode option but the issue happens anyways. besides it doesnt matter cause the feed that i send to the capture card comes directly from the Wii U not from the TV. ok my settings

Rendering: unfiltired
Scaling: 16:9 correction
cropping: off
Palette: Default (but it seems to not matter)
Game timing: NTSC
Screen zoom: 93%, 93%
Screen position 0,0
Zapper crosshair: off
Sprite Limit: off
Video mode: automatic

Using a Wii U set to 1080p (however the issue also happened when set to 480p)
 

Jacobeian

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Upscaling by a non-integer ratio without filtering will always cause scaling artefacts.
Maybe VC just use some different filtering method, who knows?

Also try to force emulator video mode to progressive (480p), i think interlaced video can also cause scrolling artefacts like that because the original 240p picture is rendered at 60fps then upscaled to 480i and displayed at 30fps which causes flickering. Some emulators have a separate deflickering filter to fix that. Bilinear filtering is generally what causes the blurry output, not deflickering.

I don't know what the FILTERED option in FCEUGX does exactly but you should at least try if it fixes your issue before deciding you "hate" it...
 

strikerdark

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Upscaling by a non-integer ratio without filtering will always cause scaling artefacts.
Maybe VC just use some different filtering method, who knows?

Also try to force emulator video mode to progressive (480p), i think interlaced video can also cause scrolling artefacts like that because the original 240p picture is rendered at 60fps then upscaled to 480i and displayed at 30fps which causes flickering. Some emulators have a separate deflickering filter to fix that. Bilinear filtering is generally what causes the blurry output, not deflickering.

I don't know what the FILTERED option in FCEUGX does exactly but you should at least try if it fixes your issue before deciding you "hate" it...

ok i tried filtering (FCEgx uses bilinear filtering), the issue does not get resolved however the bilnear filtering masks the issue by applying blur everywhere. Its still there, you can see it if you press real close attention specially how the background sprites look in motion. Again if i use nestopia on my computer it looks perfect. the nestopia core on retroarch almost fixes the issue (there is one bar in the center of the screen)
 

Jacobeian

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Pretty sure it's not an emulation issue but a video issue as it does not happen with emulators on my Wii when using ORIGINAL render mode (240p). Maybe the nestopia core in retroarch has different aspect ratio setting like 1:1 or uses different resolution mode.

Have you tried to set video mode to progressive (480p) instead of automatic?
 

strikerdark

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Pretty sure it's not an emulation issue but a video issue as it does not happen with emulators on my Wii when using ORIGINAL render mode (240p). Maybe the nestopia core in retroarch has different aspect ratio setting like 1:1 or uses different resolution mode.

Have you try to set video mode to progressive (480p) instead of automatic?

tried it, doesnt fix the problem.
 

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