WEBVTT 00:00:00.094 --> 00:00:02.103 - In the mid-nineties, 00:00:02.103 --> 00:00:04.609 it might’ve seemed unlikely that a newcomer to 00:00:04.609 --> 00:00:06.783 the video game hardware business could 00:00:06.783 --> 00:00:09.548 achieve so much success that it would vastly 00:00:09.548 --> 00:00:12.137 overshadow all competitors in sales, 00:00:12.137 --> 00:00:14.367 in all regions worldwide, 00:00:14.367 --> 00:00:15.918 becoming, at the time, 00:00:15.918 --> 00:00:18.424 the best-selling console ever. 00:00:18.424 --> 00:00:20.552 As the major players began to prepare 00:00:20.552 --> 00:00:22.355 for a new console generation, 00:00:22.355 --> 00:00:24.704 expectations were especially high for 00:00:24.704 --> 00:00:28.670 Sony’s vision of gaming in a new century. 00:00:28.696 --> 00:00:30.352 ^ The PlayStation 2 went on to sell 00:00:30.352 --> 00:00:32.135 ^ even more than its predecessor, 00:00:32.135 --> 00:00:34.651 ^ which means there are a lot of PS2 systems, 00:00:34.651 --> 00:00:36.365 a lot of PS2 games, 00:00:36.365 --> 00:00:38.619 and a lot of PS2 fans. 00:00:38.619 --> 00:00:41.630 But TV technology is very different from 00:00:41.630 --> 00:00:44.902 what it was at the height of the PS2’s popularity, 00:00:44.902 --> 00:00:47.405 and nowadays people are often disappointed 00:00:47.405 --> 00:00:49.727 by their favorite games looking a lot worse 00:00:49.727 --> 00:00:51.061 than they remember. 00:00:51.061 --> 00:00:54.903 ^ So, how to get a better experience with your PlayStation 2? 00:00:54.903 --> 00:00:57.280 Welcome to RGB 210. 00:00:57.280 --> 00:01:00.405 (Theme Music) 00:01:22.197 --> 00:01:24.133 - Sony released the PlayStation 2 00:01:24.150 --> 00:01:26.402 in Japan in March of 2000, 00:01:26.402 --> 00:01:28.484 and in other regions later that year. 00:01:28.484 --> 00:01:29.614 ^ In addition to its games, 00:01:29.614 --> 00:01:31.911 ^ the PS2’s popularity was bolstered 00:01:31.911 --> 00:01:33.742 ^ by its support of DVD movies, 00:01:33.742 --> 00:01:35.161 hitting at just the right time to push 00:01:35.161 --> 00:01:37.066 the format into mass popularity. 00:01:37.066 --> 00:01:39.317 The console’s DVD drive also meant that 00:01:39.317 --> 00:01:41.290 games could contain more high-quality sound, 00:01:41.290 --> 00:01:42.477 full motion video, 00:01:42.477 --> 00:01:43.875 and other bits of game data than 00:01:43.875 --> 00:01:45.610 any other console that had come before, 00:01:45.610 --> 00:01:47.822 although some games were still printed on CDs, 00:01:47.822 --> 00:01:50.722 usually identified by their unique blue bottoms. 00:01:50.722 --> 00:01:52.645 Consoles from earlier generations 00:01:52.645 --> 00:01:54.906 ^ generally display games in 240p, 00:01:54.906 --> 00:01:57.203 ^ a low resolution progressive mode. 00:01:57.203 --> 00:01:59.354 ^ It works very well to create a stable image 00:01:59.354 --> 00:02:01.061 ^ and fast gameplay, 00:02:01.061 --> 00:02:02.620 but it’s not really how standard definition 00:02:02.620 --> 00:02:04.566 CRTs were designed to be used. 00:02:04.583 --> 00:02:06.458 Standard video content operates by 00:02:06.458 --> 00:02:07.866 ^ sending an interlaced signal to the screen. 00:02:07.866 --> 00:02:11.083 ^ Two fields of video alternate rapidly to create 00:02:11.083 --> 00:02:13.215 ^ the illusion of a more defined image while using 00:02:13.215 --> 00:02:15.234 ^ less image transmission bandwidth. 00:02:15.234 --> 00:02:18.151 In NTSC regions like North America and Japan, 00:02:18.151 --> 00:02:20.776 the standard was to display 480 interlaced 00:02:20.776 --> 00:02:23.776 lines at 60 fields per second, 480i. 00:02:23.776 --> 00:02:26.620 In PAL regions, 576i. 00:02:27.288 --> 00:02:28.631 During the previous generation, 00:02:28.631 --> 00:02:31.780 Sega Saturn, PlayStation, and Nintendo 64, 00:02:31.780 --> 00:02:34.156 many developers dabbled with 480i, 00:02:34.156 --> 00:02:35.890 often using it for title screens, 00:02:35.890 --> 00:02:37.510 menus, or occasionally, 00:02:37.510 --> 00:02:38.978 in-game graphics… 00:02:38.978 --> 00:02:41.930 but 240p was still by far the most common resolution. 