1 00:00:00,094 --> 00:00:02,103 - In the mid-nineties, 2 00:00:02,103 --> 00:00:04,609 it might’ve seemed unlikely that a newcomer to 3 00:00:04,609 --> 00:00:06,783 the video game hardware business could 4 00:00:06,783 --> 00:00:09,548 achieve so much success that it would vastly 5 00:00:09,548 --> 00:00:12,137 overshadow all competitors in sales, 6 00:00:12,137 --> 00:00:14,367 in all regions worldwide, 7 00:00:14,367 --> 00:00:15,918 becoming, at the time, 8 00:00:15,918 --> 00:00:18,424 the best-selling console ever. 9 00:00:18,424 --> 00:00:20,552 As the major players began to prepare 10 00:00:20,552 --> 00:00:22,355 for a new console generation, 11 00:00:22,355 --> 00:00:24,704 expectations were especially high for 12 00:00:24,704 --> 00:00:28,670 Sony’s vision of gaming in a new century. 13 00:00:28,696 --> 00:00:30,352 ^ The PlayStation 2 went on to sell 14 00:00:30,352 --> 00:00:32,135 ^ even more than its predecessor, 15 00:00:32,135 --> 00:00:34,651 ^ which means there are a lot of PS2 systems, 16 00:00:34,651 --> 00:00:36,365 a lot of PS2 games, 17 00:00:36,365 --> 00:00:38,619 and a lot of PS2 fans. 18 00:00:38,619 --> 00:00:41,630 But TV technology is very different from 19 00:00:41,630 --> 00:00:44,902 what it was at the height of the PS2’s popularity, 20 00:00:44,902 --> 00:00:47,405 and nowadays people are often disappointed 21 00:00:47,405 --> 00:00:49,727 by their favorite games looking a lot worse 22 00:00:49,727 --> 00:00:51,061 than they remember. 23 00:00:51,061 --> 00:00:54,903 ^ So, how to get a better experience with your PlayStation 2? 24 00:00:54,903 --> 00:00:57,280 Welcome to RGB 210. 25 00:00:57,280 --> 00:01:00,405 (Theme Music) 26 00:01:22,197 --> 00:01:24,133 - Sony released the PlayStation 2 27 00:01:24,150 --> 00:01:26,402 in Japan in March of 2000, 28 00:01:26,402 --> 00:01:28,484 and in other regions later that year. 29 00:01:28,484 --> 00:01:29,614 ^ In addition to its games, 30 00:01:29,614 --> 00:01:31,911 ^ the PS2’s popularity was bolstered 31 00:01:31,911 --> 00:01:33,742 ^ by its support of DVD movies, 32 00:01:33,742 --> 00:01:35,161 hitting at just the right time to push 33 00:01:35,161 --> 00:01:37,066 the format into mass popularity. 34 00:01:37,066 --> 00:01:39,317 The console’s DVD drive also meant that 35 00:01:39,317 --> 00:01:41,290 games could contain more high-quality sound, 36 00:01:41,290 --> 00:01:42,477 full motion video, 37 00:01:42,477 --> 00:01:43,875 and other bits of game data than 38 00:01:43,875 --> 00:01:45,610 any other console that had come before, 39 00:01:45,610 --> 00:01:47,822 although some games were still printed on CDs, 40 00:01:47,822 --> 00:01:50,722 usually identified by their unique blue bottoms. 41 00:01:50,722 --> 00:01:52,645 Consoles from earlier generations 42 00:01:52,645 --> 00:01:54,906 ^ generally display games in 240p, 43 00:01:54,906 --> 00:01:57,203 ^ a low resolution progressive mode. 44 00:01:57,203 --> 00:01:59,354 ^ It works very well to create a stable image 45 00:01:59,354 --> 00:02:01,061 ^ and fast gameplay, 46 00:02:01,061 --> 00:02:02,620 but it’s not really how standard definition 47 00:02:02,620 --> 00:02:04,566 CRTs were designed to be used. 48 00:02:04,583 --> 00:02:06,458 Standard video content operates by 49 00:02:06,458 --> 00:02:07,866 ^ sending an interlaced signal to the screen. 50 00:02:07,866 --> 00:02:11,083 ^ Two fields of video alternate rapidly to create 51 00:02:11,083 --> 00:02:13,215 ^ the illusion of a more defined image while using 52 00:02:13,215 --> 00:02:15,234 ^ less image transmission bandwidth. 53 00:02:15,234 --> 00:02:18,151 In NTSC regions like North America and Japan, 54 00:02:18,151 --> 00:02:20,776 the standard was to display 480 interlaced 55 00:02:20,776 --> 00:02:23,776 lines at 60 fields per second, 480i. 56 00:02:23,776 --> 00:02:26,620 In PAL regions, 576i. 57 00:02:27,288 --> 00:02:28,631 During the previous generation, 58 00:02:28,631 --> 00:02:31,780 Sega Saturn, PlayStation, and Nintendo 64, 59 00:02:31,780 --> 00:02:34,156 many developers dabbled with 480i, 60 00:02:34,156 --> 00:02:35,890 often using it for title screens, 61 00:02:35,890 --> 00:02:37,510 menus, or occasionally, 62 00:02:37,510 --> 00:02:38,978 in-game graphics… 63 00:02:38,978 --> 00:02:41,930 but 240p was still by far the most common resolution. 64 00:02:41,930 --> 00:02:44,129 Ironically, it wouldn’t be until the Dreamcast, 65 00:02:44,129 --> 00:02:46,640 PS2, Xbox, and GameCube, 66 00:02:46,640 --> 00:02:49,270 the final generation to be primarily standard def, 67 00:02:49,270 --> 00:02:51,039 that CRT televisions would be utilized 68 00:02:51,039 --> 00:02:52,480 to their fullest extent, 69 00:02:52,480 --> 00:02:54,981 and 480i would become the dominant standard. 70 00:02:54,981 --> 00:02:57,630 The vast majority of PS2 titles output 71 00:02:57,630 --> 00:02:59,389 exclusively in interlaced form. 72 00:02:59,389 --> 00:03:02,048 We’ll primarily refer to it as 480i since we’re 73 00:03:02,048 --> 00:03:04,700 showing NTSC region consoles and games. 74 00:03:04,700 --> 00:03:05,870 ^ If at all possible, 75 00:03:05,870 --> 00:03:08,670 ^ be sure to watch this episode in 60 frames per second, 76 00:03:08,670 --> 00:03:10,258 ^ because the correct look of 480i 77 00:03:10,258 --> 00:03:11,937 ^ cannot be shown without it. 78 00:03:11,937 --> 00:03:14,898 There are a small handful of 240p titles, 79 00:03:14,906 --> 00:03:16,800 ICO is possibly the most famous, 80 00:03:16,800 --> 00:03:18,228 but there are several others, 81 00:03:18,228 --> 00:03:19,929 such as the Mega Man X Collection, 82 00:03:19,934 --> 00:03:21,592 certain NIS titles, 83 00:03:21,592 --> 00:03:22,614 and more. 84 00:03:22,614 --> 00:03:24,364 And if you have the right cables for it, 85 00:03:24,364 --> 00:03:27,634 ^ a number of PS2 games are designed to support 480p, 86 00:03:27,634 --> 00:03:29,625 ^ and a very select few even have an option 87 00:03:29,625 --> 00:03:32,162 ^ for outputting an HD resolution of 1080i, 88 00:03:32,162 --> 00:03:35,082 although typically upscaled from a lower base resolution. 89 00:03:35,114 --> 00:03:36,577 Generally speaking, 90 00:03:36,577 --> 00:03:38,625 the PS2 is considered to be more powerful 91 00:03:38,625 --> 00:03:39,805 than the Dreamcast, 92 00:03:39,805 --> 00:03:41,648 but less powerful than the GameCube 93 00:03:41,648 --> 00:03:42,995 and Xbox. 94 00:03:42,995 --> 00:03:45,549 The PS2 was often said to be difficult to develop for, 95 00:03:45,549 --> 00:03:47,975 but its overwhelming popularity means that 96 00:03:47,975 --> 00:03:50,177 developers got really familiar with the system. 97 00:03:50,177 --> 00:03:52,278 Understanding what makes the PS2 hardware 98 00:03:52,278 --> 00:03:54,664 special should give us a greater appreciation 99 00:03:54,664 --> 00:03:56,078 for how its games look, 100 00:03:56,078 --> 00:03:57,017 and to help with that, 101 00:03:57,017 --> 00:03:58,405 we’ve brought in our good friend 102 00:03:58,405 --> 00:04:00,475 John Linneman from Digital Foundry. 103 00:04:02,265 --> 00:04:05,916 - It might seem surprising but the PlayStation 2 is fast. 104 00:04:05,916 --> 00:04:07,504 Very fast. 105 00:04:07,504 --> 00:04:08,604 The Emotion Engine, 106 00:04:08,604 --> 00:04:10,435 which pairs a MIPS III core with two flexible 107 00:04:10,435 --> 00:04:12,184 vector units and a floating-point unit, 108 00:04:12,184 --> 00:04:14,615 can perform geometry transformations 109 00:04:14,615 --> 00:04:17,092 at a remarkable speed for its day. 110 00:04:17,092 --> 00:04:19,440 ^ With its fast on-chip eDRAM, 111 00:04:19,440 --> 00:04:21,959 ^ the PS2 is also a bandwidth monster. 112 00:04:21,959 --> 00:04:24,113 When utilizing the graphics synthesizer, 113 00:04:24,127 --> 00:04:25,485 the system's GPU, 114 00:04:25,485 --> 00:04:29,012 reading and writing to memory is basically free. 115 00:04:29,020 --> 00:04:30,882 With so much available bandwidth, 116 00:04:30,882 --> 00:04:33,291 developers could perform multiple passes 117 00:04:33,291 --> 00:04:35,633 to achieve the final output at a relatively high 118 00:04:35,633 --> 00:04:37,864 speed while enabling techniques that are not 119 00:04:37,864 --> 00:04:39,526 directly supported in hardware. 120 00:04:39,526 --> 00:04:40,737 Case in point, 121 00:04:40,737 --> 00:04:43,233 the hardware doesn't support operations 122 00:04:43,233 --> 00:04:44,723 such as multi-texturing, 123 00:04:44,723 --> 00:04:46,823 a feature designed to save on bandwidth, 124 00:04:46,823 --> 00:04:48,963 but as bandwidth isn't a real limitation 125 00:04:48,963 --> 00:04:50,323 on the PlayStation 2, 126 00:04:50,323 --> 00:04:51,894 it's easy to perform the necessary 127 00:04:51,894 --> 00:04:54,393 passes entirely in software. 128 00:04:54,393 --> 00:04:56,243 ^ The extra bandwidth also makes it 129 00:04:56,243 --> 00:04:59,033 ^ possible to utilize full-screen effects, 130 00:04:59,033 --> 00:05:00,995 ^ such as heat haze or motion blur, 131 00:05:00,995 --> 00:05:03,001 ^ and complex particles without 132 00:05:03,001 --> 00:05:05,208 ^ a significant performance penalty. 133 00:05:05,237 --> 00:05:06,188 Taken together, 134 00:05:06,188 --> 00:05:08,360 the fast geometry setup and copious amount 135 00:05:08,360 --> 00:05:10,488 of bandwidth enabled the PS2 to greatly 136 00:05:10,488 --> 00:05:12,673 outperform Sega's Dreamcast at the time, 137 00:05:12,673 --> 00:05:14,000 ^ while still hanging with more 138 00:05:14,000 --> 00:05:16,445 ^ modern consoles like Gamecube and the Xbox. 139 00:05:16,454 --> 00:05:18,618 ^ What makes the PS2 so interesting 140 00:05:18,618 --> 00:05:21,357 is how its design allowed skilled developers 141 00:05:21,357 --> 00:05:23,527 to produce unexpected results. 142 00:05:23,527 --> 00:05:24,944 Throughout its life, 143 00:05:24,944 --> 00:05:26,796 developers managed to implement features 144 00:05:26,796 --> 00:05:29,097 such as software based texture compression, 145 00:05:29,097 --> 00:05:31,838 simulated HDR rendering, 146 00:05:31,838 --> 00:05:33,656 advanced cinematic effects, 147 00:05:33,656 --> 00:05:36,862 pseudo per-pixel motion blur and more. 148 00:05:36,862 --> 00:05:39,325 Even games which shipped near its launch 149 00:05:39,325 --> 00:05:41,577 date already delivered fresh new real-time 150 00:05:41,577 --> 00:05:43,116 techniques such as depth of field, 151 00:05:43,116 --> 00:05:45,626 motion blur and advanced bloom lighting. 152 00:05:45,626 --> 00:05:48,264 The PS2 didn't hold your hand in development, 153 00:05:48,264 --> 00:05:50,146 but its steep learning curve allowed skilled 154 00:05:50,146 --> 00:05:53,464 programmers to produce truly astounding results. 155 00:05:53,464 --> 00:05:54,686 Which, of course, 156 00:05:54,686 --> 00:05:56,367 brings us to its issues. 157 00:05:56,367 --> 00:05:57,698 On the developer side, 158 00:05:57,698 --> 00:06:00,467 PlayStation 2 required a lot of careful design 159 00:06:00,467 --> 00:06:02,937 work with minimal support for built-in tools. 160 00:06:02,937 --> 00:06:05,466 You’d have to worry more about memory and 161 00:06:05,466 --> 00:06:09,166 resources than on other systems of this era. 162 00:06:09,166 --> 00:06:11,147 Based on speaking with developers, 163 00:06:11,147 --> 00:06:13,916 it was a piece of cake to work with the Xbox, 164 00:06:13,916 --> 00:06:16,366 which managed a lot of your memory for you, 165 00:06:16,366 --> 00:06:18,941 but PlayStation 2 could only excel in the 166 00:06:18,941 --> 00:06:21,421 hands of the most dedicated programmers. 167 00:06:21,421 --> 00:06:23,139 On the consumer side, 168 00:06:23,139 --> 00:06:26,012 one of the earliest misconceptions centers on 169 00:06:26,012 --> 00:06:29,689 ^ the jaggies or aliasing visible during gameplay. 170 00:06:29,689 --> 00:06:32,661 ^ Many attributed this to the lack of anti-aliasing, 171 00:06:32,661 --> 00:06:34,411 ^ but this isn't entirely true 172 00:06:34,411 --> 00:06:36,030 as genuine anti-aliasing is 173 00:06:36,030 --> 00:06:37,749 almost non-existent on Dreamcast, 174 00:06:37,749 --> 00:06:39,525 Xbox, and GameCube. 175 00:06:39,525 --> 00:06:41,315 Part of this issue stems from 176 00:06:41,315 --> 00:06:42,985 the earliest development kits, 177 00:06:42,985 --> 00:06:46,207 which were limited to a low resolution 240 178 00:06:46,207 --> 00:06:48,386 line front buffer forcing developers to rely 179 00:06:48,386 --> 00:06:49,530 ^ on field rendering. 180 00:06:49,530 --> 00:06:52,788 ^ By alternating between odd and even scanlines, 181 00:06:52,788 --> 00:06:55,036 ^ the resulting image would appear higher 182 00:06:55,036 --> 00:06:58,016 ^ resolution but the lower resolution per frame 183 00:06:58,016 --> 00:07:00,606 ^ and lack of flicker filtering often resulted 184 00:07:00,606 --> 00:07:03,289 in more pronounced aliasing, hence the problem. 185 00:07:03,289 --> 00:07:04,940 The benefit of this can be found 186 00:07:04,940 --> 00:07:06,090 ^ in that the average frame-rate 187 00:07:06,114 --> 00:07:08,226 ^ of PlayStation 2 software is higher. 188 00:07:08,226 --> 00:07:10,504 ^ A remarkably high percentage of the 189 00:07:10,504 --> 00:07:14,236 ^ PlayStation 2's library operates at 190 00:07:14,236 --> 00:07:16,546 ^ 60 frames per second, or 60 fields per second. 191 00:07:16,546 --> 00:07:17,862 ^ In the early days, 192 00:07:17,881 --> 00:07:20,094 ^ the limitations on available display modes 193 00:07:20,094 --> 00:07:22,058 ^ essentially meant that developers were forced 194 00:07:22,058 --> 00:07:24,252 ^ to target 60 frames per second, 195 00:07:24,252 --> 00:07:25,793 ^ not doing so would result 196 00:07:25,793 --> 00:07:27,763 ^ in a massive performance penalty. 