Following up on some of the links to our webpage from various message boards and forums, we have noticed that some people have made comments that they were unable to tell the difference between our cable and composite video. That falls contrary to what we have heard from people who have seen live demos of the cable, both at VGU Con and from those with engineering prototypes. As such, we would like to make sure the difference that our cables make is accurately conveyed through PNG images and Youtube videos. 

People are able to clearly see the difference in quality for the Sega Genesis cables. This is due to the fact that the hardware converting the video into a composite signal on the Genesis is worse than on the SNES, so our cables make that much bigger of an improvement. Here's a zoom-in on NBA Jam for comparison.

The difference in quality here is obvious. Words are legible, color striping disappears and player likenesses and the logo are sharper when using the HD Retrovision component video cables. We see similar gains in visual quality in Streets of Rage below.

Now, if one goes from looking at Sega Genesis comparisons to SNES comparisons, it certainly might appear at first glance that the differences between composite and component video have disappeared. Or if one watches the SNES comparison video on a smaller screen, or without expanding the player to full screen and making sure HD mode is on, it again is definitely possible to miss some of the differences. And we're not going to tell you "Trust us, it's there." Instead, let's have a look at some zoom-ins from the SNES.

To begin with, here is a comparison from Mario Kart, where the differences are most obvious in the borders between mountain and sky, the text at the bottom, and on the Luigi character. The composite video contains minor color striping, as well as jagged and blurrier edges. Not only does this look bad in still images, but the jagged edges tend not to move consistently from frame to frame, which causes an unpleasant wobbling/strobing effect.

mariokart_1_bad.png

Here's another cut from Mario Kart, this time at the character select screen that really shows the jagged edge problem caused by using composite video. 

mariokart_2_good.png

To show we're not picking on poor old Mario Kart, here's a snippit from Super Mario World.

marioworld_bad.png
marioworld_good.png

Once again, the jagged edges are readily apparent, which in the case of the numbers causes them to be rendered with the wrong color more often than not.  As with the Sega Genesis, the video quality resulting from our component video cables is superior to composite video. And remember, when these games are played on large HDTVs, these differences will be much more noticeable than on most computer monitors.

We hope this post helps out those who were having trouble noticing the difference in the comparison videos or images on the other pages of the website. As an image processing engineer by training who has published papers with comparisons like this, I really should have done something like this sooner. Here at HD Retrovision, we're committed to making really cool products that work well and do what we claim that they do. We're also passionate about being open and honest with our work so that people can make informed decisions before they buy. So please, don't hesitate to send us any questions you might have!

- Nick

 

Posted
AuthorNickolaus Mueller

A common question we were asked during our time at VGU was how our cables worked. The actual implementation is somewhat complicated, but the concept is quite simple and can easily be understood by all.

Several consoles released in the 80's and 90's had proprietary connectors for the audio/video outputs.  If you were like me at the time, you got frustrated with these things. I know I was relieved when my launch Playstation 1 provided discrete A/V connections so I wouldn't have to deal with Sony's special connector.  It turns out that these seemingly annoying A/V connectors contained more than just the standard composite video (yellow) and stereo audio (white/red) we were used to.  In some cases, there were pins on those connectors which provided an s-video signal for improved picture quality on TVs with such a connection.  And that's it, right?  Well, yes, it was for us living in North America.  But out in Europe, all this was a sideshow to what was actually possible.

comp_svid.jpg

To understand the following, you need to be familiar with a very simple concept.  A display, such as a TV, shows an image by combining light in red, green, and blue (RGB) components.  A source, such as a camera, takes light in and splits it up into its RGB light components.  A different type of source, such as a computer graphics system, generates RGB signals directly instead of capturing them.  For optimal quality, you want this path from source to display to be as direct as possible.  Any deviations from this path can result in artifacts and visible errors on the display.  For example, to create composite video, the RGB needs to be heavily processed and combined into a single video signal. The processes involved in combining and then separating the video back into RGB causes a major deviation in the ideal path, hence the sub par quality achieved with using composite video.  The following diagram attempts to visualize this detour that composite video takes in relation to a direct RGB connection.