00:02:41.930 --> 00:02:44.129 Ironically, it wouldn’t be until the Dreamcast, 00:02:44.129 --> 00:02:46.640 PS2, Xbox, and GameCube, 00:02:46.640 --> 00:02:49.270 the final generation to be primarily standard def, 00:02:49.270 --> 00:02:51.039 that CRT televisions would be utilized 00:02:51.039 --> 00:02:52.480 to their fullest extent, 00:02:52.480 --> 00:02:54.981 and 480i would become the dominant standard. 00:02:54.981 --> 00:02:57.630 The vast majority of PS2 titles output 00:02:57.630 --> 00:02:59.389 exclusively in interlaced form. 00:02:59.389 --> 00:03:02.048 We’ll primarily refer to it as 480i since we’re 00:03:02.048 --> 00:03:04.700 showing NTSC region consoles and games. 00:03:04.700 --> 00:03:05.870 ^ If at all possible, 00:03:05.870 --> 00:03:08.670 ^ be sure to watch this episode in 60 frames per second, 00:03:08.670 --> 00:03:10.258 ^ because the correct look of 480i 00:03:10.258 --> 00:03:11.937 ^ cannot be shown without it. 00:03:11.937 --> 00:03:14.898 There are a small handful of 240p titles, 00:03:14.906 --> 00:03:16.800 ICO is possibly the most famous, 00:03:16.800 --> 00:03:18.228 but there are several others, 00:03:18.228 --> 00:03:19.929 such as the Mega Man X Collection, 00:03:19.934 --> 00:03:21.592 certain NIS titles, 00:03:21.592 --> 00:03:22.614 and more. 00:03:22.614 --> 00:03:24.364 And if you have the right cables for it, 00:03:24.364 --> 00:03:27.634 ^ a number of PS2 games are designed to support 480p, 00:03:27.634 --> 00:03:29.625 ^ and a very select few even have an option 00:03:29.625 --> 00:03:32.162 ^ for outputting an HD resolution of 1080i, 00:03:32.162 --> 00:03:35.082 although typically upscaled from a lower base resolution. 00:03:35.114 --> 00:03:36.577 Generally speaking, 00:03:36.577 --> 00:03:38.625 the PS2 is considered to be more powerful 00:03:38.625 --> 00:03:39.805 than the Dreamcast, 00:03:39.805 --> 00:03:41.648 but less powerful than the GameCube 00:03:41.648 --> 00:03:42.995 and Xbox. 00:03:42.995 --> 00:03:45.549 The PS2 was often said to be difficult to develop for, 00:03:45.549 --> 00:03:47.975 but its overwhelming popularity means that 00:03:47.975 --> 00:03:50.177 developers got really familiar with the system. 00:03:50.177 --> 00:03:52.278 Understanding what makes the PS2 hardware 00:03:52.278 --> 00:03:54.664 special should give us a greater appreciation 00:03:54.664 --> 00:03:56.078 for how its games look, 00:03:56.078 --> 00:03:57.017 and to help with that, 00:03:57.017 --> 00:03:58.405 we’ve brought in our good friend 00:03:58.405 --> 00:04:00.475 John Linneman from Digital Foundry. 00:04:02.265 --> 00:04:05.916 - It might seem surprising but the PlayStation 2 is fast. 00:04:05.916 --> 00:04:07.504 Very fast. 00:04:07.504 --> 00:04:08.604 The Emotion Engine, 00:04:08.604 --> 00:04:10.435 which pairs a MIPS III core with two flexible 00:04:10.435 --> 00:04:12.184 vector units and a floating-point unit, 00:04:12.184 --> 00:04:14.615 can perform geometry transformations 00:04:14.615 --> 00:04:17.092 at a remarkable speed for its day. 00:04:17.092 --> 00:04:19.440 ^ With its fast on-chip eDRAM, 00:04:19.440 --> 00:04:21.959 ^ the PS2 is also a bandwidth monster. 00:04:21.959 --> 00:04:24.113 When utilizing the graphics synthesizer, 00:04:24.127 --> 00:04:25.485 the system's GPU, 00:04:25.485 --> 00:04:29.012 reading and writing to memory is basically free. 00:04:29.020 --> 00:04:30.882 With so much available bandwidth, 00:04:30.882 --> 00:04:33.291 developers could perform multiple passes 00:04:33.291 --> 00:04:35.633 to achieve the final output at a relatively high 00:04:35.633 --> 00:04:37.864 speed while enabling techniques that are not 00:04:37.864 --> 00:04:39.526 directly supported in hardware. 