Deinterlacing: Difference between revisions
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{{Main|Shaders, presets, and filters#Full Signal & Cable Emulation}} | {{Main|Shaders, presets, and filters#Full Signal & Cable Emulation}} | ||
==== High Refresh-Rate Insertion ==== | ==== High Refresh-Rate Insertion ==== | ||
Modern low-latency renderers (such as paraLLEl-GS) experiment with bypassing traditional software deinterlacing shaders entirely. Instead, they simulate how a CRT monitor naturally displays interlaced fields by utilizing high-refresh-rate displays and Black Frame Insertion (BFI) techniques. | Modern low-latency renderers (such as [[PlayStation_2_emulators#Emulation_issues|paraLLEl-GS]]) experiment with bypassing traditional software deinterlacing shaders entirely. Instead, they simulate how a CRT monitor naturally displays interlaced fields by utilizing high-refresh-rate displays and Black Frame Insertion (BFI) techniques. | ||
* '''How it works:''' The emulator simulates each interlaced field independently with scanlines. To sell the illusion and mimic CRT motion clarity, it queries modern display timings to insert a calculated number of "gentle falloff" or blank frames between the actual fields. | * '''How it works:''' The emulator simulates each interlaced field independently with scanlines. To sell the illusion and mimic CRT motion clarity, it queries modern display timings to insert a calculated number of "gentle falloff" or blank frames between the actual fields. | ||
* '''Pros:''' Achieves a completely authentic CRT "deinterlacing" look; bypasses the need for soft interpolation filters; reduces sample-and-hold motion blur. | * '''Pros:''' Achieves a completely authentic CRT "deinterlacing" look; bypasses the need for soft interpolation filters; reduces sample-and-hold motion blur. | ||