197 00:07:27,763 --> 00:07:30,096 ^ Even as the software evolved and higher 198 00:07:30,096 --> 00:07:32,079 ^ resolutions were opened up to developers, 199 00:07:32,079 --> 00:07:34,049 field rendering remained popular due 200 00:07:34,049 --> 00:07:36,451 to its speed and memory savings. 201 00:07:36,451 --> 00:07:38,144 You could even supersample from 202 00:07:38,144 --> 00:07:40,586 higher resolutions to produce very clean visuals 203 00:07:40,586 --> 00:07:41,535 in this mode, 204 00:07:41,535 --> 00:07:43,922 as we saw with Baldur's Gate Dark Alliance. 205 00:07:43,922 --> 00:07:45,537 The hardware of PlayStation 2 is 206 00:07:45,537 --> 00:07:48,336 a broad topic and one that could fill entire books, 207 00:07:48,336 --> 00:07:50,588 but the main takeaway here is that it is a fast, 208 00:07:50,588 --> 00:07:53,341 flexible system that demanded a lot from programmers, 209 00:07:53,341 --> 00:07:55,639 but rewarded them in kind. 210 00:07:59,239 --> 00:08:01,706 - Well, I think I get the gist of it, 211 00:08:01,713 --> 00:08:02,913 and in a sense, 212 00:08:02,913 --> 00:08:05,242 the PS2 was also designed to embrace 213 00:08:05,242 --> 00:08:09,013 CRT technology more fully than its competitors. 214 00:08:09,013 --> 00:08:11,302 Sega pushed VGA output as 215 00:08:11,302 --> 00:08:13,620 an alternative to 480i for the Dreamcast, 216 00:08:13,620 --> 00:08:16,484 while you might expect to find 480p support 217 00:08:16,484 --> 00:08:17,862 much more commonly 218 00:08:17,862 --> 00:08:20,123 in GameCube and Xbox games… 219 00:08:20,123 --> 00:08:22,684 but none of these features were supported 220 00:08:22,684 --> 00:08:25,730 by the vast majority of household TVs. 221 00:08:25,730 --> 00:08:27,703 While other companies may have wished 222 00:08:27,703 --> 00:08:30,162 they could’ve just skipped over 480i, 223 00:08:30,162 --> 00:08:32,572 Sony took the challenge head-on. 224 00:08:32,572 --> 00:08:35,372 Now before we talk about video cables, 225 00:08:35,372 --> 00:08:36,613 backwards compatibility, 226 00:08:36,613 --> 00:08:39,012 HD ports, and all that fun stuff, 227 00:08:39,012 --> 00:08:42,684 we’ve gotta sit down and have a talk about 480i. 228 00:08:42,684 --> 00:08:44,342 ^ There’s no getting outta this because 229 00:08:44,342 --> 00:08:47,362 ^ if you can’t come to terms with 480i, 230 00:08:47,362 --> 00:08:50,083 ^ then it doesn’t matter what kinda cables you’re using, 231 00:08:50,083 --> 00:08:52,814 ^ you simply aren’t gonna be happy playing 232 00:08:52,814 --> 00:08:56,204 ^ PS2 games on real PS2 hardware. 233 00:08:56,204 --> 00:08:58,503 Let’s start with the sort of screen that the 234 00:08:58,503 --> 00:09:00,683 PS2 was designed to be played on, 235 00:09:00,683 --> 00:09:02,782 a good old consumer CRT. 236 00:09:02,782 --> 00:09:04,664 Interlacing of course creates a bit 237 00:09:04,664 --> 00:09:07,023 of a flicker effect as the fields alternate. 238 00:09:07,023 --> 00:09:09,842 It’s not particularly noticeable in large areas 239 00:09:09,842 --> 00:09:13,023 of similar color or over smooth textures, 240 00:09:13,023 --> 00:09:14,963 but it can cause issues against certain 241 00:09:14,963 --> 00:09:17,802 geometry edges or finer details. 242 00:09:17,802 --> 00:09:19,884 This might seem a bit annoying if you’re 243 00:09:19,884 --> 00:09:21,756 not used to CRTs, 244 00:09:21,756 --> 00:09:24,344 but give it a chance and in time you’ll 245 00:09:24,344 --> 00:09:26,433 probably stop thinking about it. 246 00:09:26,433 --> 00:09:27,630 And y’know, 247 00:09:27,630 --> 00:09:30,722 if you haven’t seen a PS2 running on a CRT lately, 248 00:09:30,722 --> 00:09:32,722 you might be surprised, 249 00:09:32,722 --> 00:09:34,471 PS2 games tend to have an 250 00:09:34,471 --> 00:09:38,001 ultra crisp and clean appearance on a CRT. 251 00:09:38,761 --> 00:09:40,172 Like, wow… 252 00:09:40,172 --> 00:09:42,031 did it always look this good? 253 00:09:42,031 --> 00:09:46,172 ^ Another class of CRT are professional video monitors, 254 00:09:46,172 --> 00:09:49,349 ^ such as Sony’s PVM and BVM line. 255 00:09:49,349 --> 00:09:51,770 ^ These screens are usually of noticeably 256 00:09:51,770 --> 00:09:54,720 ^ higher quality than consumer CRTs, 257 00:09:54,720 --> 00:09:57,841 ^ but they do require more effort to track down. 258 00:09:57,841 --> 00:10:00,519 ^ The Sony 20L5 is one of our favorites, 259 00:10:00,519 --> 00:10:02,950 ^ due to being able to display 480p, 260 00:10:02,950 --> 00:10:05,591 ^ 720p, and 1080i. 261 00:10:05,591 --> 00:10:07,859 However, when running in 480i, 262 00:10:07,859 --> 00:10:09,829 we noticed that the 20L5 has 263 00:10:09,829 --> 00:10:11,870 blank gaps between field pairs, 264 00:10:11,870 --> 00:10:15,661 perhaps due to its HD capabilities. 265 00:10:15,661 --> 00:10:18,278 It still looks great overall of course, 266 00:10:18,278 --> 00:10:20,889 ^ but a much more basic sort of PVM, 267 00:10:20,889 --> 00:10:23,310 ^ such as the 20L2MD, 268 00:10:23,310 --> 00:10:27,088 ^ actually displays 480i a little more truly to the intent, 269 00:10:27,088 --> 00:10:30,120 ^ with no noticeable gaps between fields. 270 00:10:30,120 --> 00:10:34,691 ^ This is my preferred sort of CRT for most PS2 games. 271 00:10:35,811 --> 00:10:38,120 ^ Another benefit of playing on a CRT, 272 00:10:38,120 --> 00:10:39,500 ^ even a high-end one, 273 00:10:39,500 --> 00:10:41,171 ^ is that video compression artifacts 274 00:10:41,171 --> 00:10:43,385 ^ are masked extremely well, 275 00:10:43,385 --> 00:10:46,540 ^ so FMVs look just as clean as you remember. 276 00:10:46,540 --> 00:10:50,220 ^ In fact, a digital TV can reveal a trick many games use, 277 00:10:50,220 --> 00:10:53,301 ^ cutscenes that I once thought were in-engine, 278 00:10:53,301 --> 00:10:55,011 ^ turned out to be pre rendered... 279 00:10:55,011 --> 00:10:57,290 ^ and not so nicely at that. 280 00:10:57,290 --> 00:11:00,392 Earlier John also addressed the misconception 281 00:11:00,392 --> 00:11:02,109 that the PS2’s contemporaries 282 00:11:02,109 --> 00:11:05,552 ^ can do anti-aliasing while PS2 cannot. 283 00:11:05,562 --> 00:11:07,997 ^ In reality, what the Dreamcast, Xbox, 284 00:11:07,997 --> 00:11:09,838 ^ and GameCube do is force 285 00:11:09,838 --> 00:11:13,638 ^ a sort of softening filter to combat interlaced flicker. 286 00:11:13,671 --> 00:11:14,608 ^ At the time, 287 00:11:14,608 --> 00:11:16,700 ^ this was generally considered a good thing, 288 00:11:16,700 --> 00:11:18,006 ^ but in retrospect, 289 00:11:18,006 --> 00:11:19,426 ^ what do you think? 290 00:11:19,426 --> 00:11:23,045 ^ These images are all shot off a PVM-20L2. 291 00:11:23,045 --> 00:11:25,396 ^ Does the de-flicker filter accomplish much 292 00:11:25,396 --> 00:11:27,158 ^ of anything productive on the 293 00:11:27,158 --> 00:11:28,806 ^ Xbox or GameCube? 294 00:11:28,806 --> 00:11:31,108 ^ Are the PS2’s less filtered textures 295 00:11:31,108 --> 00:11:33,295 ^ for better or worse? 296 00:11:33,295 --> 00:11:34,945 ^ That’s for you to decide, 297 00:11:34,945 --> 00:11:37,968 ^ but personally I feel that revisiting the PS2 298 00:11:37,968 --> 00:11:40,749 on CRTs has helped me appreciate 299 00:11:40,749 --> 00:11:42,785 the look Sony went for. 300 00:11:42,785 --> 00:11:45,756 Some PS2 games do have some form 301 00:11:45,756 --> 00:11:47,199 of flicker filter, 302 00:11:47,199 --> 00:11:49,129 ^ but it’s not particularly common. 303 00:11:49,129 --> 00:11:51,940 ^ Final Fantasy XII offers it as an option. 304 00:11:51,940 --> 00:11:55,341 Modern displays are progressive by nature, 305 00:11:55,341 --> 00:11:57,909 so if they were to show raw interlaced content, 306 00:11:57,909 --> 00:11:59,797 it would look like this… 307 00:11:59,797 --> 00:12:03,027 ^ the serrated edges are called combing artifacts. 308 00:12:03,027 --> 00:12:04,147 ^ Thankfully, 309 00:12:04,147 --> 00:12:07,437 ^ you’re not likely to see anything like this in reality. 310 00:12:07,437 --> 00:12:09,666 When you plug your PS2 or any 311 00:12:09,666 --> 00:12:12,364 other 480i source into your modern TV, 312 00:12:12,392 --> 00:12:15,814 ^ the TV performs a “deinterlacing” process, 313 00:12:15,814 --> 00:12:18,023 ^ essentially combining the information from 314 00:12:18,023 --> 00:12:22,014 ^ alternating fields to fake a progressive image. 315 00:12:22,014 --> 00:12:25,613 ^ How well each TV deinterlaces certainly varies, 316 00:12:25,613 --> 00:12:28,223 ^ but it’s often difficult to see the difference 317 00:12:28,223 --> 00:12:32,375 ^ between 480i and 480p on modern TVs. 318 00:12:32,375 --> 00:12:34,734 The downside is that most deinterlacing 319 00:12:34,734 --> 00:12:38,364 processes contribute to lag to some degree, 320 00:12:38,364 --> 00:12:40,974 but it may be acceptable depending on how 321 00:12:40,974 --> 00:12:42,834 sensitive you are to lag. 322 00:12:42,834 --> 00:12:46,533 Consumer-grade HD CRTs also typically deinterlace, 323 00:12:46,533 --> 00:12:51,157 since most of them aren’t actually pure analog TVs. 324 00:12:51,157 --> 00:12:53,752 Certain external scalers might do a better job of 325 00:12:53,752 --> 00:12:56,092 deinterlacing than your TV does, 326 00:12:56,121 --> 00:12:57,514 not to mention allowing 327 00:12:57,514 --> 00:12:59,851 for higher quality connections. 328 00:12:59,851 --> 00:13:02,963 With games running at 30 frames per second content, 329 00:13:02,963 --> 00:13:04,794 a good deinterlacing process should 330 00:13:04,794 --> 00:13:06,693 give pretty solid results. 331 00:13:06,693 --> 00:13:08,755 You'll probably find that deinterlacing for 332 00:13:08,776 --> 00:13:10,465 60 frames per second games 333 00:13:10,465 --> 00:13:12,275 looks fine for most of the time, 334 00:13:12,275 --> 00:13:14,736 but there can be more errors. 335 00:13:14,736 --> 00:13:16,603 ^ One method that can avoid this 336 00:13:16,611 --> 00:13:18,339 ^ is called “bob” deinterlacing, 337 00:13:18,339 --> 00:13:20,558 ^ which is a form of line doubling. 338 00:13:20,558 --> 00:13:22,558 ^ This is theoretically lag-free 339 00:13:22,558 --> 00:13:24,268 ^ and sort of simulates the look 340 00:13:24,268 --> 00:13:26,785 ^ of interlaced content on a CRT. 341 00:13:26,785 --> 00:13:28,150 ^ It’s a little weird, 342 00:13:28,150 --> 00:13:30,579 ^ but not bad if you can get used to it. 343 00:13:30,579 --> 00:13:32,488 ^ Bob deinterlacing is used by the 344 00:13:32,488 --> 00:13:34,158 ^ Open Source Scan Converter. 345 00:13:34,167 --> 00:13:35,517 ^ We’ll talk more in-depth about 346 00:13:35,517 --> 00:13:37,177 ^ how the PS2 behaves with certain 347 00:13:37,177 --> 00:13:39,566 ^ video processors later in the video. 348 00:13:39,566 --> 00:13:41,178 But let’s face it, 349 00:13:41,178 --> 00:13:43,818 480i is really low res compared 350 00:13:43,818 --> 00:13:46,277 to what people are used to nowadays. 351 00:13:46,277 --> 00:13:49,576 There are tons of HD ports of PS2 titles, 352 00:13:49,576 --> 00:13:51,676 and of course there’s emulation too, 353 00:13:51,676 --> 00:13:55,026 but if you want to play a game on real PS2 hardware, 354 00:13:55,026 --> 00:13:56,788 the first step is accepting 355 00:13:56,788 --> 00:13:58,347 what you’ve got to work with… 356 00:13:58,347 --> 00:13:59,725 and in most cases, 357 00:13:59,725 --> 00:14:01,683 that’s 480i. 358 00:14:01,683 --> 00:14:05,593 The PS2 was made for a world filled with CRTs, 359 00:14:05,593 --> 00:14:07,426 and in that context, 360 00:14:07,426 --> 00:14:09,986 it can look absolutely amazing. 361 00:14:09,986 --> 00:14:12,198 If you’re playing on an HDTV 362 00:14:12,198 --> 00:14:14,427 or even a 4K TV… well, 363 00:14:14,427 --> 00:14:16,126 of course it’s lower resolution 364 00:14:16,126 --> 00:14:18,859 than what you’d normally see on those displays, 365 00:14:18,859 --> 00:14:22,743 and no deinterlacing or upscaling method 366 00:14:22,743 --> 00:14:25,098 is going to quite make it look HD. 367 00:14:25,772 --> 00:14:27,520 Personally, I don’t think PS2 368 00:14:27,520 --> 00:14:29,290 looks that bad when upscaled… 369 00:14:29,290 --> 00:14:31,739 you just have to have realistic expectations, 370 00:14:31,739 --> 00:14:32,942 and of course 371 00:14:32,942 --> 00:14:34,633 (no matter what you’re hooking it up to), 372 00:14:34,633 --> 00:14:37,230 good quality connections. 373 00:14:40,670 --> 00:14:42,788 - The PlayStation composite cable is likely 374 00:14:42,799 --> 00:14:43,966 the most common 375 00:14:43,966 --> 00:14:45,980 console-specific video cable in the world, 376 00:14:45,980 --> 00:14:47,589 having shipped with the PlayStation, 377 00:14:47,589 --> 00:14:49,498 PlayStation 2, and… 378 00:14:49,498 --> 00:14:51,991 for some reason... even the PS3. 379 00:14:51,991 --> 00:14:53,590 All video information is pumped 380 00:14:53,590 --> 00:14:55,097 through the yellow connector. 381 00:14:55,097 --> 00:14:56,737 ^ Commonly available and easy to use, 382 00:14:56,737 --> 00:14:58,979 ^ composite video represents the lowest form 383 00:14:58,979 --> 00:15:01,635 ^ of video that the PS2 natively supports. 384 00:15:01,638 --> 00:15:03,570 ^ Most new TVs purchased during the 385 00:15:03,570 --> 00:15:06,400 ^ PlayStation 2 era probably had an S-video input. 