00:04:39.526 --> 00:04:40.737 Case in point, 00:04:40.737 --> 00:04:43.233 the hardware doesn't support operations 00:04:43.233 --> 00:04:44.723 such as multi-texturing, 00:04:44.723 --> 00:04:46.823 a feature designed to save on bandwidth, 00:04:46.823 --> 00:04:48.963 but as bandwidth isn't a real limitation 00:04:48.963 --> 00:04:50.323 on the PlayStation 2, 00:04:50.323 --> 00:04:51.894 it's easy to perform the necessary 00:04:51.894 --> 00:04:54.393 passes entirely in software. 00:04:54.393 --> 00:04:56.243 ^ The extra bandwidth also makes it 00:04:56.243 --> 00:04:59.033 ^ possible to utilize full-screen effects, 00:04:59.033 --> 00:05:00.995 ^ such as heat haze or motion blur, 00:05:00.995 --> 00:05:03.001 ^ and complex particles without 00:05:03.001 --> 00:05:05.208 ^ a significant performance penalty. 00:05:05.237 --> 00:05:06.188 Taken together, 00:05:06.188 --> 00:05:08.360 the fast geometry setup and copious amount 00:05:08.360 --> 00:05:10.488 of bandwidth enabled the PS2 to greatly 00:05:10.488 --> 00:05:12.673 outperform Sega's Dreamcast at the time, 00:05:12.673 --> 00:05:14.000 ^ while still hanging with more 00:05:14.000 --> 00:05:16.445 ^ modern consoles like Gamecube and the Xbox. 00:05:16.454 --> 00:05:18.618 ^ What makes the PS2 so interesting 00:05:18.618 --> 00:05:21.357 is how its design allowed skilled developers 00:05:21.357 --> 00:05:23.527 to produce unexpected results. 00:05:23.527 --> 00:05:24.944 Throughout its life, 00:05:24.944 --> 00:05:26.796 developers managed to implement features 00:05:26.796 --> 00:05:29.097 such as software based texture compression, 00:05:29.097 --> 00:05:31.838 simulated HDR rendering, 00:05:31.838 --> 00:05:33.656 advanced cinematic effects, 00:05:33.656 --> 00:05:36.862 pseudo per-pixel motion blur and more. 00:05:36.862 --> 00:05:39.325 Even games which shipped near its launch 00:05:39.325 --> 00:05:41.577 date already delivered fresh new real-time 00:05:41.577 --> 00:05:43.116 techniques such as depth of field, 00:05:43.116 --> 00:05:45.626 motion blur and advanced bloom lighting. 00:05:45.626 --> 00:05:48.264 The PS2 didn't hold your hand in development, 00:05:48.264 --> 00:05:50.146 but its steep learning curve allowed skilled 00:05:50.146 --> 00:05:53.464 programmers to produce truly astounding results. 00:05:53.464 --> 00:05:54.686 Which, of course, 00:05:54.686 --> 00:05:56.367 brings us to its issues. 00:05:56.367 --> 00:05:57.698 On the developer side, 00:05:57.698 --> 00:06:00.467 PlayStation 2 required a lot of careful design 00:06:00.467 --> 00:06:02.937 work with minimal support for built-in tools. 00:06:02.937 --> 00:06:05.466 You’d have to worry more about memory and 00:06:05.466 --> 00:06:09.166 resources than on other systems of this era. 00:06:09.166 --> 00:06:11.147 Based on speaking with developers, 00:06:11.147 --> 00:06:13.916 it was a piece of cake to work with the Xbox, 00:06:13.916 --> 00:06:16.366 which managed a lot of your memory for you, 00:06:16.366 --> 00:06:18.941 but PlayStation 2 could only excel in the 00:06:18.941 --> 00:06:21.421 hands of the most dedicated programmers. 00:06:21.421 --> 00:06:23.139 On the consumer side, 00:06:23.139 --> 00:06:26.012 one of the earliest misconceptions centers on 00:06:26.012 --> 00:06:29.689 ^ the jaggies or aliasing visible during gameplay. 00:06:29.689 --> 00:06:32.661 ^ Many attributed this to the lack of anti-aliasing, 00:06:32.661 --> 00:06:34.411 ^ but this isn't entirely true 00:06:34.411 --> 00:06:36.030 as genuine anti-aliasing is 00:06:36.030 --> 00:06:37.749 almost non-existent on Dreamcast, 00:06:37.749 --> 00:06:39.525 Xbox, and GameCube. 00:06:39.525 --> 00:06:41.315 Part of this issue stems from 00:06:41.315 --> 00:06:42.985 the earliest development kits, 00:06:42.985 --> 00:06:46.207 which were limited to a low resolution 240 00:06:46.207 --> 00:06:48.386 line front buffer forcing developers to rely 00:06:48.386 --> 00:06:49.530 ^ on field rendering. 