Deinterlacing: Difference between revisions
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* '''Pros:''' Achieves a completely authentic CRT "deinterlacing" look; bypasses the need for soft interpolation filters; eliminates sample-and-hold motion blur. | * '''Pros:''' Achieves a completely authentic CRT "deinterlacing" look; bypasses the need for soft interpolation filters; eliminates sample-and-hold motion blur. | ||
* '''Cons:''' High computational and display requirements; causes a severe drop in native screen brightness; any missed frames or micro-stutter causes severe, highly visible flickering (epilepsy hazard). | * '''Cons:''' High computational and display requirements; causes a severe drop in native screen brightness; any missed frames or micro-stutter causes severe, highly visible flickering (epilepsy hazard). | ||
* '''How it works:''' The emulator simulates each interlaced field independently with scanlines ([[Shaders,_presets,_and_filters#Aspects_to_prioritize|interlacing flicker]]). By leveraging high-refresh-rate host displays, the emulator queries display timings (`EXT_present_timing`) to insert a calculated number of "gentle falloff" or blank frames during a single guest field's duration (~60Hz NTSC / 50Hz PAL). | * '''How it works:''' The emulator simulates each interlaced field independently with scanlines ([[Shaders,_presets,_and_filters#Aspects_to_prioritize|interlacing flicker]]). By leveraging high-refresh-rate host displays, the emulator queries display timings (`EXT_present_timing`) to insert a calculated number of "gentle falloff" or blank frames during a single guest field's duration (~60Hz NTSC / 50Hz PAL). By alternating odd and even scanline fields at high speed and dropping the light values over time, your eyes naturally merge the fields together: achieving authentic CRT hardware deinterlacing. | ||
'''Understanding the Timeline Mechanics for Deinterlacing:''' | |||
*'''Luminance Percentages (%)''' represent the simulated residual glow of a CRT phosphor after the initial electron beam strike. Instead of cutting off instantly like flat-panel LCD pixels, real CRT phosphors fade along a rapid mathematical decay curve. | |||
*'''The Granularity Threshold:''' At lower refresh rates (like 120Hz), the emulator can only cut the image sharply to black (100% to 0%), causing a harsh stroboscopic flicker. Higher refresh rates (240Hz, 360Hz, or higher) break a single 60Hz guest field into smaller temporal slices, allowing the shader to smoothly step down the brightness to mirror a true analog decay timeline. | |||
*'''Perceived Global Brightness:''' Human eyes integrate these rapidly flashing frames over time (persistence of vision). A higher monitor refresh rate creates a much higher "integrated duty cycle"—meaning the screen spends more time emitting varying levels of light and less time in total darkness, drastically reducing perceived dimness and eye strain. | |||
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|+ Comparative Phosphor Decay Timelines per 60Hz Guest Field<br><small>On a 240Hz monitor, a single 60Hz guest field spans across 4 host refresh cycles. The emulator uses these extra cycles to phase out the image smoothly, accurately mimicking the natural temporal decay of CRT phosphors.</small> | |+ Comparative Phosphor Decay Timelines per 60Hz Guest Field<br><small>On a 240Hz monitor, a single 60Hz guest field spans across 4 host refresh cycles. The emulator uses these extra cycles to phase out the image smoothly, accurately mimicking the natural temporal decay of CRT phosphors.</small> | ||