386 00:15:06,400 --> 00:15:08,807 ^ S-video is a huge leap over composite 387 00:15:08,807 --> 00:15:10,384 ^ because it separates the video signal 388 00:15:10,384 --> 00:15:11,979 ^ into two lines within the cable, 389 00:15:11,979 --> 00:15:13,270 the brightness information, 390 00:15:13,270 --> 00:15:15,359 also called luma, or Y… 391 00:15:15,359 --> 00:15:16,490 and the color information, 392 00:15:16,490 --> 00:15:18,795 also called chroma or C. 393 00:15:18,800 --> 00:15:19,991 ^ Remember this, 394 00:15:19,991 --> 00:15:21,900 ^ because luma also plays a major role in the 395 00:15:21,900 --> 00:15:24,099 ^ PS2’s more advanced forms of video output. 396 00:15:24,099 --> 00:15:26,170 Official S-video cables are a safe bet 397 00:15:26,170 --> 00:15:28,131 if you can find them for a decent price. 398 00:15:28,131 --> 00:15:29,941 It’s typical for third-party cables to 399 00:15:29,941 --> 00:15:31,880 pair up S-video with with composite video, 400 00:15:31,880 --> 00:15:33,543 ^ which is a risky scenario unless 401 00:15:33,543 --> 00:15:34,726 ^ they’re pretty well made, 402 00:15:34,726 --> 00:15:36,790 ^ like this Rocketfish cable seems to be. 403 00:15:36,819 --> 00:15:38,979 A super cheap set of cables by Tomee 404 00:15:38,979 --> 00:15:41,021 that we bought on Amazon actually performs 405 00:15:41,021 --> 00:15:43,719 not too bad considering the very thin wiring. 406 00:15:43,719 --> 00:15:45,678 ^ But be aware that cheap cables like these 407 00:15:45,678 --> 00:15:47,870 ^ often have some degree of audio buzz, 408 00:15:47,870 --> 00:15:50,558 ^ which can be avoided by using the optical audio output, 409 00:15:50,558 --> 00:15:52,234 but please note that a handful of games 410 00:15:52,234 --> 00:15:54,056 do not output audio this way. 411 00:15:54,056 --> 00:15:56,545 A couple of no-name brand S-video cables, 412 00:15:56,545 --> 00:15:58,641 including a multi-console set, 413 00:15:58,673 --> 00:16:00,942 show why a composite video line is trouble: 414 00:16:00,942 --> 00:16:03,961 ^ you might see it bleed visibly into the S-video line. 415 00:16:03,961 --> 00:16:05,835 ^ It’s possible that the chroma part of the 416 00:16:05,835 --> 00:16:08,194 ^ S-video signal can cause these problems too. 417 00:16:08,194 --> 00:16:10,121 But as long as you get a good set of cables, 418 00:16:10,121 --> 00:16:12,802 S-video is a great option for PS2 games, 419 00:16:12,806 --> 00:16:14,624 ^ especially if you’re playing on a CRT 420 00:16:14,624 --> 00:16:16,333 ^ with S-video inputs. 421 00:16:21,531 --> 00:16:23,606 If you want things to look just a bit crisper, 422 00:16:23,606 --> 00:16:26,679 plus have the option for resolutions higher than 480i, 423 00:16:26,679 --> 00:16:29,469 then you need to look into component or RGB. 424 00:16:29,469 --> 00:16:32,403 ^ And this is where things get a lot more complicated. 425 00:16:32,403 --> 00:16:33,931 ^ Let’s start with component, 426 00:16:33,949 --> 00:16:36,099 that’s the one with 3 RCA video connectors 427 00:16:36,099 --> 00:16:37,520 and 2 audio connectors. 428 00:16:37,520 --> 00:16:39,532 These cables break the video signal 429 00:16:39,532 --> 00:16:40,894 into three separate components, 430 00:16:40,894 --> 00:16:42,839 ^ called YPbPr. 431 00:16:42,839 --> 00:16:44,749 ^ Again, Y here stands for luma, 432 00:16:44,749 --> 00:16:46,320 ^ while Pb represents the difference 433 00:16:46,320 --> 00:16:47,808 ^ between blue and luma, 434 00:16:47,808 --> 00:16:50,196 ^ and Pr is the difference between red and luma, 435 00:16:50,196 --> 00:16:51,890 ^ leaving the green picture information 436 00:16:51,890 --> 00:16:53,849 ^ to be inferred by what’s left over. 437 00:16:53,849 --> 00:16:55,663 ^ That means that the green connector, Y, 438 00:16:55,663 --> 00:16:57,694 ^ doesn’t directly have anything to do with green. 439 00:16:57,694 --> 00:17:00,069 ^ In fact, it’s the exact same luma signal 440 00:17:00,069 --> 00:17:01,849 ^ that travels down an S-video cable, 441 00:17:01,849 --> 00:17:04,259 ^ which also means that it carries the sync pulses. 442 00:17:04,259 --> 00:17:06,020 ^ You can test this out for yourself, 443 00:17:06,020 --> 00:17:07,717 ^ because you won’t get a coherent picture 444 00:17:07,717 --> 00:17:09,447 ^ at all without the green plug. 445 00:17:09,447 --> 00:17:11,267 ^ In addition to looking a bit cleaner, 446 00:17:11,267 --> 00:17:12,750 ^ the greater bandwidth of 447 00:17:12,750 --> 00:17:14,348 ^ component video makes it possible 448 00:17:14,348 --> 00:17:17,068 ^ to run higher resolutions such as 480p. 449 00:17:17,068 --> 00:17:18,049 While some games, 450 00:17:18,049 --> 00:17:19,098 such as God of War, 451 00:17:19,098 --> 00:17:20,170 Shadow of the Colossus, 452 00:17:20,170 --> 00:17:21,601 and Gran Turismo 4, 453 00:17:21,601 --> 00:17:23,223 helpfully put resolution options 454 00:17:23,223 --> 00:17:24,499 in their configuration menus, 455 00:17:24,499 --> 00:17:26,339 others don’t make it as obvious that a 456 00:17:26,339 --> 00:17:27,978 progressive mode is supported at all, 457 00:17:27,978 --> 00:17:29,627 sometimes requiring something weird 458 00:17:29,627 --> 00:17:31,265 like holding X and Triangle 459 00:17:31,265 --> 00:17:32,798 while the game is booting up. 460 00:17:32,816 --> 00:17:33,856 For more information, 461 00:17:33,856 --> 00:17:34,985 check out Wikipedia’s 462 00:17:34,985 --> 00:17:36,155 “List of PlayStation 2 Games 463 00:17:36,155 --> 00:17:37,834 with Alternate Display Modes,” 464 00:17:37,834 --> 00:17:40,084 but it might not be 100% reliable. 465 00:17:40,084 --> 00:17:41,656 Note that in some games, 466 00:17:41,656 --> 00:17:44,414 480p may run at a lower color depth, 467 00:17:44,414 --> 00:17:47,396 ^ bringing along with it visual artifacts like dithering, 468 00:17:47,396 --> 00:17:49,303 ^ making it debatable whether 480i 469 00:17:49,303 --> 00:17:51,733 ^ may actually be the superior choice. 470 00:17:51,764 --> 00:17:53,409 God of War and Radiata Stories 471 00:17:53,409 --> 00:17:55,090 both look clean in 480p, 472 00:17:55,090 --> 00:17:55,972 while others, 473 00:17:55,972 --> 00:17:57,131 such as Suikoden IV, 474 00:17:57,131 --> 00:17:58,921 just have a dithered look regardless of whether 475 00:17:58,921 --> 00:18:01,061 you’re in progressive or interlaced mode. 476 00:18:01,061 --> 00:18:04,258 ^ Even Gran Turismo 4’s 1080i mode is impacted. 477 00:18:04,258 --> 00:18:05,589 But on the flipside, 478 00:18:05,589 --> 00:18:07,239 the 1080i mode exclusive to the 479 00:18:07,239 --> 00:18:09,890 Japanese version of Valkyrie Profile Silmeria 480 00:18:09,890 --> 00:18:11,792 doesn’t look dithered at all. 481 00:18:12,757 --> 00:18:14,608 As far as which component cables to choose, 482 00:18:14,608 --> 00:18:16,997 well, there are a ton of options. 483 00:18:16,997 --> 00:18:19,674 Stay away from inexpensive generic brands, 484 00:18:19,674 --> 00:18:21,098 such as what you might find on Amazon 485 00:18:21,098 --> 00:18:23,078 or eBay for under 10 bucks. 486 00:18:23,078 --> 00:18:25,408 ^ Our tests show these to have a less vibrant picture, 487 00:18:25,408 --> 00:18:28,710 ^ along with extra visual noise and even audio buzz. 488 00:18:28,710 --> 00:18:29,827 And it’s no wonder, 489 00:18:29,827 --> 00:18:31,961 the wires inside these cables are pathetic. 490 00:18:32,762 --> 00:18:34,334 ^ Even deceptively thick-looking cables 491 00:18:34,334 --> 00:18:36,631 ^ like Monoprice’s multi-console component cable 492 00:18:36,631 --> 00:18:39,951 ^ may reveal pitifully thin wires once you cut inside. 493 00:18:39,953 --> 00:18:41,260 ^ What a waste, right? 494 00:18:41,989 --> 00:18:43,602 ^ The internal shielding on official Sony 495 00:18:43,602 --> 00:18:45,498 ^ component cables is at least adequate, 496 00:18:45,498 --> 00:18:47,879 ^ with completely acceptable results. 497 00:18:47,879 --> 00:18:49,922 ^ Sony themselves released several revisions 498 00:18:49,922 --> 00:18:51,639 ^ of their component cables over the course 499 00:18:51,639 --> 00:18:53,929 ^ of the PS2 and PS3 generations, 500 00:18:53,929 --> 00:18:57,158 ^ all of which work just fine with any PS2 system. 501 00:18:57,158 --> 00:18:59,166 ^ You can identify most official component 502 00:18:59,166 --> 00:19:01,618 ^ cables by the Sony branding on the connector. 503 00:19:01,618 --> 00:19:02,982 Monster Cables, 504 00:19:02,982 --> 00:19:04,735 infamous for their high prices, 505 00:19:04,735 --> 00:19:06,378 are nonetheless at least reliably 506 00:19:06,378 --> 00:19:08,148 well-shielded and high quality, 507 00:19:08,148 --> 00:19:09,957 making them a popular choice. 508 00:19:09,957 --> 00:19:12,182 Again, numerous revisions marketed as 509 00:19:12,182 --> 00:19:14,661 PS2 or PS3 cables were developed. 510 00:19:14,661 --> 00:19:16,909 One thing to keep in mind is that the RCA 511 00:19:16,909 --> 00:19:19,154 ^ connectors on some can have a “death grip” 512 00:19:19,154 --> 00:19:21,290 ^ that feels like it might ruin your device by pulling 513 00:19:21,290 --> 00:19:23,004 ^ the outside of the connector off. 514 00:19:23,034 --> 00:19:24,793 ^ Cables with a death grip have decimated 515 00:19:24,793 --> 00:19:26,333 ^ this component switch I have. 516 00:19:26,333 --> 00:19:27,473 In our tests, 517 00:19:27,473 --> 00:19:29,483 this particular blue cable has the issue, 518 00:19:29,483 --> 00:19:32,392 while this black PS3-era cable feels great. 519 00:19:32,392 --> 00:19:34,505 A component cable by Psyclone provides 520 00:19:34,505 --> 00:19:36,634 ^ similar results to the Monster Cables, 521 00:19:36,634 --> 00:19:38,744 ^ but also has the death grip issue. 522 00:19:38,744 --> 00:19:40,230 ^ You just never know what you’re gonna get, 523 00:19:40,230 --> 00:19:41,880 ^ but knowing about this issue can 524 00:19:41,880 --> 00:19:43,962 ^ prepare you for potential complications. 525 00:19:43,962 --> 00:19:46,857 Thankfully, Monster and official Sony 526 00:19:46,862 --> 00:19:49,125 component cables are not nearly as expensive 527 00:19:49,125 --> 00:19:51,375 or hard to find as GameCube component cables 528 00:19:51,375 --> 00:19:53,459 or the better Xbox component cables, 529 00:19:53,459 --> 00:19:55,234 but you might want to shop around before 530 00:19:55,234 --> 00:19:57,296 you commit to a higher-priced items. 531 00:19:57,296 --> 00:19:58,509 ^ HD Retrovision, 532 00:19:58,509 --> 00:20:00,196 ^ known for having made cables that convert 533 00:20:00,196 --> 00:20:02,054 ^ Super Nintendo and Genesis RGB 534 00:20:02,054 --> 00:20:03,613 ^ to component video, 535 00:20:03,613 --> 00:20:05,640 ^ also have a few solutions in the works for PS2. 536 00:20:05,640 --> 00:20:07,408 ^ This is a prototype for a simple 537 00:20:07,408 --> 00:20:10,074 ^ PS2 component cable that contains no circuitry, 538 00:20:10,074 --> 00:20:12,983 ^ but simply offers a new high quality option 539 00:20:12,983 --> 00:20:14,814 ^ if you don’t already have one. 540 00:20:14,814 --> 00:20:16,704 ^ We also have a prototype for an adapter that 541 00:20:16,704 --> 00:20:19,524 ^ converts the HD Retrovision Genesis cables for 542 00:20:19,524 --> 00:20:21,643 ^ use with a PS1 or PS2, 543 00:20:21,643 --> 00:20:23,404 ^ which seems to work quite nicely. 544 00:20:24,483 --> 00:20:25,713 One thing that we need to address 545 00:20:25,713 --> 00:20:27,145 regarding component cables 546 00:20:27,145 --> 00:20:28,882 is PS1 backwards compatibility. 547 00:20:28,882 --> 00:20:30,176 As you probably know, 548 00:20:30,176 --> 00:20:32,485 all PS2 systems are backwards compatible 549 00:20:32,485 --> 00:20:34,394 with discs from the original PlayStation, 550 00:20:34,394 --> 00:20:36,814 and the results are generally very accurate. 551 00:20:36,814 --> 00:20:38,741 ^ There’s a widespread rumor out there that 552 00:20:38,741 --> 00:20:40,973 ^ PS1 games will not play on a PS2 553 00:20:40,973 --> 00:20:42,372 ^ over component cables, 554 00:20:42,372 --> 00:20:44,399 ^ but this is simply not true. 555 00:20:44,403 --> 00:20:46,404 The problem that people sometimes run into 556 00:20:46,404 --> 00:20:48,722 is that many digital TVs will not accept 557 00:20:48,722 --> 00:20:50,783 a 240p signal over component, 558 00:20:50,783 --> 00:20:51,791 and of course, 559 00:20:51,791 --> 00:20:54,384 most PS1 games do run in 240p. 560 00:20:54,384 --> 00:20:56,784 But if you can connect to a compatible TV, 561 00:20:56,784 --> 00:20:58,754 ^ component on PS2 is a great way 562 00:20:58,754 --> 00:21:00,749 ^ to enjoy most PS1 games. 563 00:21:06,329 --> 00:21:08,064 So what about RGB? 564 00:21:08,622 --> 00:21:10,002 Is it better than component? 565 00:21:10,002 --> 00:21:12,101 Well, I think the first consideration should be 566 00:21:12,101 --> 00:21:13,935 which is simpler to use in your setup. 567 00:21:13,935 --> 00:21:15,619 There are some hoops to jump through when 568 00:21:15,619 --> 00:21:17,248 it comes to RGB on the PS2, 569 00:21:17,248 --> 00:21:19,333 and it may or may not be worth it to you. 570 00:21:19,333 --> 00:21:22,104 RGB of course is red, green, 571 00:21:22,104 --> 00:21:23,735 and blue being sent through their 572 00:21:23,735 --> 00:21:25,235 own lines inside a cable, 573 00:21:25,235 --> 00:21:27,118 usually with a sync signal on a different line. 574 00:21:27,118 --> 00:21:29,017 The typical cable for RGB on most 575 00:21:29,017 --> 00:21:31,690 ^ retro consoles uses a SCART connector, 576 00:21:31,690 --> 00:21:33,832 ^ this is a European wiring standard, 577 00:21:33,832 --> 00:21:36,481 ^ but is compatible with any PS2 console. 