00:06:49.530 --> 00:06:52.788 ^ By alternating between odd and even scanlines, 00:06:52.788 --> 00:06:55.036 ^ the resulting image would appear higher 00:06:55.036 --> 00:06:58.016 ^ resolution but the lower resolution per frame 00:06:58.016 --> 00:07:00.606 ^ and lack of flicker filtering often resulted 00:07:00.606 --> 00:07:03.289 in more pronounced aliasing, hence the problem. 00:07:03.289 --> 00:07:04.940 The benefit of this can be found 00:07:04.940 --> 00:07:06.090 ^ in that the average frame-rate 00:07:06.114 --> 00:07:08.226 ^ of PlayStation 2 software is higher. 00:07:08.226 --> 00:07:10.504 ^ A remarkably high percentage of the 00:07:10.504 --> 00:07:14.236 ^ PlayStation 2's library operates at 00:07:14.236 --> 00:07:16.546 ^ 60 frames per second, or 60 fields per second. 00:07:16.546 --> 00:07:17.862 ^ In the early days, 00:07:17.881 --> 00:07:20.094 ^ the limitations on available display modes 00:07:20.094 --> 00:07:22.058 ^ essentially meant that developers were forced 00:07:22.058 --> 00:07:24.252 ^ to target 60 frames per second, 00:07:24.252 --> 00:07:25.793 ^ not doing so would result 00:07:25.793 --> 00:07:27.763 ^ in a massive performance penalty. 00:07:27.763 --> 00:07:30.096 ^ Even as the software evolved and higher 00:07:30.096 --> 00:07:32.079 ^ resolutions were opened up to developers, 00:07:32.079 --> 00:07:34.049 field rendering remained popular due 00:07:34.049 --> 00:07:36.451 to its speed and memory savings. 00:07:36.451 --> 00:07:38.144 You could even supersample from 00:07:38.144 --> 00:07:40.586 higher resolutions to produce very clean visuals 00:07:40.586 --> 00:07:41.535 in this mode, 00:07:41.535 --> 00:07:43.922 as we saw with Baldur's Gate Dark Alliance. 00:07:43.922 --> 00:07:45.537 The hardware of PlayStation 2 is 00:07:45.537 --> 00:07:48.336 a broad topic and one that could fill entire books, 00:07:48.336 --> 00:07:50.588 but the main takeaway here is that it is a fast, 00:07:50.588 --> 00:07:53.341 flexible system that demanded a lot from programmers, 00:07:53.341 --> 00:07:55.639 but rewarded them in kind. 00:07:59.239 --> 00:08:01.706 - Well, I think I get the gist of it, 00:08:01.713 --> 00:08:02.913 and in a sense, 00:08:02.913 --> 00:08:05.242 the PS2 was also designed to embrace 00:08:05.242 --> 00:08:09.013 CRT technology more fully than its competitors. 00:08:09.013 --> 00:08:11.302 Sega pushed VGA output as 00:08:11.302 --> 00:08:13.620 an alternative to 480i for the Dreamcast, 00:08:13.620 --> 00:08:16.484 while you might expect to find 480p support 00:08:16.484 --> 00:08:17.862 much more commonly 00:08:17.862 --> 00:08:20.123 in GameCube and Xbox games… 00:08:20.123 --> 00:08:22.684 but none of these features were supported 00:08:22.684 --> 00:08:25.730 by the vast majority of household TVs. 00:08:25.730 --> 00:08:27.703 While other companies may have wished 00:08:27.703 --> 00:08:30.162 they could’ve just skipped over 480i, 00:08:30.162 --> 00:08:32.572 Sony took the challenge head-on. 00:08:32.572 --> 00:08:35.372 Now before we talk about video cables, 00:08:35.372 --> 00:08:36.613 backwards compatibility, 00:08:36.613 --> 00:08:39.012 HD ports, and all that fun stuff, 00:08:39.012 --> 00:08:42.684 we’ve gotta sit down and have a talk about 480i. 00:08:42.684 --> 00:08:44.342 ^ There’s no getting outta this because 00:08:44.342 --> 00:08:47.362 ^ if you can’t come to terms with 480i, 00:08:47.362 --> 00:08:50.083 ^ then it doesn’t matter what kinda cables you’re using, 00:08:50.083 --> 00:08:52.814 ^ you simply aren’t gonna be happy playing 00:08:52.814 --> 00:08:56.204 ^ PS2 games on real PS2 hardware. 