| QUOTE (Lantus) |
| field rendering actually disables the flicker filter as a side effect. |
I would have imagined this to be true because the filter works along the lines of averaging the data on each field to minimise the flicker, a vertical filter. You of course dont need a flicker filter in Field rendering.
| QUOTE (VooD) |
| I think xbox cant be able to output non interlaced 15khz signals, mainly ought to the fact we are not getting pure signals from the gpu, but from the video converter, which is not designed to offer that low resolution (to my knowledge). |
Are you sure? Why else would they call it specifically "field rendering" and not just 240i or 288i? I would imagine that the XDK offers full control over the DENC (video converters) in an abstract way as to support all the different versions (Connextant, Focus etc.) As for offering different resolutions, I imagined when all "features" were switched off, what you put in was what you got out?
| QUOTE (VooD) |
| The only way to obtain those resolutions would be to output the rgb signals directly from the gpu rather from the tv converter |
Hmmm. The main job of the DENC (tv converter) is as a digital to analog converter DAC. The RGB signals directly from the GPU will be TTL digital signals, which are not compatible with a TV input. I have never used Advanced Mame, but if it does this, I bet you they are still using the DENC, but they have switched off all the "features" and have activated Field Rendering!
| QUOTE (VooD) |
| "I dont know is there is any way to low-level program the video encoder to bypass its enconding and just sending pure vga signals." |
The VGA signals also go through an equivalent of the TV converter called the RAMDAC (Digtial to Analog Converter), the DENC inside the X-box also contains a RAMDAC, and the circuitry for creating the composite sync (which you have to do externally with a VGA->SCART cable). It also contains lots of other stuff, (RGB->Y'CbCr conversion for Svideo, Flicker filters etc. etc.) but I imagine you still have limited control.
| QUOTE (VooD) |
| About field rendering, I think is not a valid solution for this. Field rendering is not other think that rendering at 1/2 of the vertical resolution each frame at 60/50 fps, so we obtain a complete image with 1/2 of the rendering power needed. But the video output remains hi-res interlaced. |
I dont quite understand. You think that field rendering will give you a half height picture (1/2 resolution each frame)? Or do you think it will be 1/2 resolution but the DENC which scales it up to full size?
| QUOTE (VooD) |
| In normal xbox modes odd and even lines on the tv are alternating, they never are turned on at the same time, so each field is showed 30/25 times at second. |
A perfect description of Interlace.
| QUOTE (VooD) |
| In REAL low res modes we always see the same field, refreshed a 60/50 fps. |
Absolutely. It's what is called "Single Field". If you understand TV's, you'll know that you have hsync, vsync and field flags. Effectively driving the field flag to the same value for both fields.
| QUOTE (Lantus) |
| I think one of the drawbacks of field rendering is that your locked into using 240/288 horizontal lines |
Drawbacks?

| QUOTE (Lantus) |
| Its a good solution for most emulators, but a SNES for example where some games have higher res modes (512x448) it would not be feasible without some kind of hack. The problem is some roms switch over to high res mode during gameplay - the mode isnt defined from the beginning |
Surely you detect the bit set in the register which enables the higher res mode, and switch to Frame Rendering?
| QUOTE |
| putting in a condition to keep checking for a screenmode change and switch out of field rendering would slow things down a bit. |
Yeah? I imagine that when you detect the switch you have to render the screen to a different buffer (Direct Draw Surface?) switch and toggle the field rendering? I wouldnt have imagined that much of a delay, it would depend on how fast the X-box could switch.
Not only would you have to do this for the SNES, but also for the Amiga, which too could use Interlaced modes (but rarely ever did for anything other than still images).
| QUOTE |
| still, its something i might look at implementing in the next WIP if i can come up with a decent solution |
I believe in my heart, that unless M$ have screwed up the implementation of "field rendering" then this IS the solution for low res screens for emulators on the X-box if you can get it working.
I've been looking for the XDK documentation to have a read on it, but the usual source on IRC doesnt seem to store the XDK anymore (probably a smart move) so I'll just have to do some more surfing.