578 00:21:36,481 --> 00:21:38,819 The less common Japanese equivalent, 579 00:21:38,819 --> 00:21:41,440 called JP-21, is also an option, 580 00:21:41,440 --> 00:21:43,962 but be sure the devices or converters 581 00:21:43,962 --> 00:21:45,999 that you plug your cables into are designed 582 00:21:45,999 --> 00:21:48,221 for SCART or JP-21. 583 00:21:48,221 --> 00:21:49,784 Don’t mix and match because 584 00:21:49,784 --> 00:21:51,735 the standards are not cross-compatible. 585 00:21:52,487 --> 00:21:53,936 It’s also important to know that SCART 586 00:21:53,936 --> 00:21:55,661 ^ is not inherently RGB, 587 00:21:55,661 --> 00:21:57,149 ^ it was designed to be a simple 588 00:21:57,149 --> 00:21:59,137 ^ all-purpose analog A/V connector, 589 00:21:59,137 --> 00:22:00,908 ^ and some SCART cables may in fact 590 00:22:00,908 --> 00:22:02,674 ^ only be composite quality. 591 00:22:02,698 --> 00:22:04,379 Something to keep in mind is that technically 592 00:22:04,379 --> 00:22:07,628 PS1 and PS2 RGB cables are not intended 593 00:22:07,628 --> 00:22:09,581 to be designed exactly the same way. 594 00:22:09,581 --> 00:22:13,008 The PS1’s AV output capacitors are NOT for RGB, 595 00:22:13,008 --> 00:22:14,638 ^ requiring the cable to have at least 596 00:22:14,638 --> 00:22:16,727 ^ 220 microfarad capacitors 597 00:22:16,727 --> 00:22:18,728 ^ to properly drive each video line. 598 00:22:18,728 --> 00:22:20,213 The PS2 on the other hand, 599 00:22:20,213 --> 00:22:21,980 has sufficient capacitors for RGB 600 00:22:21,980 --> 00:22:23,570 directly on the motherboard, 601 00:22:23,570 --> 00:22:25,063 meaning that equivalent capacitors 602 00:22:25,063 --> 00:22:26,762 in the cable will actually diminish 603 00:22:26,762 --> 00:22:28,299 the performance of the signal. 604 00:22:28,299 --> 00:22:30,180 ^ Ideal PS2 RGB cables should 605 00:22:30,196 --> 00:22:31,678 ^ either have no capacitors, 606 00:22:31,678 --> 00:22:34,601 ^ or significantly larger capacitors to balance it out, 607 00:22:34,601 --> 00:22:36,428 ^ more on that in a moment. 608 00:22:36,428 --> 00:22:38,212 ^ Let’s take a look at this 609 00:22:38,212 --> 00:22:40,700 ^ generic inexpensive SCART cable from Hong Kong. 610 00:22:40,700 --> 00:22:42,569 ^ There are quite a few problems here… 611 00:22:42,569 --> 00:22:45,042 ^ first, it has 220 microfarad capacitors, 612 00:22:45,042 --> 00:22:47,301 ^ making it less suitable for PS2. 613 00:22:47,301 --> 00:22:49,244 The wiring is very thin, 614 00:22:49,244 --> 00:22:51,375 which in particular causes audio buzzing. 615 00:22:51,375 --> 00:22:52,861 In addition, this cable carries a 616 00:22:52,861 --> 00:22:55,082 composite video signal alongside RGB, 617 00:22:55,082 --> 00:22:57,803 ^ the reason being to provide a source for video sync. 618 00:22:57,803 --> 00:23:00,246 ^ As we saw with the S-video combo cables, 619 00:23:00,246 --> 00:23:01,962 ^ non-shielded composite tends 620 00:23:01,962 --> 00:23:03,295 ^ to bleed into other wires, 621 00:23:03,295 --> 00:23:05,040 ^ wreaking havoc not only on audio, 622 00:23:05,040 --> 00:23:06,762 ^ but picture quality too. 623 00:23:06,762 --> 00:23:09,194 This is why it’s important to remember that Y, 624 00:23:09,194 --> 00:23:10,350 the luma line, 625 00:23:10,350 --> 00:23:12,146 also includes a sync signal. 626 00:23:12,146 --> 00:23:14,097 While not exactly the standard method, 627 00:23:14,097 --> 00:23:16,313 there’s no reason that an RGB cable can’t 628 00:23:16,313 --> 00:23:19,731 be designed to pull sync from luma on a PS1 or PS2. 629 00:23:19,731 --> 00:23:21,947 ^ This method is called sync-on-luma. 630 00:23:21,947 --> 00:23:23,565 ^ Unlike composite video, 631 00:23:23,565 --> 00:23:26,082 ^ luma doesn’t contain any encoded color information, 632 00:23:26,082 --> 00:23:27,557 ^ which is the primary source 633 00:23:27,557 --> 00:23:29,063 ^ of noise artifacts when running 634 00:23:29,063 --> 00:23:31,732 ^ composite video alongside RGB video lines. 635 00:23:31,732 --> 00:23:34,081 ^ Hence, it is much easier to use sync-on-luma 636 00:23:34,081 --> 00:23:35,534 ^ to achieve clean results, 637 00:23:35,534 --> 00:23:37,072 and is absolutely the cable that you 638 00:23:37,072 --> 00:23:38,820 should buy in most cases. 639 00:23:38,820 --> 00:23:40,633 No PlayStation series console 640 00:23:40,633 --> 00:23:43,464 ^ has a dedicated sync signal, called CSYNC, 641 00:23:43,464 --> 00:23:46,366 ^ but sync stripping circuits installed inside certain 642 00:23:46,366 --> 00:23:49,382 ^ cables can generate a CSYNC signal from luma 643 00:23:49,382 --> 00:23:51,494 ^ if sync-on-luma happens to be incompatible 644 00:23:51,494 --> 00:23:52,982 ^ with your equipment. 645 00:23:52,982 --> 00:23:54,615 ^ We tested out PS2 cables from two 646 00:23:54,615 --> 00:23:56,113 manufacturers who specialize 647 00:23:56,113 --> 00:23:58,130 in SCART cables for retro gaming. 648 00:23:58,130 --> 00:23:59,817 ^ The Florida-based eBay seller 649 00:23:59,817 --> 00:24:01,864 ^ retro_console_accessories 650 00:24:01,864 --> 00:24:04,051 ^ is now focusing on a new website, 651 00:24:04,051 --> 00:24:06,066 ^ Retro-Access.com. 652 00:24:06,066 --> 00:24:08,582 ^ Here you can buy their newest PlayStation cables, 653 00:24:08,582 --> 00:24:10,782 ^ which have been considerably upgraded recently. 654 00:24:10,782 --> 00:24:12,751 ^ PlayStation cables from Retro Access 655 00:24:12,751 --> 00:24:15,876 ^ previously all had 220 microfarad capacitors, 656 00:24:15,876 --> 00:24:17,642 ^ which is on-spec for PS1, 657 00:24:17,642 --> 00:24:19,289 ^ and passable for PS2, 658 00:24:19,289 --> 00:24:20,831 ^ but not quite ideal. 659 00:24:20,831 --> 00:24:22,599 ^ The newest cables are now equipped with 660 00:24:22,599 --> 00:24:25,701 ^ 1000 microfarad capacitors to split the difference, 661 00:24:25,701 --> 00:24:28,014 ^ resulting in a universal cable that is suitable 662 00:24:28,014 --> 00:24:30,290 ^ for both PS1 and PS2. 663 00:24:30,290 --> 00:24:32,779 ^ All cables sold are wired for sync-on-luma, 664 00:24:32,779 --> 00:24:35,503 ^ or CSYNC by way of a sync stripping circuit. 665 00:24:35,503 --> 00:24:37,689 ^ A more robust coaxial cabling upgrade 666 00:24:37,689 --> 00:24:39,390 ^ is available if you have a need for it, 667 00:24:39,390 --> 00:24:41,082 ^ such as if you’re worried about noise 668 00:24:41,082 --> 00:24:42,851 ^ when passing through a switch box, 669 00:24:42,851 --> 00:24:44,951 ^ but in our experience it may not be critical 670 00:24:44,951 --> 00:24:46,673 ^ for PlayStation consoles. 671 00:24:46,682 --> 00:24:48,873 ^ The UK-based Retro Gaming Cables 672 00:24:48,873 --> 00:24:50,487 ^ has similar offerings. 673 00:24:50,487 --> 00:24:53,924 ^ However, they specifically sell cables as PS1 or PS2, 674 00:24:53,932 --> 00:24:55,251 ^ so be sure you’re buying 675 00:24:55,251 --> 00:24:56,620 ^ the right one for your console. 676 00:24:56,620 --> 00:24:59,732 ^ The PS1 cables have 220 microfarad capacitors, 677 00:24:59,732 --> 00:25:02,240 ^ while the PS2 cables have no capacitors. 678 00:25:02,240 --> 00:25:04,412 The specific cable we’re looking at here 679 00:25:04,412 --> 00:25:06,370 is the CSYNC cable for PS2 680 00:25:06,370 --> 00:25:07,993 with the sync-stripping circuit. 681 00:25:07,993 --> 00:25:09,463 ^ There is no particular advantage 682 00:25:09,463 --> 00:25:11,537 ^ to using CSYNC instead of sync-on-luma, 683 00:25:11,537 --> 00:25:12,898 ^ so choose it only if your 684 00:25:12,898 --> 00:25:14,949 ^ equipment specifically requires CSYNC. 685 00:25:14,949 --> 00:25:15,851 ^ If needed, 686 00:25:15,851 --> 00:25:17,430 ^ Retro Gaming Cables also offers 687 00:25:17,430 --> 00:25:20,083 ^ a cabling upgrade called Packapunch, 688 00:25:20,083 --> 00:25:22,534 ^ but we haven’t had a chance to test it for ourselves. 689 00:25:22,534 --> 00:25:23,672 As a bonus, 690 00:25:23,672 --> 00:25:25,653 if you’re a fan of Guncon games like we are, 691 00:25:25,653 --> 00:25:27,983 then both sellers offer their own versions 692 00:25:27,983 --> 00:25:30,721 of light gun compatible RGB cables. 693 00:25:30,721 --> 00:25:31,951 It’s a common misconception 694 00:25:31,951 --> 00:25:33,682 that Guncon games must be played with 695 00:25:33,682 --> 00:25:35,464 composite video due to its required 696 00:25:35,464 --> 00:25:37,703 video passthrough connection, 697 00:25:37,703 --> 00:25:40,219 but really all it’s looking for is a sync signal. 698 00:25:40,219 --> 00:25:42,032 Note that Retro Gaming Cables’ version, 699 00:25:42,032 --> 00:25:44,056 which has the sync jack moulded into the connector, 700 00:25:44,056 --> 00:25:45,804 will require an RCA extension 701 00:25:45,804 --> 00:25:47,183 or the passthrough adapter that 702 00:25:47,183 --> 00:25:48,704 might’ve come with your Guncon 2, 703 00:25:48,704 --> 00:25:50,619 while the pigtail on the Retro-Access 704 00:25:50,619 --> 00:25:52,613 version can reach around the front. 705 00:25:52,613 --> 00:25:53,982 With any of these cables, 706 00:25:53,982 --> 00:25:55,469 you can play Time Crisis in high quality, 707 00:25:55,469 --> 00:25:56,470 and lemme tell ya, 708 00:25:56,470 --> 00:25:57,960 it’s a beautiful thing. 709 00:25:57,960 --> 00:25:59,101 In addition, 710 00:25:59,101 --> 00:26:00,591 ^ if you have the passthrough adapter 711 00:26:00,591 --> 00:26:02,001 ^ and want to use component cables, 712 00:26:02,001 --> 00:26:03,818 ^ all you have to do is connect the Guncon 713 00:26:03,818 --> 00:26:06,068 ^ to the green cable and you’re good to go! 714 00:26:06,068 --> 00:26:07,665 Just remember that these traditional 715 00:26:07,665 --> 00:26:11,121 light guns only work on CRT televisions. 716 00:26:11,121 --> 00:26:13,140 The PlayStation 2 requires that you 717 00:26:13,140 --> 00:26:16,603 manually select YPbPr or RGB. 718 00:26:16,603 --> 00:26:18,341 In the System Configuration, 719 00:26:18,348 --> 00:26:20,260 go down to “Component Video Out” 720 00:26:20,260 --> 00:26:21,814 and choose the correct option. 721 00:26:21,814 --> 00:26:23,433 The wrong choice will either screw 722 00:26:23,433 --> 00:26:24,500 up the colors, 723 00:26:24,500 --> 00:26:26,180 or you might not see anything at all. 724 00:26:26,180 --> 00:26:27,361 If you’ve got a blank screen 725 00:26:27,361 --> 00:26:29,311 and need to navigate the menu to fix this, 726 00:26:29,311 --> 00:26:31,553 reset the console with no disc inside, 727 00:26:31,553 --> 00:26:33,798 wait several seconds for it to fully boot up, 728 00:26:33,798 --> 00:26:35,281 ^ then hit down, 729 00:26:35,281 --> 00:26:37,089 ^ X… wait two seconds… 730 00:26:37,089 --> 00:26:40,811 ^ down-down-down-X-right-X. 731 00:26:40,811 --> 00:26:43,553 ^ Which finally leads us to the big question, 732 00:26:43,553 --> 00:26:44,997 ^ which is better? 733 00:26:44,997 --> 00:26:47,331 ^ Component or RGB? 734 00:26:47,331 --> 00:26:48,889 ^ There’s a widespread belief 735 00:26:48,889 --> 00:26:50,797 ^ that the PS2’s component video output 736 00:26:50,797 --> 00:26:52,410 ^ is of somewhat poor quality, 737 00:26:52,410 --> 00:26:54,590 ^ but our tests seem to suggest that as long 738 00:26:54,590 --> 00:26:56,697 ^ as the quality of the actual cables are high, 739 00:26:56,697 --> 00:26:58,629 ^ any meaningful difference between 740 00:26:58,629 --> 00:27:00,531 ^ the two is pretty hard to see, 741 00:27:00,531 --> 00:27:03,232 ^ even across multiple console variants. 742 00:27:03,232 --> 00:27:05,517 ^ Again, the more important consideration 743 00:27:05,517 --> 00:27:08,015 ^ is which is more convenient for you. 744 00:27:09,825 --> 00:27:11,304 When it comes to ease of use, 745 00:27:11,309 --> 00:27:14,069 480p might be the dealbreaker for some people. 746 00:27:14,069 --> 00:27:15,559 Despite what you might think, 747 00:27:15,559 --> 00:27:19,074 480p is totally possible with RGB over SCART, 748 00:27:19,074 --> 00:27:22,037 but the PS2 uses a bit of an obscure method for it. 749 00:27:22,037 --> 00:27:25,293 If higher resolutions are activated while in RGB mode, 750 00:27:25,293 --> 00:27:27,820 the PS2 turns off the usual composite 751 00:27:27,820 --> 00:27:30,070 and luma sync pulses and instead 752 00:27:30,070 --> 00:27:32,351 sends sync only down the green line. 753 00:27:32,351 --> 00:27:34,392 ^ This is called sync-on-green, 754 00:27:34,392 --> 00:27:36,750 ^ and to be honest it’s a bit of a pain. 755 00:27:36,750 --> 00:27:38,873 If you’re lucky enough to own a high-end 756 00:27:38,873 --> 00:27:41,356 professional monitor that supports 480p, 757 00:27:41,356 --> 00:27:43,453 ^ like the Sony PVM-20L5, 758 00:27:43,453 --> 00:27:45,821 ^ then you can use sync-on-green over RGB, 759 00:27:45,821 --> 00:27:47,560 ^ but you’ll have to manually switch from 760 00:27:47,560 --> 00:27:49,305 ^ “external” sync to “internal” sync… 761 00:27:49,305 --> 00:27:50,542 ^ and back again when you’re 762 00:27:50,542 --> 00:27:52,280 ^ done with your 480p game. 763 00:27:52,280 --> 00:27:53,623 ^ The Open Source Scan Converter, 764 00:27:53,623 --> 00:27:55,005 ^ which is increasingly becoming 765 00:27:55,005 --> 00:27:57,354 ^ our preferred upscaling solution if used 766 00:27:57,354 --> 00:27:59,770 ^ with a compatible HDTV or 4K TV, 767 00:27:59,770 --> 00:28:01,618 ^ also supports sync-on-green. 