00:08:56.204 --> 00:08:58.503 Let’s start with the sort of screen that the 00:08:58.503 --> 00:09:00.683 PS2 was designed to be played on, 00:09:00.683 --> 00:09:02.782 a good old consumer CRT. 00:09:02.782 --> 00:09:04.664 Interlacing of course creates a bit 00:09:04.664 --> 00:09:07.023 of a flicker effect as the fields alternate. 00:09:07.023 --> 00:09:09.842 It’s not particularly noticeable in large areas 00:09:09.842 --> 00:09:13.023 of similar color or over smooth textures, 00:09:13.023 --> 00:09:14.963 but it can cause issues against certain 00:09:14.963 --> 00:09:17.802 geometry edges or finer details. 00:09:17.802 --> 00:09:19.884 This might seem a bit annoying if you’re 00:09:19.884 --> 00:09:21.756 not used to CRTs, 00:09:21.756 --> 00:09:24.344 but give it a chance and in time you’ll 00:09:24.344 --> 00:09:26.433 probably stop thinking about it. 00:09:26.433 --> 00:09:27.630 And y’know, 00:09:27.630 --> 00:09:30.722 if you haven’t seen a PS2 running on a CRT lately, 00:09:30.722 --> 00:09:32.722 you might be surprised, 00:09:32.722 --> 00:09:34.471 PS2 games tend to have an 00:09:34.471 --> 00:09:38.001 ultra crisp and clean appearance on a CRT. 00:09:38.761 --> 00:09:40.172 Like, wow… 00:09:40.172 --> 00:09:42.031 did it always look this good? 00:09:42.031 --> 00:09:46.172 ^ Another class of CRT are professional video monitors, 00:09:46.172 --> 00:09:49.349 ^ such as Sony’s PVM and BVM line. 00:09:49.349 --> 00:09:51.770 ^ These screens are usually of noticeably 00:09:51.770 --> 00:09:54.720 ^ higher quality than consumer CRTs, 00:09:54.720 --> 00:09:57.841 ^ but they do require more effort to track down. 00:09:57.841 --> 00:10:00.519 ^ The Sony 20L5 is one of our favorites, 00:10:00.519 --> 00:10:02.950 ^ due to being able to display 480p, 00:10:02.950 --> 00:10:05.591 ^ 720p, and 1080i. 00:10:05.591 --> 00:10:07.859 However, when running in 480i, 00:10:07.859 --> 00:10:09.829 we noticed that the 20L5 has 00:10:09.829 --> 00:10:11.870 blank gaps between field pairs, 00:10:11.870 --> 00:10:15.661 perhaps due to its HD capabilities. 00:10:15.661 --> 00:10:18.278 It still looks great overall of course, 00:10:18.278 --> 00:10:20.889 ^ but a much more basic sort of PVM, 00:10:20.889 --> 00:10:23.310 ^ such as the 20L2MD, 00:10:23.310 --> 00:10:27.088 ^ actually displays 480i a little more truly to the intent, 00:10:27.088 --> 00:10:30.120 ^ with no noticeable gaps between fields. 00:10:30.120 --> 00:10:34.691 ^ This is my preferred sort of CRT for most PS2 games. 00:10:35.811 --> 00:10:38.120 ^ Another benefit of playing on a CRT, 00:10:38.120 --> 00:10:39.500 ^ even a high-end one, 00:10:39.500 --> 00:10:41.171 ^ is that video compression artifacts 00:10:41.171 --> 00:10:43.385 ^ are masked extremely well, 00:10:43.385 --> 00:10:46.540 ^ so FMVs look just as clean as you remember. 00:10:46.540 --> 00:10:50.220 ^ In fact, a digital TV can reveal a trick many games use, 00:10:50.220 --> 00:10:53.301 ^ cutscenes that I once thought were in-engine, 00:10:53.301 --> 00:10:55.011 ^ turned out to be pre rendered... 00:10:55.011 --> 00:10:57.290 ^ and not so nicely at that. 00:10:57.290 --> 00:11:00.392 Earlier John also addressed the misconception 00:11:00.392 --> 00:11:02.109 that the PS2’s contemporaries 00:11:02.109 --> 00:11:05.552 ^ can do anti-aliasing while PS2 cannot. 00:11:05.562 --> 00:11:07.997 ^ In reality, what the Dreamcast, Xbox, 00:11:07.997 --> 00:11:09.838 ^ and GameCube do is force 00:11:09.838 --> 00:11:13.638 ^ a sort of softening filter to combat interlaced flicker. 00:11:13.671 --> 00:11:14.608 ^ At the time, 00:11:14.608 --> 00:11:16.700 ^ this was generally considered a good thing, 00:11:16.700 --> 00:11:18.006 ^ but in retrospect, 00:11:18.006 --> 00:11:19.426 ^ what do you think? 00:11:19.426 --> 00:11:23.045 ^ These images are all shot off a PVM-20L2. 00:11:23.045 --> 00:11:25.396 ^ Does the de-flicker filter accomplish much 00:11:25.396 --> 00:11:27.158 ^ of anything productive on the 00:11:27.158 --> 00:11:28.806 ^ Xbox or GameCube? 