source_display_rgb.png

Back to the consoles.  Almost all of those funky A/V connectors had pins containing the raw RGB video generated by the graphics system of the console.  And in Europe, TVs have special inputs that can accept and display those signals.  They did this through a special connector on the television called SCART.  The connector was very large with many pins and incorporated several features to simplify A/V equipment connections.  Think of it as the analog precursor to the digital HDMI connection we are all familiar with these days.  With a special cable that connects the console RGB pins to the SCART connector, you can achieve an almost perfect source-to-display connection.

SCART.jpg

For us in North America (and several other parts of the world), we never had TVs that could accept these raw RGB signals.  But what about those red, green, and blue colored RCA jacks commonly found on our TVs?  Although physically colored that way, those are not RGB inputs, but they are very close.  YPbPr (or "component") video is only a simple, reversible transformation away from RGB.  So the idea is to perform the transformation for the purpose of using a compatible input on the TV.  Then, the TV will undo the transformation to recover the RGB and display it.  Below is one page of my engineering notebook which begins to explain the theory behind our product.  The diagram on top of the page illustrates the concept I've just explained.

ypbpr_concept.jpg

Some people say that you're just as good in getting an RGB SCART to YPbPr conversion box.  Disregarding the hassle and cost involved in dealing with conversion boxes, I still don't believe this is true.  We've spent lots of time here at HQ researching the RGB video signals coming out of both the SNES and Genesis consoles.  By using custom test software, the signals were accurately measured and we've determined that these consoles are not properly designed to follow any particular standard.  These video signals can be too dark, too bright, have slanted lines (field tilt), and contain unwanted noise.  These problems are compensated for within our cables. Think of our cables not only as simple plug-and-play conversion devices, but also as "signal conditioners" to achieve the best possible output from your consoles.

Like always, if you have any questions, please feel free to contact us via the contact page.  Also let us know if you like these more technical blog posts and if we should do more of them.

Posted
AuthorSte Kulov

Where has the time gone? The last two months have gone screaming by, and we have a few updates for you.

  • We've got a bunch of test software written at this point, some of which we'll be publishing here for free for anyone to use.
  • We have been working hard to get stuff together for the Video Gamers United convention in DC that's on August 16th and 17th. If you're in the area you should register and come see us there. We'll have a Genesis and SNES set up to play.
  • Our buddy Darek has been beasting out some awesome chiptunes for us to use in videos and promo stuff. Look for a short sequence demo video to hit the front page in the next week or so.
  • We filmed the majority of our Kickstarter pitch video. Check out the photo gallery below!
Posted
AuthorNickolaus Mueller

Hello again!

It's once again time to update everyone on the goings-on over at HD Retrovision HQ.  Let's start off with some accomplishments as of late:

  • Ste worked at the Video Game History Museum at E3 and started handing out business cards and talking to people interested in our product.
  • Finished Sega Genesis test software.
  • Updated images on SNES page to more accurately represent our cable output.
  • Finished a cool animated logo sequence which will be part of a minute long trailer that should be out soon.
  • Started working out our Kickstarter reward levels.

Next up we should be scripting out a Kickstarter pitch video, filming it, and getting stuff together for launching a campaign. Ste has also been busy in the HD Retro-lab testing a new revision of one of the circuit boards. More to come on the incremental improvements made once we get the Kickstarter up. If you have any questions, send us a note through the Contact Us page, or you can contact me directly through nick@hdretrovision.com .  Happy gaming!

The Video Game History Museum

The Video Game History Museum

Ste at E3

Ste at E3

Nick at the HD Retrovision Beats Lab

Nick at the HD Retrovision Beats Lab

Posted
AuthorNickolaus Mueller