768 00:28:01,618 --> 00:28:03,120 When switching to 480p mode, 769 00:28:03,120 --> 00:28:05,609 you’ll have to toggle the input from RGBS 770 00:28:05,609 --> 00:28:07,142 to RGsB. 771 00:28:07,142 --> 00:28:09,910 Unfortunately, the XRGB-mini Framemeister, 772 00:28:09,910 --> 00:28:11,209 which is by far one of the 773 00:28:11,209 --> 00:28:13,040 most popular upscaling solutions, 774 00:28:13,040 --> 00:28:15,021 does not support sync-on-green. 775 00:28:15,021 --> 00:28:16,836 ^ You can use external boxes like 776 00:28:16,836 --> 00:28:19,409 ^ an Extron Rxi to convert sync-on-green 777 00:28:19,409 --> 00:28:21,405 ^ to a format the Framemeister can accept, 778 00:28:21,405 --> 00:28:24,130 Another hassle with sync-on-green is for those 779 00:28:24,130 --> 00:28:25,983 who use automatic SCART switchers. 780 00:28:25,983 --> 00:28:27,809 Typically these rely on detecting 781 00:28:27,809 --> 00:28:29,956 a sync signal for auto-switching, 782 00:28:29,956 --> 00:28:31,873 but since sync isn’t in the usual spot, 783 00:28:31,873 --> 00:28:33,546 they’ll switch away from the PS2 784 00:28:33,546 --> 00:28:35,454 as soon as 480p is activated. 785 00:28:35,454 --> 00:28:37,056 In the case of the GSCART, 786 00:28:37,056 --> 00:28:38,681 ^ you can get around this by 787 00:28:38,681 --> 00:28:40,205 ^ plugging the PS2 into port 8, 788 00:28:40,205 --> 00:28:42,759 ^ which is the default if no other input is detected. 789 00:28:42,759 --> 00:28:44,012 ^ Unfortunately, 790 00:28:44,012 --> 00:28:45,490 ^ this method does not work 791 00:28:45,490 --> 00:28:47,179 ^ with the newer GSCART Lite, 792 00:28:47,179 --> 00:28:48,455 ^ and currently no workaround 793 00:28:48,455 --> 00:28:49,907 ^ has been developed. 794 00:28:49,907 --> 00:28:51,508 Don’t be confused and think that 795 00:28:51,508 --> 00:28:53,007 a CSYNC SCART cable will solve 796 00:28:53,007 --> 00:28:54,329 sync-on-green problems… 797 00:28:54,329 --> 00:28:56,674 all that does is turn sync-on-luma into CSYNC. 798 00:28:56,674 --> 00:28:59,990 ^ Sony did make an official Linux kit for PS2 799 00:28:59,990 --> 00:29:01,608 ^ that included a VGA cable, 800 00:29:01,608 --> 00:29:02,860 ^ which, again, 801 00:29:02,860 --> 00:29:04,481 ^ is hamstrung by sync-on-green. 802 00:29:04,481 --> 00:29:06,225 ^ Even if sync-on-green happens to be 803 00:29:06,225 --> 00:29:08,210 ^ compatible with your favorite computer monitor, 804 00:29:08,210 --> 00:29:10,978 ^ you’ll never even be able to see 480i content 805 00:29:10,978 --> 00:29:12,380 ^ with this sort of setup. 806 00:29:12,380 --> 00:29:14,276 ^ A recent development that shows some 807 00:29:14,276 --> 00:29:16,128 ^ promise are internal PS2 mods 808 00:29:16,128 --> 00:29:19,143 ^ being worked on by citrus3000psi, 809 00:29:19,143 --> 00:29:21,635 ^ which may provide a simple and inexpensive 810 00:29:21,635 --> 00:29:24,012 ^ way to use CSYNC instead of sync-on-green. 811 00:29:24,012 --> 00:29:25,299 ^ We have not yet had a chance 812 00:29:25,299 --> 00:29:26,799 ^ to see the results for ourselves, 813 00:29:26,799 --> 00:29:28,649 ^ but if RGB, 480p, 814 00:29:28,649 --> 00:29:30,466 ^ and convenience are all important to you, 815 00:29:30,466 --> 00:29:32,759 ^ then keep an eye on this project. 816 00:29:32,759 --> 00:29:34,839 ^ 480p and other resolutions can be forced 817 00:29:34,839 --> 00:29:36,570 ^ through certain homebrew methods. 818 00:29:36,570 --> 00:29:37,739 ^ Years ago, 819 00:29:37,739 --> 00:29:41,306 ^ an unlicensed disc called HDTV Xploder was available, 820 00:29:41,306 --> 00:29:42,585 ^ though apparently it was 821 00:29:42,594 --> 00:29:44,158 not considered to work very well. 822 00:29:44,158 --> 00:29:45,830 Today, the simplest way to tinker 823 00:29:45,830 --> 00:29:47,938 with resolutions is with a multi-utility 824 00:29:47,938 --> 00:29:49,247 called Free McBoot. 825 00:29:49,247 --> 00:29:50,917 You can buy memory cards on eBay 826 00:29:50,917 --> 00:29:52,569 with Free McBoot pre-installed, 827 00:29:52,569 --> 00:29:55,082 which includes an application called GSM. 828 00:29:55,082 --> 00:29:56,383 Simply press square, 829 00:29:56,383 --> 00:29:57,284 select, 830 00:29:57,284 --> 00:29:59,697 then start to force the system into 480p. 831 00:29:59,697 --> 00:30:02,067 Know that this works only in certain games, 832 00:30:02,921 --> 00:30:05,327 Some games look great in forced 480p… 833 00:30:05,327 --> 00:30:08,308 while many others have inconsistent aspect ratios. 834 00:30:08,308 --> 00:30:10,357 ^ So while it’s a neat tool for certain games, 835 00:30:10,357 --> 00:30:12,710 ^ it’s sadly not something you can always rely on. 836 00:30:12,710 --> 00:30:15,507 You can also force the system into HD resolutions, 837 00:30:15,507 --> 00:30:18,359 but since it doesn’t change the internal render resolution, 838 00:30:18,359 --> 00:30:19,798 there’s really no reason to. 839 00:30:19,798 --> 00:30:22,256 ^ So you can see why we say that to enjoy PS2, 840 00:30:22,256 --> 00:30:26,037 ^ you kind of need to accept 480i as a fact of life. 841 00:30:26,037 --> 00:30:28,618 ^ Select games have excellent native 480p modes, 842 00:30:28,618 --> 00:30:31,149 ^ and those are great to enjoy when you can, 843 00:30:31,149 --> 00:30:32,266 but by and large, 844 00:30:32,266 --> 00:30:35,473 count on playing the vast majority of games in 480i. 845 00:30:35,476 --> 00:30:38,324 ^ Component and RGB both provide pretty great results, 846 00:30:38,324 --> 00:30:39,875 ^ and we don’t think you should worry 847 00:30:39,875 --> 00:30:41,105 ^ too much about whether 848 00:30:41,105 --> 00:30:42,564 ^ one might be better than the other, 849 00:30:42,564 --> 00:30:44,434 as long as you buy good quality cables. 850 00:30:52,004 --> 00:30:53,992 - We get a lot of questions about the 851 00:30:53,992 --> 00:30:56,072 “PS2 to HDMI” adapters that you 852 00:30:56,072 --> 00:30:58,193 can find all over Amazon. 853 00:30:58,204 --> 00:30:59,844 They’re sold for really cheap by 854 00:30:59,844 --> 00:31:01,711 a number of no-name brands. 855 00:31:01,711 --> 00:31:02,763 Of course, 856 00:31:02,763 --> 00:31:05,701 the PS2 does not provide a raw digital signal, 857 00:31:05,701 --> 00:31:07,676 so these are simply 858 00:31:07,676 --> 00:31:09,549 analog to digital converters. 859 00:31:09,549 --> 00:31:11,482 ^ They do not upscale and simply pass 860 00:31:11,482 --> 00:31:16,319 ^ digital 240p, 480i, or 480p to your TV. 861 00:31:16,329 --> 00:31:19,341 The guys over at HD Retrovision spent some 862 00:31:19,341 --> 00:31:21,697 time investigating these boxes and have 863 00:31:21,697 --> 00:31:24,637 ^ concluded that there are primarily two types… 864 00:31:24,637 --> 00:31:26,578 ^ and we don’t know of a good way to tell 865 00:31:26,578 --> 00:31:28,678 ^ which one you’re gonna get. 866 00:31:28,678 --> 00:31:31,207 ^ Let’s call the first one “Type A.” 867 00:31:31,207 --> 00:31:34,436 ^ Type A does not support 240p, 868 00:31:34,436 --> 00:31:37,576 ^ so don’t count on playing PS1 games. 869 00:31:37,576 --> 00:31:39,978 ^ But the real dealbreaker is that these 870 00:31:39,978 --> 00:31:41,938 ^ are even noisier than 871 00:31:41,938 --> 00:31:44,668 ^ the cheapest generic component cables! 872 00:31:44,668 --> 00:31:47,697 ^ Black levels are also crushed considerably, 873 00:31:47,697 --> 00:31:51,264 ^ resulting in lost visibility in horror games. 874 00:31:51,264 --> 00:31:54,324 ^ Then there’s what we’ll call “Type B”, 875 00:31:54,334 --> 00:31:56,674 ^ these do support 240p, 876 00:31:56,674 --> 00:31:59,413 ^ so PS1 games are good to go, 877 00:31:59,413 --> 00:32:03,575 ^ if your TV supports 240p over HDMI. 878 00:32:03,604 --> 00:32:06,245 ^ it is considerably brighter and video noise 879 00:32:06,245 --> 00:32:08,665 ^ is significantly less noticeable 880 00:32:08,665 --> 00:32:10,457 ^ compared to Type A. 881 00:32:10,457 --> 00:32:12,957 ^ So for a moment it seems like Type B 882 00:32:12,957 --> 00:32:15,037 may not be an awful solution, 883 00:32:15,037 --> 00:32:17,450 but black levels are a bit gray, 884 00:32:17,450 --> 00:32:21,236 ^ poor sampling causes more severe stair-step issues, 885 00:32:21,236 --> 00:32:24,130 ^ and the audio is a bit overdriven. 886 00:32:24,161 --> 00:32:27,520 So these PS2 to HDMI adapters are primarily 887 00:32:27,520 --> 00:32:30,292 for those who have no component inputs. 888 00:32:30,292 --> 00:32:34,305 Even still, we recommend considering other solutions. 889 00:32:38,491 --> 00:32:40,610 Let’s take a moment to talk about 890 00:32:40,610 --> 00:32:41,948 how some of the more popular 891 00:32:41,948 --> 00:32:45,209 video processors handle PS2 games. 892 00:32:45,209 --> 00:32:47,758 The XRGB Mini Framemeister can accept 893 00:32:47,758 --> 00:32:51,463 RGB and component with the proper adapters. 894 00:32:51,470 --> 00:32:54,239 While the Framemeister overall looks pretty clean, 895 00:32:54,239 --> 00:32:58,200 it inherently generates a bit of noise for any input, 896 00:32:58,200 --> 00:33:00,830 which you might notice in certain scenes, 897 00:33:00,830 --> 00:33:04,239 especially in large areas of the same color. 898 00:33:04,239 --> 00:33:05,197 However, 899 00:33:05,197 --> 00:33:08,500 the Framemeister is very good at deinterlacing. 900 00:33:08,500 --> 00:33:10,562 ^ Make sure to choose “Natural” 901 00:33:10,562 --> 00:33:13,315 ^ as the Image Mode for interlaced content. 902 00:33:14,075 --> 00:33:15,354 ^ For progressive sources, 903 00:33:15,354 --> 00:33:17,585 ^ like 240p or 480p, 904 00:33:17,585 --> 00:33:19,704 ^ set the Image Mode for “Picture.” 905 00:33:19,704 --> 00:33:22,791 240p is of course the Framemeister’s specialty, 906 00:33:22,791 --> 00:33:26,435 but 480p is not considered one of its strong suits. 907 00:33:26,463 --> 00:33:30,085 ^ Most HDTVs will upscale a 480p source 908 00:33:30,085 --> 00:33:32,607 ^ just as well or better. 909 00:33:32,609 --> 00:33:34,890 If you’re interested in perfect 910 00:33:34,890 --> 00:33:37,384 integer scaling and ease of use, 911 00:33:37,413 --> 00:33:38,725 we recommend downloading 912 00:33:38,725 --> 00:33:41,874 Framemeister profiles from FirebrandX, 913 00:33:41,874 --> 00:33:43,276 the Pixel Purist. 914 00:33:43,294 --> 00:33:45,590 These include 480i, 480p, 915 00:33:45,590 --> 00:33:47,687 and backwards compatibility profiles, 916 00:33:47,687 --> 00:33:50,427 useable with either RGB or component. 917 00:33:50,427 --> 00:33:52,266 Because these profiles double the size 918 00:33:52,266 --> 00:33:54,945 of 480i within a 1080p frame, 919 00:33:54,945 --> 00:33:57,178 note that the there will be some black space 920 00:33:57,178 --> 00:33:59,396 above and below the game window. 921 00:33:59,396 --> 00:34:01,518 The most recent versions of the profiles 922 00:34:01,518 --> 00:34:03,946 have been painstakingly balanced for color, 923 00:34:03,946 --> 00:34:05,962 and both darker and brighter 924 00:34:05,992 --> 00:34:08,781 PS2 games look just great. 925 00:34:08,781 --> 00:34:10,233 ^ You also have a choice of using 926 00:34:10,233 --> 00:34:12,332 ^ sharp or blurred profiles. 927 00:34:12,332 --> 00:34:14,560 ^ I keep wavering back and forth on which 928 00:34:14,560 --> 00:34:16,777 ^ I prefer for PS2 games. 929 00:34:16,777 --> 00:34:18,232 With blurred settings, 930 00:34:18,232 --> 00:34:21,732 certain text and 2D art can look very nice, 931 00:34:21,732 --> 00:34:23,411 almost HD. 932 00:34:23,411 --> 00:34:25,503 But other artifacts can crop up, 933 00:34:25,503 --> 00:34:29,389 and 3D geometry edges still look pretty low res. 934 00:34:29,398 --> 00:34:31,001 ^ John Linneman recommended also 935 00:34:31,001 --> 00:34:33,132 ^ recommended to us a middle-ground scaler 936 00:34:33,132 --> 00:34:35,597 ^ setting that we’ve really taken a liking to. 937 00:34:35,597 --> 00:34:38,133 ^ A variety of Framemeister scaling styles 938 00:34:38,133 --> 00:34:39,801 ^ have been used throughout the episode. 939 00:34:39,801 --> 00:34:40,970 ^ Which do you prefer? 940 00:34:41,950 --> 00:34:43,356 It’s not quite the same as the crisp 941 00:34:43,356 --> 00:34:45,298 yet smooth CRT look, 942 00:34:45,298 --> 00:34:47,599 but overall the Framemeister mostly 943 00:34:47,599 --> 00:34:50,100 gives you the tools to make PS2 games 944 00:34:50,100 --> 00:34:53,550 look reasonably good on a modern display, 945 00:34:53,550 --> 00:34:56,078 ^ with a relatively small lag penalty, 946 00:34:56,078 --> 00:34:58,875 ^ plus whatever delay your TV might add, 947 00:34:58,875 --> 00:35:02,599 ^ tolerable to me, but your mileage may vary. 948 00:35:05,222 --> 00:35:06,919 The most exciting alternative 949 00:35:06,919 --> 00:35:08,210 to the Framemeister is the 950 00:35:08,210 --> 00:35:11,070 ^ Open Source Scan Converter, or OSSC, 951 00:35:11,070 --> 00:35:12,790 ^ developed by Finnish engineer 952 00:35:12,790 --> 00:35:15,478 ^ Markus Hiienkari and sold at the 953 00:35:15,478 --> 00:35:17,730 ^ UK-based Video Game Perfection. 954 00:35:17,730 --> 00:35:19,357 ^ As of the time of this episode, 955 00:35:19,357 --> 00:35:21,950 ^ it is up to hardware revision 1.6, 956 00:35:21,950 --> 00:35:24,778 ^ which now includes a regular HDMI port 957 00:35:24,778 --> 00:35:27,790 ^ with embedded digital audio output and the 958 00:35:27,790 --> 00:35:30,310 ^ option to input component audio via 959 00:35:30,310 --> 00:35:32,649 ^ the 3.5 millimeter jack. 960 00:35:32,649 --> 00:35:36,649 The OSSC is a line multiplier rather than a scaler, 961 00:35:36,649 --> 00:35:38,502 resulting in no lag aside 962 00:35:38,502 --> 00:35:40,809 from your display’s inherent lag, 963 00:35:40,809 --> 00:35:42,441 and spitting out the exact same 964 00:35:42,441 --> 00:35:45,080 refresh rate that it takes in. 965 00:35:45,080 --> 00:35:46,920 ^ The downside is that certain systems 966 00:35:46,920 --> 00:35:49,510 ^ and certain modes might not work 967 00:35:49,510 --> 00:35:51,280 ^ on certain displays, 968 00:35:51,280 --> 00:35:53,599 ^ hopefully you won’t run into issues 969 00:35:53,599 --> 00:35:55,018 ^ with the PS2, 970 00:35:55,018 --> 00:35:57,630 ^ since its output is fairly on-spec compared 971 00:35:57,630 --> 00:36:00,430 ^ to systems with widespread compatibility issues, 972 00:36:00,430 --> 00:36:02,178 ^ like the Super Nintendo. 