00:11:28.806 --> 00:11:31.108 ^ Are the PS2’s less filtered textures 00:11:31.108 --> 00:11:33.295 ^ for better or worse? 00:11:33.295 --> 00:11:34.945 ^ That’s for you to decide, 00:11:34.945 --> 00:11:37.968 ^ but personally I feel that revisiting the PS2 00:11:37.968 --> 00:11:40.749 on CRTs has helped me appreciate 00:11:40.749 --> 00:11:42.785 the look Sony went for. 00:11:42.785 --> 00:11:45.756 Some PS2 games do have some form 00:11:45.756 --> 00:11:47.199 of flicker filter, 00:11:47.199 --> 00:11:49.129 ^ but it’s not particularly common. 00:11:49.129 --> 00:11:51.940 ^ Final Fantasy XII offers it as an option. 00:11:51.940 --> 00:11:55.341 Modern displays are progressive by nature, 00:11:55.341 --> 00:11:57.909 so if they were to show raw interlaced content, 00:11:57.909 --> 00:11:59.797 it would look like this… 00:11:59.797 --> 00:12:03.027 ^ the serrated edges are called combing artifacts. 00:12:03.027 --> 00:12:04.147 ^ Thankfully, 00:12:04.147 --> 00:12:07.437 ^ you’re not likely to see anything like this in reality. 00:12:07.437 --> 00:12:09.666 When you plug your PS2 or any 00:12:09.666 --> 00:12:12.364 other 480i source into your modern TV, 00:12:12.392 --> 00:12:15.814 ^ the TV performs a “deinterlacing” process, 00:12:15.814 --> 00:12:18.023 ^ essentially combining the information from 00:12:18.023 --> 00:12:22.014 ^ alternating fields to fake a progressive image. 00:12:22.014 --> 00:12:25.613 ^ How well each TV deinterlaces certainly varies, 00:12:25.613 --> 00:12:28.223 ^ but it’s often difficult to see the difference 00:12:28.223 --> 00:12:32.375 ^ between 480i and 480p on modern TVs. 00:12:32.375 --> 00:12:34.734 The downside is that most deinterlacing 00:12:34.734 --> 00:12:38.364 processes contribute to lag to some degree, 00:12:38.364 --> 00:12:40.974 but it may be acceptable depending on how 00:12:40.974 --> 00:12:42.834 sensitive you are to lag. 00:12:42.834 --> 00:12:46.533 Consumer-grade HD CRTs also typically deinterlace, 00:12:46.533 --> 00:12:51.157 since most of them aren’t actually pure analog TVs. 00:12:51.157 --> 00:12:53.752 Certain external scalers might do a better job of 00:12:53.752 --> 00:12:56.092 deinterlacing than your TV does, 00:12:56.121 --> 00:12:57.514 not to mention allowing 00:12:57.514 --> 00:12:59.851 for higher quality connections. 00:12:59.851 --> 00:13:02.963 With games running at 30 frames per second content, 00:13:02.963 --> 00:13:04.794 a good deinterlacing process should 00:13:04.794 --> 00:13:06.693 give pretty solid results. 00:13:06.693 --> 00:13:08.755 You'll probably find that deinterlacing for 00:13:08.776 --> 00:13:10.465 60 frames per second games 00:13:10.465 --> 00:13:12.275 looks fine for most of the time, 00:13:12.275 --> 00:13:14.736 but there can be more errors. 00:13:14.736 --> 00:13:16.603 ^ One method that can avoid this 00:13:16.611 --> 00:13:18.339 ^ is called “bob” deinterlacing, 00:13:18.339 --> 00:13:20.558 ^ which is a form of line doubling. NOTE Paragraph 00:13:20.558 --> 00:13:22.558 ^ This is theoretically lag-free 00:13:22.558 --> 00:13:24.268 ^ and sort of simulates the look 00:13:24.268 --> 00:13:26.785 ^ of interlaced content on a CRT. 00:13:26.785 --> 00:13:28.150 ^ It’s a little weird, 00:13:28.150 --> 00:13:30.579 ^ but not bad if you can get used to it. 00:13:30.579 --> 00:13:32.488 ^ Bob deinterlacing is used by the 00:13:32.488 --> 00:13:34.158 ^ Open Source Scan Converter. 00:13:34.167 --> 00:13:35.517 ^ We’ll talk more in-depth about 00:13:35.517 --> 00:13:37.177 ^ how the PS2 behaves with certain 00:13:37.177 --> 00:13:39.566 ^ video processors later in the video. 00:13:39.566 --> 00:13:41.178 But let’s face it, 00:13:41.178 --> 00:13:43.818 480i is really low res compared 00:13:43.818 --> 00:13:46.277 to what people are used to nowadays. 