Deinterlacing: Difference between revisions

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==== High Refresh-Rate Insertion ====
==== High Refresh-Rate Insertion ====
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.
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. By leveraging high-refresh-rate host displays (e.g., 120Hz, 240Hz, or 360Hz), 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). For example, on a 240Hz monitor, a single guest field lasts for 4 host refresh cycles; the emulator uses these extra cycles to phase out the image smoothly (e.g., 100% brightness → 50% → 15% → 0%), accurately mimicking the natural temporal decay of CRT phosphors.
* '''How it works:''' The emulator simulates each interlaced field independently with scanlines. By leveraging high-refresh-rate host displays (e.g., 120Hz, 240Hz, or 360Hz), 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).
* '''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:''' Extreme computational and display requirements; causes a massive drop in screen brightness (which requires an HDR display to artificially boost the "proper" frames to compensate); any missed frames or micro-stutter causes severe, highly visible flickering.
* '''Cons:''' Extreme computational and display requirements; causes a massive drop in screen brightness (which requires an HDR display to artificially boost the "proper" frames to compensate); any missed frames or micro-stutter causes severe, highly visible flickering.