973 00:36:02,178 --> 00:36:05,120 480i options on the OSSC have been 974 00:36:05,120 --> 00:36:07,359 expanded with firmware updates, 975 00:36:07,359 --> 00:36:09,638 ^ two interlaced output modes are offered, 976 00:36:09,638 --> 00:36:11,643 ^ passthrough and 3X, 977 00:36:11,643 --> 00:36:14,498 ^ and two progressive deinterlaced output modes, 978 00:36:14,498 --> 00:36:16,819 ^ 2X and 4X. 979 00:36:16,819 --> 00:36:19,099 ^ The 2X and 4X modes employ a 980 00:36:19,099 --> 00:36:21,588 ^ method called “bob” deinterlacing. 981 00:36:21,588 --> 00:36:23,020 ^ In this implementation, 982 00:36:23,020 --> 00:36:26,221 ^ it line doubles or quadruples each field, 983 00:36:26,221 --> 00:36:28,719 which, if you were to look at it frame by frame, 984 00:36:28,719 --> 00:36:30,920 ^ gives it a pixelated look. 985 00:36:30,920 --> 00:36:32,289 ^ In motion though, 986 00:36:32,289 --> 00:36:35,761 ^ it kind of looks like interlaced flicker on a CRT. 987 00:36:35,761 --> 00:36:38,778 ^ At times the bob technique is very effective, 988 00:36:38,778 --> 00:36:41,999 ^ while at others it may be a bit distracting. 989 00:36:41,999 --> 00:36:43,311 However, 990 00:36:43,311 --> 00:36:45,143 if you prefer the look of your TV’s 991 00:36:45,143 --> 00:36:47,210 internal deinterlacing process, 992 00:36:47,210 --> 00:36:49,994 then you can simply use the passthrough option 993 00:36:49,994 --> 00:36:54,500 to send a digital 480i signal to your TV instead. 994 00:36:54,500 --> 00:36:56,650 I’m a bit unsure how I feel about 995 00:36:56,650 --> 00:36:58,669 bob deinterlacing myself, 996 00:36:58,669 --> 00:37:01,340 so that’s definitely a handy feature. 997 00:37:01,340 --> 00:37:04,320 We have been unable to test the 998 00:37:04,320 --> 00:37:08,381 interlaced 3X mode due to compatibility issues. 999 00:37:08,381 --> 00:37:10,200 With 480p content, 1000 00:37:10,200 --> 00:37:12,899 the OSSC’s default option is a straight 1001 00:37:12,899 --> 00:37:16,409 pass-through of 480p as digital output. 1002 00:37:16,439 --> 00:37:19,060 ^ However, there is an interesting alternative, 1003 00:37:19,060 --> 00:37:24,390 ^ which is a 2X mode that outputs 480p as 960p. 1004 00:37:24,390 --> 00:37:27,141 If your TV doesn’t mind the weird resolution, 1005 00:37:27,141 --> 00:37:29,868 then the result is ultra sharp, 1006 00:37:29,868 --> 00:37:32,188 ^ though whether you prefer this over the 1007 00:37:32,188 --> 00:37:36,239 ^ softer 480p passthrough is totally up to you. 1008 00:37:36,239 --> 00:37:38,988 ^ Among the OSSC’s greatest strengths 1009 00:37:38,988 --> 00:37:42,038 ^ are the quality of its analog to digital conversion, 1010 00:37:42,038 --> 00:37:43,818 ^ which does not add any apparent 1011 00:37:43,818 --> 00:37:46,649 ^ noise that’s not caused by your cables… 1012 00:37:46,649 --> 00:37:48,509 ^ and its color handling, 1013 00:37:48,509 --> 00:37:50,839 ^ which is incredibly accurate. 1014 00:37:50,839 --> 00:37:52,717 If you’re curious about more 1015 00:37:52,717 --> 00:37:54,739 budget-friendly upscaling options, 1016 00:37:54,739 --> 00:37:57,138 watch RGB 105. 1017 00:37:57,138 --> 00:37:59,470 If your main problem is simply not having 1018 00:37:59,470 --> 00:38:02,382 any component or SCART inputs on your TV, 1019 00:38:02,382 --> 00:38:04,539 then generic scaling boxes 1020 00:38:04,539 --> 00:38:06,860 or the GBS-8200 actually offer 1021 00:38:06,860 --> 00:38:11,357 decent performance for 480i content. 1022 00:38:11,357 --> 00:38:14,618 So let’s suppose you feel compelled to spend... 1023 00:38:14,618 --> 00:38:16,259 more money. 1024 00:38:16,259 --> 00:38:17,960 We’ve been getting questions lately 1025 00:38:17,960 --> 00:38:20,299 ^ about the mCable Gaming Edition 1026 00:38:20,299 --> 00:38:22,133 ^ by a company called Marseille. 1027 00:38:22,133 --> 00:38:24,929 ^ This is an HDMI cable with active circuitry 1028 00:38:24,929 --> 00:38:27,269 ^ that claims to improve image quality through 1029 00:38:27,269 --> 00:38:30,447 ^ anti-aliasing with virtually no lag. 1030 00:38:30,447 --> 00:38:34,610 Considering anti-aliasing pretty much doesn’t exist on PS2, 1031 00:38:34,610 --> 00:38:37,927 we decided to go ahead buy one to test out for this episode. 1032 00:38:37,927 --> 00:38:39,647 ^ Huh, well, 1033 00:38:39,647 --> 00:38:41,329 ^ I can’t deny that what we’re looking 1034 00:38:41,329 --> 00:38:43,947 ^ at here is pretty darn interesting. 1035 00:38:43,947 --> 00:38:46,390 ^ The way that edges are smoothed over can 1036 00:38:46,390 --> 00:38:48,359 ^ at times give certain parts of the image 1037 00:38:48,359 --> 00:38:51,299 ^ a painted or smudged look, 1038 00:38:51,299 --> 00:38:53,180 ^ especially as characters or objects 1039 00:38:53,180 --> 00:38:54,819 ^ are farther from the camera. 1040 00:38:54,819 --> 00:38:57,220 ^ Output from the mCable is 1080p 1041 00:38:57,220 --> 00:39:00,289 ^ and some scaling artifacts may be visible. 1042 00:39:00,289 --> 00:39:02,480 ^ It also messes with color a bit… 1043 00:39:02,480 --> 00:39:04,059 ^ but what do you think? 1044 00:39:04,059 --> 00:39:06,379 ^ Is it an improvement overall? 1045 00:39:06,379 --> 00:39:08,308 ^ Again, remember that the source 1046 00:39:08,308 --> 00:39:10,439 ^ is still really low res, 1047 00:39:10,439 --> 00:39:13,107 ^ so even if much of the image looks smoother, 1048 00:39:13,107 --> 00:39:16,087 ^ you will still see plenty of of crawling edges… 1049 00:39:16,087 --> 00:39:18,408 ^ they’ll just look a bit different. 1050 00:39:20,071 --> 00:39:21,492 Of course the PS2 went through 1051 00:39:21,492 --> 00:39:23,921 numerous revisions over the course of its life, 1052 00:39:23,921 --> 00:39:25,801 but we’ve seen little evidence to support 1053 00:39:25,801 --> 00:39:28,532 significant visible variations in the quality 1054 00:39:28,532 --> 00:39:30,962 of video output from system to system. 1055 00:39:30,962 --> 00:39:33,291 ^ Comparing a relatively early unit 1056 00:39:33,291 --> 00:39:34,702 ^ to various other models, 1057 00:39:34,702 --> 00:39:36,111 ^ including Slim units, 1058 00:39:36,111 --> 00:39:39,132 ^ they all seem to perform similarly enough 1059 00:39:39,132 --> 00:39:41,600 ^ across various scenarios. 1060 00:39:41,600 --> 00:39:43,251 ^ The bigger considerations when it comes 1061 00:39:43,251 --> 00:39:46,362 ^ to choosing a PS2 system is reliability 1062 00:39:46,362 --> 00:39:48,381 ^ and hardware accuracy. 1063 00:39:48,381 --> 00:39:50,241 ^ The disc drives in launch window 1064 00:39:50,241 --> 00:39:52,501 ^ consoles have had a tendency to fail earlier, 1065 00:39:52,501 --> 00:39:55,830 ^ while 39-thousand and 50-thousand series systems 1066 00:39:55,830 --> 00:39:58,991 ^ have a reputation for still working like champs. 1067 00:39:58,991 --> 00:40:02,974 ^ Japan got a unique PS2 system called PSX, 1068 00:40:02,974 --> 00:40:06,361 ^ which includes some DVR and video editing functions, 1069 00:40:06,361 --> 00:40:09,991 ^ but sadly we’ve heard that they aren’t particularly reliable. 1070 00:40:09,991 --> 00:40:12,811 ^ There even exists an LCD TV 1071 00:40:12,811 --> 00:40:14,710 ^ with a PS2 built into it… 1072 00:40:14,710 --> 00:40:16,651 ^ sold only in Europe… 1073 00:40:16,651 --> 00:40:18,340 ^ at a budget price… 1074 00:40:18,340 --> 00:40:20,601 ^ in... 2010? 1075 00:40:20,601 --> 00:40:23,090 ^ it’s hard to believe it would be anything special, 1076 00:40:23,090 --> 00:40:25,681 ^ but sadly there’s not much of a feasible way 1077 00:40:25,681 --> 00:40:27,472 ^ for us to test one. 1078 00:40:27,472 --> 00:40:30,442 ^ Modding guru Voultar tells us that the first Slims, 1079 00:40:30,442 --> 00:40:31,988 ^ the 70-thousand series, 1080 00:40:31,988 --> 00:40:35,169 ^ are essentially perfect PS2s in miniature, 1081 00:40:35,169 --> 00:40:38,141 ^ the same chips as a 50-thousand series fat model, 1082 00:40:38,141 --> 00:40:40,856 ^ but on a radically consolidated mainboard. 1083 00:40:40,856 --> 00:40:42,211 ^ But soon after, 1084 00:40:42,211 --> 00:40:44,336 ^ Sony removed the main chip that handles 1085 00:40:44,336 --> 00:40:48,662 ^ PS1 backwards compatibility, the R3000, 1086 00:40:48,662 --> 00:40:51,649 ^ and replaced it with an emulated solution. 1087 00:40:51,649 --> 00:40:53,652 ^ The trouble is that not only does this 1088 00:40:53,652 --> 00:40:56,181 ^ make PS1 playback a bit less accurate, 1089 00:40:56,181 --> 00:40:59,510 ^ but PS2 games could also use the 1090 00:40:59,510 --> 00:41:02,110 ^ PS1 hardware for minor functions, 1091 00:41:02,110 --> 00:41:05,111 which means PS2 gameplay can be impacted 1092 00:41:05,111 --> 00:41:06,889 in some situations. 1093 00:41:06,889 --> 00:41:10,611 I’ve personally used a 90-thousand-1 Slim 1094 00:41:10,611 --> 00:41:12,331 quite a bit in recent years and never 1095 00:41:12,331 --> 00:41:15,091 encountered any obvious issues, 1096 00:41:15,091 --> 00:41:17,291 but it is something to keep in mind 1097 00:41:17,291 --> 00:41:19,470 if you’re a stickler for original hardware. 1098 00:41:28,204 --> 00:41:30,303 Sony went into the next generation thinking 1099 00:41:30,303 --> 00:41:31,806 they were unstoppable, 1100 00:41:31,806 --> 00:41:34,703 but were quickly humbled when consumers 1101 00:41:34,703 --> 00:41:38,085 showed that brand loyalty may not go quite as 1102 00:41:38,085 --> 00:41:41,694 far as five-hundred-ninety-nine US dollars. 1103 00:41:41,694 --> 00:41:42,952 At the time, 1104 00:41:42,952 --> 00:41:45,225 Sony considered visionary hardware design 1105 00:41:45,225 --> 00:41:46,953 and backwards compatibility 1106 00:41:46,953 --> 00:41:49,054 to be essential to its brand, 1107 00:41:49,054 --> 00:41:51,863 ^ so the PlayStation 3 launched with the 1108 00:41:51,863 --> 00:41:54,805 ^ PS2’s Emotion Engine CPU 1109 00:41:54,805 --> 00:41:57,863 ^ and graphics synthesizer on board. 1110 00:41:57,863 --> 00:42:00,015 PS2 game functions that were originally 1111 00:42:00,015 --> 00:42:02,758 handled by the PS1’s R3000 chip 1112 00:42:02,758 --> 00:42:06,113 were moved to the PS3’s Cell processor. 1113 00:42:06,113 --> 00:42:09,555 The PlayStation brand’s rehabilitation took years. 1114 00:42:09,555 --> 00:42:12,644 Lowering the cost of the PS3 was essential. 1115 00:42:12,644 --> 00:42:14,563 ^ The PS2 Emotion Engine was soon 1116 00:42:14,563 --> 00:42:16,414 ^ removed from the board, 1117 00:42:16,414 --> 00:42:19,143 ^ while the PS2 graphics synthesizer remained, 1118 00:42:19,143 --> 00:42:20,283 ^ for a time. 1119 00:42:20,283 --> 00:42:22,264 ^ Because CPU functions were now 1120 00:42:22,264 --> 00:42:24,524 ^ emulated by the Cell processor, 1121 00:42:24,524 --> 00:42:26,175 ^ these are sometimes called 1122 00:42:26,175 --> 00:42:28,596 ^ “software backwards compatible” 1123 00:42:28,596 --> 00:42:31,785 ^ or “partial-emulation” PS3s. 1124 00:42:31,785 --> 00:42:35,562 This was the only option when PS3 launched in Europe. 1125 00:42:35,562 --> 00:42:39,664 But PS2 backwards compatibility was not to last, 1126 00:42:39,664 --> 00:42:42,062 and the graphics synthesizer was removed, 1127 00:42:42,062 --> 00:42:43,495 once available stock of the 1128 00:42:43,495 --> 00:42:45,772 Metal Gear Solid 4 bundle dried up, 1129 00:42:45,772 --> 00:42:47,375 that was it. 1130 00:42:47,375 --> 00:42:50,273 Years later, after the slimmer redesign, 1131 00:42:50,273 --> 00:42:53,563 at a time when Sony was in a more comfortable position, 1132 00:42:53,563 --> 00:42:55,893 ^ they began to release PS2 Classics 1133 00:42:55,893 --> 00:42:57,755 ^ on the PlayStation Store, 1134 00:42:57,755 --> 00:43:00,784 ^ all thanks to a newly-developed PS2 emulator 1135 00:43:00,784 --> 00:43:04,786 ^ that could run entirely in software on any PS3, 1136 00:43:04,786 --> 00:43:07,824 For the systems that do support PS2 discs, 1137 00:43:07,824 --> 00:43:11,253 compatibility is not bad, broadly speaking... 1138 00:43:11,253 --> 00:43:13,694 although peculiar issues can crop up 1139 00:43:13,694 --> 00:43:16,192 in games that otherwise seem to work. 1140 00:43:16,201 --> 00:43:17,773 We’ll have to leave it to you to research 1141 00:43:17,773 --> 00:43:20,061 game-by-game compatibility issues 1142 00:43:20,061 --> 00:43:21,554 across console revisions, 1143 00:43:21,554 --> 00:43:23,852 but what we can do is give you an idea 1144 00:43:23,852 --> 00:43:26,441 of what kind of picture quality to expect when 1145 00:43:26,441 --> 00:43:28,191 it does work. 1146 00:43:29,384 --> 00:43:30,391 For starters, 1147 00:43:30,391 --> 00:43:31,834 let’s take a look at how things work 1148 00:43:31,834 --> 00:43:34,622 when you’re using digital output with HDMI. 1149 00:43:34,622 --> 00:43:36,272 Keep in mind that while the games 1150 00:43:36,272 --> 00:43:38,483 can be upscaled to HD, 1151 00:43:38,483 --> 00:43:41,681 the rendering resolution remains unchanged, 1152 00:43:41,681 --> 00:43:46,120 which means most games run internally at 480i, 1153 00:43:46,120 --> 00:43:48,091 and the PS3 system performs 1154 00:43:48,091 --> 00:43:49,902 its own deinterlace. 