00:13:46.277 --> 00:13:49.576 There are tons of HD ports of PS2 titles, 00:13:49.576 --> 00:13:51.676 and of course there’s emulation too, 00:13:51.676 --> 00:13:55.026 but if you want to play a game on real PS2 hardware, 00:13:55.026 --> 00:13:56.788 the first step is accepting 00:13:56.788 --> 00:13:58.347 what you’ve got to work with… 00:13:58.347 --> 00:13:59.725 and in most cases, 00:13:59.725 --> 00:14:01.683 that’s 480i. 00:14:01.683 --> 00:14:05.593 The PS2 was made for a world filled with CRTs, 00:14:05.593 --> 00:14:07.426 and in that context, 00:14:07.426 --> 00:14:09.986 it can look absolutely amazing. 00:14:09.986 --> 00:14:12.198 If you’re playing on an HDTV 00:14:12.198 --> 00:14:14.427 or even a 4K TV… well, 00:14:14.427 --> 00:14:16.126 of course it’s lower resolution 00:14:16.126 --> 00:14:18.859 than what you’d normally see on those displays, 00:14:18.859 --> 00:14:22.743 and no deinterlacing or upscaling method 00:14:22.743 --> 00:14:25.098 is going to quite make it look HD. 00:14:25.772 --> 00:14:27.520 Personally, I don’t think PS2 00:14:27.520 --> 00:14:29.290 looks that bad when upscaled… 00:14:29.290 --> 00:14:31.739 you just have to have realistic expectations, 00:14:31.739 --> 00:14:32.942 and of course 00:14:32.942 --> 00:14:34.633 (no matter what you’re hooking it up to), 00:14:34.633 --> 00:14:37.230 good quality connections. 00:14:40.670 --> 00:14:42.788 - The PlayStation composite cable is likely 00:14:42.799 --> 00:14:43.966 the most common 00:14:43.966 --> 00:14:45.980 console-specific video cable in the world, 00:14:45.980 --> 00:14:47.589 having shipped with the PlayStation, 00:14:47.589 --> 00:14:49.498 PlayStation 2, and… 00:14:49.498 --> 00:14:51.991 for some reason... even the PS3. 00:14:51.991 --> 00:14:53.590 All video information is pumped 00:14:53.590 --> 00:14:55.097 through the yellow connector. 00:14:55.097 --> 00:14:56.737 ^ Commonly available and easy to use, 00:14:56.737 --> 00:14:58.979 ^ composite video represents the lowest form 00:14:58.979 --> 00:15:01.635 ^ of video that the PS2 natively supports. 00:15:01.638 --> 00:15:03.570 ^ Most new TVs purchased during the 00:15:03.570 --> 00:15:06.400 ^ PlayStation 2 era probably had an S-video input. 00:15:06.400 --> 00:15:08.807 ^ S-video is a huge leap over composite 00:15:08.807 --> 00:15:10.384 ^ because it separates the video signal 00:15:10.384 --> 00:15:11.979 ^ into two lines within the cable, 00:15:11.979 --> 00:15:13.270 the brightness information, 00:15:13.270 --> 00:15:15.359 also called luma, or Y… 00:15:15.359 --> 00:15:16.490 and the color information, 00:15:16.490 --> 00:15:18.795 also called chroma or C. 00:15:18.800 --> 00:15:19.991 ^ Remember this, NOTE Paragraph 00:15:19.991 --> 00:15:21.900 ^ because luma also plays a major role in the 00:15:21.900 --> 00:15:24.099 ^ PS2’s more advanced forms of video output. 00:15:24.099 --> 00:15:26.170 Official S-video cables are a safe bet 00:15:26.170 --> 00:15:28.131 if you can find them for a decent price. 00:15:28.131 --> 00:15:29.941 It’s typical for third-party cables to 00:15:29.941 --> 00:15:31.880 pair up S-video with with composite video, 00:15:31.880 --> 00:15:33.543 ^ which is a risky scenario unless 00:15:33.543 --> 00:15:34.726 ^ they’re pretty well made, 00:15:34.726 --> 00:15:36.790 ^ like this Rocketfish cable seems to be. 00:15:36.819 --> 00:15:38.979 A super cheap set of cables by Tomee 00:15:38.979 --> 00:15:41.021 that we bought on Amazon actually performs 00:15:41.021 --> 00:15:43.719 not too bad considering the very thin wiring. 