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NTSC filters

5 bytes added, 04:19, 25 October 2017
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'''NTSC filters''' replicate the analog signals that the consoles output to the TV. They vary in quality, with the lowest quality being RF, then composite, then s-video and RGB (SCART)/YPbPr (Component) being the highest quality. Many emulators have NTSC filters built into them. They can also be separately downloaded as filter plugins. These filters were developed by blargg<ref>http://slack.net/~ant/libs/ntsc.html</ref> for specific consoles. Other NTSC shaders have been created which are different from blargg's implementation.
Encoding ''luminance'' (or ''luma'', the brightness component of the signal) and ''chrominance'' (or ''chroma'', the color component of the signal) into a single signal is what causes blur and artifacting because it's a lossy way of encoding an image. RF has worse artifacting because it also encodes audio into the signal and is more prone to interference since the signal is the same as what was used TV for broadcasts.
Many games were developed with the color distortion from these signals in mind, such as Chrono Trigger, with shifted values that make blacks look brown and borders look purple which would be output properly with NTSC colors, and Kirby's Dream Land 3, with vertical line patterns combined with high horizontal resolutions producing translucency effects when blended by the analog signal. Other games like Sonic used [[dithering]] patterns that would be blended on the Genesis/Mega Drive composite output, which is notably blurrier than NES or SNES composite video.
===Composite===
Higher quality than RF, but still blurry and with lots of color artifact artifacts and dot crawl due to crosstalk between luma and chroma. This is what most systems used as default.
===S-video===
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