1155 00:43:49,902 --> 00:43:52,622 The results are generally pretty solid, 1156 00:43:52,622 --> 00:43:53,841 but as usual, 1157 00:43:53,841 --> 00:43:56,910 you might catch a deinterlacing error here and there. 1158 00:43:56,910 --> 00:43:59,702 When you activate a game’s native 480p mode, 1159 00:43:59,702 --> 00:44:02,171 the system outputs 480p instead 1160 00:44:02,171 --> 00:44:04,057 of doing its own upscale. 1161 00:44:04,057 --> 00:44:05,209 In the system menu, 1162 00:44:05,209 --> 00:44:07,074 you can go to Game Settings 1163 00:44:07,074 --> 00:44:08,651 to set your preferred defaults. 1164 00:44:09,391 --> 00:44:10,520 Under Upscaler, 1165 00:44:10,520 --> 00:44:12,921 “Normal” displays a 4:3 image 1166 00:44:12,921 --> 00:44:16,690 with upscaled output in 720p, 1080p, 1167 00:44:16,690 --> 00:44:18,372 or whatever resolution you have 1168 00:44:18,372 --> 00:44:20,372 your PS3 system set for. 1169 00:44:20,372 --> 00:44:24,000 “Full Screen” stretches the image to 16 by 9, 1170 00:44:24,000 --> 00:44:26,210 so it’s only really useful if you’re using 1171 00:44:26,210 --> 00:44:28,401 a game’s widescreen mode. 1172 00:44:28,401 --> 00:44:31,761 “Off” overrides the PS3 system resolution 1173 00:44:31,761 --> 00:44:34,592 and instead displays in 480p. 1174 00:44:34,592 --> 00:44:37,369 As for the Smoothing settings, 1175 00:44:37,369 --> 00:44:40,783 well, that is what’s most interesting here. 1176 00:44:40,783 --> 00:44:42,371 ^ With Smoothing “Off,” 1177 00:44:42,371 --> 00:44:44,552 ^ the results are just about what you’d expect, 1178 00:44:44,552 --> 00:44:46,360 ^ it’s similar to the best results we can manage 1179 00:44:46,360 --> 00:44:48,291 ^ to get with RGB to the Framemeister 1180 00:44:48,291 --> 00:44:50,304 ^ from a real PS2. 1181 00:44:50,315 --> 00:44:53,044 So what happens when you turn Smoothing “On”? 1182 00:44:53,044 --> 00:44:54,024 Amazingly, 1183 00:44:54,024 --> 00:44:56,756 I’d say it cleans up the image considerably, 1184 00:44:56,756 --> 00:45:00,094 ^ aliased edges are smoothed over reasonably well, 1185 00:45:00,094 --> 00:45:01,912 ^ and there appears to be absolutely 1186 00:45:01,912 --> 00:45:04,033 ^ no sharpness penalty. 1187 00:45:04,033 --> 00:45:06,462 ^ Personally, I can’t see any reason to NOT 1188 00:45:06,462 --> 00:45:08,012 ^ use the Smoothing function, 1189 00:45:08,012 --> 00:45:10,183 ^ and I believe it offers a tangibly 1190 00:45:10,183 --> 00:45:13,362 ^ improved image over Framemeister scaling. 1191 00:45:13,362 --> 00:45:16,234 But do launch window PS3 consoles 1192 00:45:16,234 --> 00:45:18,290 and partial-emulation consoles 1193 00:45:18,290 --> 00:45:20,910 produce the same visual results? 1194 00:45:20,914 --> 00:45:23,803 The answer turns out to be, “not quite. 1195 00:45:24,630 --> 00:45:26,688 ”For one, partial-emulation systems 1196 00:45:26,688 --> 00:45:29,148 turn in a wider aspect ratio, 1197 00:45:29,148 --> 00:45:31,853 ^ some circular objects appear more round, 1198 00:45:31,853 --> 00:45:33,863 ^ but we’re not positive whether it would 1199 00:45:33,863 --> 00:45:35,703 ^ be considered more accurate. 1200 00:45:35,703 --> 00:45:38,007 With Smoothing “Off,” results between 1201 00:45:38,007 --> 00:45:40,460 consoles otherwise appear similar. 1202 00:45:40,460 --> 00:45:42,460 ^ But the most interesting thing is that for the 1203 00:45:42,460 --> 00:45:43,899 ^ partial emulation system, 1204 00:45:43,899 --> 00:45:45,349 ^ turning Smoothing “On” 1205 00:45:45,349 --> 00:45:47,690 ^ seems to make the image appear not only cleaner, 1206 00:45:47,690 --> 00:45:49,710 ^ but also crisper. 1207 00:45:49,710 --> 00:45:51,857 ^ The launch system’s result tackles 1208 00:45:51,857 --> 00:45:54,279 ^ aliasing a bit more comprehensively, 1209 00:45:54,279 --> 00:45:56,959 ^ but both offer what is in my opinion 1210 00:45:56,959 --> 00:45:58,901 ^ a clear visual improvement. 1211 00:45:58,901 --> 00:46:00,032 Do mind, 1212 00:46:00,032 --> 00:46:02,851 it still looks rather jagged and low resolution. 1213 00:46:02,851 --> 00:46:04,671 Don’t expect a miracle here, 1214 00:46:04,671 --> 00:46:06,992 but it’s still very well done, 1215 00:46:06,992 --> 00:46:09,854 and is arguably the best visual representation 1216 00:46:09,854 --> 00:46:12,770 that you can get on a high definition display 1217 00:46:12,770 --> 00:46:15,972 when using some form of real PS2 hardware, 1218 00:46:15,972 --> 00:46:18,879 incomplete as it may be. 1219 00:46:18,879 --> 00:46:22,248 Or… can you go one step further? 1220 00:46:22,248 --> 00:46:23,570 With the aforementioned 1221 00:46:23,570 --> 00:46:25,234 ^ mCable Gaming Edition, 1222 00:46:25,234 --> 00:46:27,691 ^ combined with the PS3’s smoothing function, 1223 00:46:27,691 --> 00:46:29,622 ^ we found some pretty neat results in 1224 00:46:29,622 --> 00:46:33,141 ^ PS2 games when the system was set for 480p. 1225 00:46:33,141 --> 00:46:35,773 This is certainly not convenient or practical, 1226 00:46:35,773 --> 00:46:39,382 and not all of the mCables effects are good... 1227 00:46:39,382 --> 00:46:41,662 but it’s certainly interesting to consider 1228 00:46:41,662 --> 00:46:43,501 what might be possible if you were 1229 00:46:43,501 --> 00:46:45,960 to take things this far. 1230 00:46:45,960 --> 00:46:50,151 Of course the PS3 can also output analog video, 1231 00:46:50,151 --> 00:46:51,292 and visually, 1232 00:46:51,292 --> 00:46:52,399 you should expect 1233 00:46:52,425 --> 00:46:54,773 pretty similar results to a real PS2. 1234 00:46:54,773 --> 00:46:55,918 Composite, 1235 00:46:55,918 --> 00:46:56,794 S-video, 1236 00:46:56,794 --> 00:46:57,623 component, 1237 00:46:57,623 --> 00:46:58,635 and RGB, 1238 00:46:58,635 --> 00:47:01,294 including sync-on-green for higher resolutions, 1239 00:47:01,294 --> 00:47:03,244 are all supported. 1240 00:47:03,244 --> 00:47:05,205 ^ The Smoothing function is once again 1241 00:47:05,205 --> 00:47:07,725 ^ the secret sauce for improved image 1242 00:47:07,725 --> 00:47:09,694 ^ quality on CRTs too, 1243 00:47:09,694 --> 00:47:11,373 ^ once again showing less apparent 1244 00:47:11,373 --> 00:47:14,303 ^ aliasing compared to a real PS2, 1245 00:47:14,303 --> 00:47:17,873 ^ while not negatively impacting overall sharpness. 1246 00:47:17,873 --> 00:47:19,234 But unfortunately, 1247 00:47:19,234 --> 00:47:21,921 there is simply no way that the PS3 1248 00:47:21,921 --> 00:47:23,973 can output 240p, 1249 00:47:23,973 --> 00:47:25,556 meaning that when connected 1250 00:47:25,556 --> 00:47:27,423 to a standard definition TV, 1251 00:47:27,423 --> 00:47:30,526 PS1 and PS2 games that are 240p 1252 00:47:30,526 --> 00:47:33,295 will unfortunately be interlaced. 1253 00:47:33,295 --> 00:47:35,668 Also, despite what Wikipedia might say, 1254 00:47:35,668 --> 00:47:37,720 we had good luck with using Guncon 2s 1255 00:47:37,720 --> 00:47:40,223 on full-hardware as well as 1256 00:47:40,223 --> 00:47:43,662 partial-emulation PS3 consoles. 1257 00:47:43,662 --> 00:47:46,082 Here’s a fun trick we learned from 1258 00:47:46,082 --> 00:47:47,851 Bob of Retro RGB, 1259 00:47:47,851 --> 00:47:50,453 If you’re a fan of VGA computer monitors, 1260 00:47:50,453 --> 00:47:52,072 you can buy this inexpensive 1261 00:47:52,072 --> 00:47:55,294 HDMI to VGA adapter on Amazon. 1262 00:47:55,294 --> 00:47:57,723 Set your PS3 for 480p, 1263 00:47:57,723 --> 00:47:59,353 and you’re good to go. 1264 00:47:59,353 --> 00:48:01,043 Having said all this, 1265 00:48:01,043 --> 00:48:03,254 do we recommend backwards compatible 1266 00:48:03,254 --> 00:48:06,402 PS3 systems as the ultimate way to play 1267 00:48:06,402 --> 00:48:09,393 your PS2 disc games on an original hardware 1268 00:48:09,393 --> 00:48:12,316 or semi-original-hardware solution? 1269 00:48:12,316 --> 00:48:15,269 Well, it’s up to you whether it’s worth the risk. 1270 00:48:15,300 --> 00:48:17,712 Game accuracy varies wildly, 1271 00:48:17,712 --> 00:48:20,573 especially on partial-emulation consoles, 1272 00:48:20,573 --> 00:48:23,741 ^ and then there’s the Yellow Light of Death. 1273 00:48:23,741 --> 00:48:25,982 ^ It may not be as iconic as the 1274 00:48:25,982 --> 00:48:28,605 ^ Xbox 360 Red Ring of Death, 1275 00:48:28,605 --> 00:48:32,531 ^ but these fat PS3s are still not necessarily 1276 00:48:32,531 --> 00:48:35,056 ^ the most reliable consoles ever made. 1277 00:48:35,056 --> 00:48:37,569 I had to have my own Metal Gear Solid 4 1278 00:48:37,569 --> 00:48:39,861 bundle system replaced by Sony with 1279 00:48:39,861 --> 00:48:43,171 a refurb after two to three years of use, 1280 00:48:43,171 --> 00:48:46,010 and I now primarily use a Slim model just 1281 00:48:46,010 --> 00:48:48,860 because it feels like a safer long-term bet. 1282 00:48:48,860 --> 00:48:50,341 And anecdotally, 1283 00:48:50,341 --> 00:48:52,340 friends who have tried to have so-called 1284 00:48:52,340 --> 00:48:55,731 repair services fix their dead fat PS3s 1285 00:48:55,731 --> 00:48:58,932 have not had lasting success. 1286 00:48:58,932 --> 00:49:01,620 There is also of course the question of lag. 1287 00:49:01,620 --> 00:49:04,280 Our tests lead us to believe that there is no 1288 00:49:04,280 --> 00:49:05,943 difference between full hardware and partial 1289 00:49:05,943 --> 00:49:08,690 emulation PS3 consoles in this regard, 1290 00:49:08,690 --> 00:49:11,570 and that Smoothing has no effect on lag. 1291 00:49:11,570 --> 00:49:14,530 ^ However, analog output to a CRT appears 1292 00:49:14,530 --> 00:49:17,574 ^ to be not as responsive as a real PS2, 1293 00:49:17,574 --> 00:49:19,652 ^ although more technical testing should be 1294 00:49:19,652 --> 00:49:22,941 ^ done before drawing firm conclusions. 1295 00:49:22,941 --> 00:49:24,732 We have to give a big big thank you to 1296 00:49:24,732 --> 00:49:27,152 My Life in Gaming viewer Scott Davis for letting 1297 00:49:27,152 --> 00:49:30,600 us borrow his launch PS3 for this episode. 1298 00:49:30,600 --> 00:49:33,211 Scott also wanted us to let you know that if 1299 00:49:33,211 --> 00:49:36,532 you enjoy digital audio formats like DTS, 1300 00:49:36,532 --> 00:49:40,880 they will not work over HDMI while playing PS2 games, 1301 00:49:40,880 --> 00:49:42,981 SSX3, for example. 1302 00:49:42,981 --> 00:49:45,132 You’ll just have to choose a different audio 1303 00:49:45,132 --> 00:49:47,704 mode or else you won’t hear anything at all… 1304 00:49:47,704 --> 00:49:50,341 or connect with an optical audio cable. 1305 00:49:52,364 --> 00:49:54,568 As for the PS2 Classics that can be purchased 1306 00:49:54,568 --> 00:49:57,387 and and downloaded for play on any PS3 1307 00:49:57,387 --> 00:49:59,839 system via full software emulation... 1308 00:49:59,839 --> 00:50:02,639 again, don’t expect a bump to HD. 1309 00:50:02,639 --> 00:50:04,917 The emulator’s setup may vary on a 1310 00:50:04,917 --> 00:50:06,969 game-by-game basis, for instance, 1311 00:50:06,969 --> 00:50:09,036 ^ the lack of deinterlacing errors in 1312 00:50:09,036 --> 00:50:10,420 ^ Contra Shattered Soldier 1313 00:50:10,420 --> 00:50:13,188 ^ suggests an internally forced 480p, 1314 00:50:13,188 --> 00:50:16,549 ^ but this is not the case with Maximo. 1315 00:50:16,549 --> 00:50:18,839 ^ Compared to the 1080p output of 1316 00:50:18,839 --> 00:50:20,809 ^ hardware-based backwards compatibility, 1317 00:50:20,809 --> 00:50:23,063 ^ the maximum upscale for PS2 Classics 1318 00:50:23,063 --> 00:50:25,209 ^ tops off at 720p. 1319 00:50:25,209 --> 00:50:27,997 ^ Unpleasing scaling issues can crop up, 1320 00:50:27,997 --> 00:50:30,238 ^ like the jagged text box edge that simply 1321 00:50:30,238 --> 00:50:32,239 ^ isn’t visible with any other method 1322 00:50:32,239 --> 00:50:33,999 ^ of playing Persona 4. 1323 00:50:33,999 --> 00:50:36,550 And while this may not fairly represent 1324 00:50:36,550 --> 00:50:38,288 PS2 Classics as a whole, 1325 00:50:38,288 --> 00:50:40,459 this obvious visual glitch in the first scene 1326 00:50:40,459 --> 00:50:42,288 leaves a bad impression. 1327 00:50:42,288 --> 00:50:45,808 The PS3’s PS2 Classics library does include 1328 00:50:45,808 --> 00:50:47,917 a handful of fan-pleasing favorites… 1329 00:50:47,917 --> 00:50:50,611 but the overall selection is too spotty to 1330 00:50:50,611 --> 00:50:54,243 seriously consider as a PS2 replacement. 1331 00:50:54,243 --> 00:50:56,389 ^ Homebrew hacks have made it possible 1332 00:50:56,389 --> 00:51:01,178 ^ to inject your own PS1 and PS2 disc images 1333 00:51:01,178 --> 00:51:03,245 ^ into your PS3 hard drive to play 1334 00:51:03,245 --> 00:51:05,149 ^ via software emulation… 1335 00:51:05,149 --> 00:51:07,769 ^ the finer specifics of which aren’t really 1336 00:51:07,769 --> 00:51:09,488 ^ a topic we’re interested in exploring 1337 00:51:09,488 --> 00:51:11,107 ^ too deeply for this episode, 1338 00:51:11,107 --> 00:51:13,569 ^ because it sounds like compatibility is a serious issue. 1339 00:51:13,569 --> 00:51:15,491 As a bit of an aside to finish up 1340 00:51:15,491 --> 00:51:17,418 our discussion on the PS3, 1341 00:51:17,418 --> 00:51:20,009 don’t forget that all PS3 systems 1342 00:51:20,009 --> 00:51:23,439 can play PS1 discs via emulation. 1343 00:51:23,439 --> 00:51:26,210 This functionality was never removed 1344 00:51:26,210 --> 00:51:28,828 ^ from any version of the PlayStation 3. 1345 00:51:28,828 --> 00:51:30,259 ^ For more information, 1346 00:51:30,259 --> 00:51:32,929 ^ watch RGB 206. 1347 00:51:37,668 --> 00:51:40,339 - Sony took a very different approach 1348 00:51:40,339 --> 00:51:42,211 to the design of the PlayStation 4, 1349 00:51:42,211 --> 00:51:44,718 resulting is an impressively optimized but 1350 00:51:44,718 --> 00:51:47,510 ultimately very “normal” PC-like architecture. 1351 00:51:47,510 --> 00:51:50,958 Given the very particular design of the PS3 Cell CPU, 1352 00:51:50,958 --> 00:51:53,297 backwards compatibility was ruled out. 1353 00:51:53,297 --> 00:51:57,058 Sony also omitted PS2 and even PS1 emulation, 1354 00:51:57,058 --> 00:51:59,885 marking a sharp turn from PlayStation tradition. 1355 00:51:59,885 --> 00:52:01,500 But in late 2015, 1356 00:52:01,500 --> 00:52:02,748 Sony began to trickle out 1357 00:52:02,762 --> 00:52:05,678 digital downloads of PS2 Classics for PS4, 1358 00:52:05,678 --> 00:52:07,557 running on a new software emulator. 1359 00:52:08,322 --> 00:52:09,564 There are a number of benefits 1360 00:52:09,564 --> 00:52:11,813 over the PS3’s PS2 Classics. 1361 00:52:11,813 --> 00:52:12,762 ^ Most obviously, 1362 00:52:12,762 --> 00:52:14,562 ^ the internal render resolution has been 1363 00:52:14,562 --> 00:52:16,201 ^ increased very noticeably, 1364 00:52:16,201 --> 00:52:18,542 ^ although perhaps not as much as you might hope. 1365 00:52:18,562 --> 00:52:19,882 ^ According to Digital Foundry, 1366 00:52:19,882 --> 00:52:22,045 ^ it’s just north of 720p. 1367 00:52:22,045 --> 00:52:23,664 For the purposes of viewing 1368 00:52:23,664 --> 00:52:25,123 on a high resolution display, 1369 00:52:25,123 --> 00:52:26,943 it’s hard to deny that this is visually 1370 00:52:26,943 --> 00:52:28,863 an improvement over PS2 hardware, 1371 00:52:28,863 --> 00:52:32,634 but aliasing issues hold it back from a more ideal presentation. 1372 00:52:32,634 --> 00:52:34,473 Digital Foundry’s framerate analysis 1373 00:52:34,473 --> 00:52:36,193 shows very interesting results, 1374 00:52:36,193 --> 00:52:38,193 with the emulations on PS4 typically 1375 00:52:38,193 --> 00:52:40,604 performing better than original PS2 hardware, 1376 00:52:40,604 --> 00:52:42,093 but definitely don’t expect perfectly 1377 00:52:42,093 --> 00:52:44,263 smooth results by any means, 1378 00:52:44,263 --> 00:52:46,464 even with Boost Mode on PS4 Pro. 1379 00:52:46,464 --> 00:52:48,657 Also note that we’ve heard about 50Hz issues 1380 00:52:48,657 --> 00:52:50,342 on PAL region releases. 1381 00:52:50,342 --> 00:52:51,885 ^ As always with emulation, 1382 00:52:51,885 --> 00:52:53,945 ^ you aren’t going to get a perfect recreation 1383 00:52:53,945 --> 00:52:55,174 ^ of every effect. 1384 00:52:55,174 --> 00:52:57,155 ^ Other issues may also arise, 1385 00:52:57,155 --> 00:52:58,603 like the occasional audio stutters we heard 1386 00:52:58,603 --> 00:52:59,789 in Rogue Galaxy. 1387 00:52:59,818 --> 00:53:01,408 You could also make an argument that 1388 00:53:01,408 --> 00:53:04,169 higher-res 3D graphics don’t blend so well 1389 00:53:04,169 --> 00:53:06,957 with the original 2D assets or a level of detail 1390 00:53:06,957 --> 00:53:08,298 that was originally designed 1391 00:53:08,298 --> 00:53:10,079 for standard definition TVs… 1392 00:53:10,079 --> 00:53:12,628 making for a less cohesive presentation. 1393 00:53:12,628 --> 00:53:14,050 I mean, yeah it’s great to see some 1394 00:53:14,050 --> 00:53:15,552 of these games get a re-release, 1395 00:53:15,552 --> 00:53:17,958 but there are also some strange choices… 1396 00:53:17,958 --> 00:53:20,901 ^ for example, Jak & Daxter ironically enough 1397 00:53:20,901 --> 00:53:23,189 ^ has a proper HD port for PS3, 1398 00:53:23,189 --> 00:53:25,108 ^ and the emulated version on PS4 1399 00:53:25,108 --> 00:53:26,928 ^ just doesn’t feel as clean. 1400 00:53:30,228 --> 00:53:31,562 Speaking of HD ports, 1401 00:53:31,562 --> 00:53:33,278 while they have plenty of detractors, 1402 00:53:33,278 --> 00:53:35,143 it’s been one of our favorite gaming trends. 1403 00:53:35,152 --> 00:53:36,823 With modern games having so much going 1404 00:53:36,823 --> 00:53:38,495 on and assaulting your eyes 1405 00:53:38,495 --> 00:53:40,132 with so many granular details, 1406 00:53:40,132 --> 00:53:42,132 sometimes a good old PS2 game 1407 00:53:42,132 --> 00:53:44,192 in high resolution is just the break you need. 1408 00:53:44,192 --> 00:53:45,451 When properly handled, 1409 00:53:45,451 --> 00:53:48,273 HD ports, or “remasters” if you prefer, 1410 00:53:48,273 --> 00:53:50,651 have more potential than straight-up emulation 1411 00:53:50,651 --> 00:53:51,933 because the developer can go back 1412 00:53:51,933 --> 00:53:53,374 and tune the game to suit the 1413 00:53:53,374 --> 00:53:55,073 new hardware that it’s running on. 1414 00:53:55,073 --> 00:53:57,034 A higher level of detail can be pushed farther out, 1415 00:53:57,034 --> 00:53:59,604 and the highest resolution textures 1416 00:53:59,604 --> 00:54:01,123 available might be implemented, 1417 00:54:01,123 --> 00:54:03,033 ^ or even redrawn in some cases, 1418 00:54:03,061 --> 00:54:04,012 ^ At this point, 1419 00:54:04,012 --> 00:54:05,685 ^ it’s pretty much expected that character models 1420 00:54:05,685 --> 00:54:07,242 ^ will be at least moderately revamped 1421 00:54:07,242 --> 00:54:08,873 ^ with a higher polygon count. 1422 00:54:08,873 --> 00:54:12,283 FMV renders can be given more refined upscales, 1423 00:54:12,283 --> 00:54:13,982 and additional lighting and other effects 1424 00:54:13,982 --> 00:54:15,753 are sometimes implemented to 1425 00:54:15,753 --> 00:54:17,501 make it all look a touch more modern. 1426 00:54:17,501 --> 00:54:19,223 And very often framerates are optimized for 1427 00:54:19,223 --> 00:54:21,753 much better stability than the original versions, 1428 00:54:21,753 --> 00:54:23,281 ^ or in some instances you might even get 1429 00:54:23,281 --> 00:54:25,351 ^ a leap from a target of 30 frames per second 1430 00:54:25,351 --> 00:54:27,283 ^ to 60 frames per second... 1431 00:54:27,283 --> 00:54:28,712 ^ although 30 frames is sometimes 1432 00:54:28,712 --> 00:54:30,500 ^ too intertwined with a game’s original code 1433 00:54:30,500 --> 00:54:32,753 ^ to feasibly tamper with it. 1434 00:54:32,753 --> 00:54:34,641 ^ Remasters on PS3 tend to run between 1435 00:54:34,641 --> 00:54:36,903 ^ 720p and 1080p, 1436 00:54:36,903 --> 00:54:38,671 while Kingdom Hearts and Kingdom Hearts II 1437 00:54:38,671 --> 00:54:41,503 have managed to push a native 4K resolution 1438 00:54:41,503 --> 00:54:43,810 at 60 frames per second on PS4 Pro! 1439 00:54:43,826 --> 00:54:45,615 Some studios, like Bluepoint Games, 1440 00:54:45,615 --> 00:54:47,237 have even built an entire business 1441 00:54:47,237 --> 00:54:48,958 around handling high quality conversions 1442 00:54:48,958 --> 00:54:50,980 of games from earlier generations. 1443 00:54:51,001 --> 00:54:53,280 Now, they aren’t all good, 1444 00:54:53,280 --> 00:54:55,381 some HD ports are infamously bad, 1445 00:54:55,381 --> 00:54:57,879 the Silent Hill HD Collection for example, 1446 00:54:57,879 --> 00:54:59,851 while others are pretty no-frills, 1447 00:54:59,851 --> 00:55:01,830 but at least technically sound. 1448 00:55:01,830 --> 00:55:03,849 There's something to be said for the idea 1449 00:55:03,849 --> 00:55:05,566 that this reduces the technical artistry 1450 00:55:05,566 --> 00:55:07,250 that went into many of these games... 1451 00:55:07,250 --> 00:55:09,089 which were so tightly designed around 1452 00:55:09,089 --> 00:55:11,179 the PS2 hardware and pushed it beyond 1453 00:55:11,179 --> 00:55:13,235 what anyone would have believed it's limits were. 1454 00:55:13,235 --> 00:55:15,905 Luckily it feels like a very significant portion 1455 00:55:15,916 --> 00:55:17,735 of the PS2’s most iconic games 1456 00:55:17,735 --> 00:55:19,668 have already been properly remastered, 1457 00:55:19,668 --> 00:55:21,335 sometimes with multiple ports already. 1458 00:55:21,335 --> 00:55:23,516 But what if you want to see what 1459 00:55:23,516 --> 00:55:25,290 Dragon Quest VIII looks like in HD? 1460 00:55:25,290 --> 00:55:28,286 Seriously, why does this still have no HD version? 1461 00:55:28,286 --> 00:55:29,408 Well obviously, 1462 00:55:29,408 --> 00:55:31,859 we’re talking about emulating PS2 games on your PC. 1463 00:55:38,559 --> 00:55:41,045 Emulation is changing every day thanks 1464 00:55:41,055 --> 00:55:42,865 to dedicated communities that have worked 1465 00:55:42,865 --> 00:55:44,489 some really impressive magic. 1466 00:55:44,489 --> 00:55:45,504 That said, 1467 00:55:45,504 --> 00:55:47,773 we aren’t super tuned into the scene ourselves, 1468 00:55:47,773 --> 00:55:49,334 and don’t want to pretend we are. 1469 00:55:49,356 --> 00:55:50,809 The particulars of emulation 1470 00:55:50,809 --> 00:55:52,768 could fill entire videos themselves, 1471 00:55:52,768 --> 00:55:55,236 which is better left to the real emulation experts, 1472 00:55:55,236 --> 00:55:57,068 so this is just a quick look. 1473 00:55:57,068 --> 00:55:58,838 In the world of PS2 emulation, 1474 00:55:58,838 --> 00:56:02,108 PCSX2 seems to be the biggest game in town. 1475 00:56:02,108 --> 00:56:05,238 It’s open source and completely legal in and of itself. 1476 00:56:05,238 --> 00:56:08,029 ^ It does require the PlayStation 2 BIOS to run, 1477 00:56:08,029 --> 00:56:09,916 ^ which they can’t legally distribute, 1478 00:56:09,916 --> 00:56:11,408 ^ but they do provide you with the tools 1479 00:56:11,408 --> 00:56:12,964 ^ to extract your the BIOS from 1480 00:56:12,964 --> 00:56:14,989 ^ your own PS2 console via homebrew. 1481 00:56:14,989 --> 00:56:17,366 Typical of emulators for disc-based consoles, 1482 00:56:17,366 --> 00:56:19,175 you can run your own copies of the game 1483 00:56:19,175 --> 00:56:20,935 straight from your DVD drive. 1484 00:56:20,950 --> 00:56:22,989 PCSX2 seems to have brought the state 1485 00:56:22,989 --> 00:56:25,671 of PS2 emulation to a much higher level 1486 00:56:25,671 --> 00:56:26,991 in recent years. 1487 00:56:26,991 --> 00:56:28,870 They tout very high compatibility, 1488 00:56:28,870 --> 00:56:30,441 easy controller support, 1489 00:56:30,441 --> 00:56:32,566 resolutions beyond 4K, 1490 00:56:32,566 --> 00:56:34,581 and plenty of graphics options. 1491 00:56:34,581 --> 00:56:36,557 It can’t always match the developer’s touch 1492 00:56:36,557 --> 00:56:37,989 of refinement when compared against 1493 00:56:37,989 --> 00:56:39,720 ^ the best official HD ports, 1494 00:56:39,720 --> 00:56:41,463 ^ but the appeal of raw resolution 1495 00:56:41,463 --> 00:56:43,389 ^ and the ability to hack, edit, 1496 00:56:43,389 --> 00:56:46,236 ^ and tinker might be just the thing for a lot of people. 1497 00:56:50,826 --> 00:56:52,096 - Final Fantasy. 1498 00:56:52,103 --> 00:56:53,097 Metal Gear. 1499 00:56:53,097 --> 00:56:54,270 Devil May Cry. 1500 00:56:54,270 --> 00:56:55,354 Rachet & Clank. 1501 00:56:55,354 --> 00:56:56,454 Kingdom Hearts. 1502 00:56:56,454 --> 00:56:57,434 God of War. 1503 00:56:57,434 --> 00:56:58,463 Okami. 1504 00:56:58,463 --> 00:56:59,375 Persona. 1505 00:56:59,375 --> 00:57:00,974 Shadow of the Colossus. 1506 00:57:00,974 --> 00:57:04,693 All just a few of the iconic PlayStation 2 titles 1507 00:57:04,693 --> 00:57:07,723 at the base of its incredible legacy, 1508 00:57:07,723 --> 00:57:09,648 but they are all also games that, 1509 00:57:09,648 --> 00:57:10,583 since then, 1510 00:57:10,583 --> 00:57:13,693 you’ve been able to play on more advanced platforms. 1511 00:57:13,693 --> 00:57:17,303 But those games are far from the whole PS2 story. 1512 00:57:17,303 --> 00:57:20,515 The PS2 is a treasure trove of cult classics, 1513 00:57:20,515 --> 00:57:21,823 hidden gems, 1514 00:57:21,823 --> 00:57:23,723 wonderfully weird experiments 1515 00:57:23,723 --> 00:57:25,863 that we can’t believe were actually made, 1516 00:57:25,863 --> 00:57:27,764 and that one dumb game you used to play 1517 00:57:27,764 --> 00:57:29,009 with your friends that probably 1518 00:57:29,009 --> 00:57:30,673 no one else cares about. 1519 00:57:30,673 --> 00:57:33,263 The PS2 has one of the broadest libraries 1520 00:57:33,263 --> 00:57:34,936 in gaming history. 1521 00:57:34,962 --> 00:57:36,686 Is the PS2 retro yet? 1522 00:57:36,686 --> 00:57:39,119 Or do you think it’s still kind of modern? 1523 00:57:39,119 --> 00:57:42,028 Was the PS2 your main console in college? 1524 00:57:42,028 --> 00:57:44,117 What you had as a little kid? 1525 00:57:44,117 --> 00:57:45,007 Your introduction to 1526 00:57:45,007 --> 00:57:47,767 the wide world of online gaming? 1527 00:57:47,767 --> 00:57:49,407 Whatever your reason for revisiting 1528 00:57:49,407 --> 00:57:50,887 the PS2 library 1529 00:57:50,887 --> 00:57:53,098 (or checking it out for the first time), 1530 00:57:53,098 --> 00:57:55,127 whether on an original console 1531 00:57:55,127 --> 00:57:57,248 in composite or component, 1532 00:57:57,248 --> 00:58:00,409 on a CRT, an HDTV, a 4K TV, 1533 00:58:00,409 --> 00:58:03,955 a PS3, a PS4, your computer, whatever, 1534 00:58:03,955 --> 00:58:05,659 no matter how you play 1535 00:58:05,670 --> 00:58:08,516 the PS2's greatest strength will always be... 1536 00:58:08,516 --> 00:58:11,106 that is has something for everyone! 1537 00:58:46,935 --> 00:58:49,944 ^ (Subtitling done by Jordan "Link584")