00:15:43.719 --> 00:15:45.678 ^ But be aware that cheap cables like these 00:15:45.678 --> 00:15:47.870 ^ often have some degree of audio buzz, 00:15:47.870 --> 00:15:50.558 ^ which can be avoided by using the optical audio output, 00:15:50.558 --> 00:15:52.234 but please note that a handful of games 00:15:52.234 --> 00:15:54.056 do not output audio this way. 00:15:54.056 --> 00:15:56.545 A couple of no-name brand S-video cables, 00:15:56.545 --> 00:15:58.641 including a multi-console set, 00:15:58.673 --> 00:16:00.942 show why a composite video line is trouble: 00:16:00.942 --> 00:16:03.961 ^ you might see it bleed visibly into the S-video line. 00:16:03.961 --> 00:16:05.835 ^ It’s possible that the chroma part of the 00:16:05.835 --> 00:16:08.194 ^ S-video signal can cause these problems too. 00:16:08.194 --> 00:16:10.121 But as long as you get a good set of cables, 00:16:10.121 --> 00:16:12.802 S-video is a great option for PS2 games, 00:16:12.806 --> 00:16:14.624 ^ especially if you’re playing on a CRT 00:16:14.624 --> 00:16:16.333 ^ with S-video inputs. 00:16:21.531 --> 00:16:23.606 If you want things to look just a bit crisper, 00:16:23.606 --> 00:16:26.679 plus have the option for resolutions higher than 480i, 00:16:26.679 --> 00:16:29.469 then you need to look into component or RGB. 00:16:29.469 --> 00:16:32.403 ^ And this is where things get a lot more complicated. 00:16:32.403 --> 00:16:33.931 ^ Let’s start with component, 00:16:33.949 --> 00:16:36.099 that’s the one with 3 RCA video connectors 00:16:36.099 --> 00:16:37.520 and 2 audio connectors. 00:16:37.520 --> 00:16:39.532 These cables break the video signal 00:16:39.532 --> 00:16:40.894 into three separate components, 00:16:40.894 --> 00:16:42.839 ^ called YPbPr. 00:16:42.839 --> 00:16:44.749 ^ Again, Y here stands for luma, 00:16:44.749 --> 00:16:46.320 ^ while Pb represents the difference 00:16:46.320 --> 00:16:47.808 ^ between blue and luma, 00:16:47.808 --> 00:16:50.196 ^ and Pr is the difference between red and luma, 00:16:50.196 --> 00:16:51.890 ^ leaving the green picture information 00:16:51.890 --> 00:16:53.849 ^ to be inferred by what’s left over. 00:16:53.849 --> 00:16:55.663 ^ That means that the green connector, Y, 00:16:55.663 --> 00:16:57.694 ^ doesn’t directly have anything to do with green. 00:16:57.694 --> 00:17:00.069 ^ In fact, it’s the exact same luma signal 00:17:00.069 --> 00:17:01.849 ^ that travels down an S-video cable, 00:17:01.849 --> 00:17:04.259 ^ which also means that it carries the sync pulses. 00:17:04.259 --> 00:17:06.020 ^ You can test this out for yourself, 00:17:06.020 --> 00:17:07.717 ^ because you won’t get a coherent picture 00:17:07.717 --> 00:17:09.447 ^ at all without the green plug. 00:17:09.447 --> 00:17:11.267 ^ In addition to looking a bit cleaner, 00:17:11.267 --> 00:17:12.750 ^ the greater bandwidth of 00:17:12.750 --> 00:17:14.348 ^ component video makes it possible 00:17:14.348 --> 00:17:17.068 ^ to run higher resolutions such as 480p. 00:17:17.068 --> 00:17:18.049 While some games, 00:17:18.049 --> 00:17:19.098 such as God of War, 00:17:19.098 --> 00:17:20.170 Shadow of the Colossus, 00:17:20.170 --> 00:17:21.601 and Gran Turismo 4, 00:17:21.601 --> 00:17:23.223 helpfully put resolution options 00:17:23.223 --> 00:17:24.499 in their configuration menus, 00:17:24.499 --> 00:17:26.339 others don’t make it as obvious that a 00:17:26.339 --> 00:17:27.978 progressive mode is supported at all, 00:17:27.978 --> 00:17:29.627 sometimes requiring something weird 00:17:29.627 --> 00:17:31.265 like holding X and Triangle 00:17:31.265 --> 00:17:32.798 while the game is booting up. 00:17:32.816 --> 00:17:33.856 For more information, 00:17:33.856 --> 00:17:34.985 check out Wikipedia’s 00:17:34.985 --> 00:17:36.155 “List of PlayStation 2 Games 00:17:36.155 --> 00:17:37.834 with Alternate Display Modes,” 00:17:37.834 --> 00:17:40.084 but it might not be 100% reliable. 00:17:40.084 --> 00:17:41.656 Note that in some games, 00:17:41.656 --> 00:17:44.414 480p may run at a lower color depth, NOTE Paragraph 00:17:44.414 --> 00:17:47.396 ^ bringing along with it visual artifacts like dithering, 00:17:47.396 --> 00:17:49.303 ^ making it debatable whether 480i 00:17:49.303 --> 00:17:51.733 ^ may actually be the superior choice. 00:17:51.764 --> 00:17:53.409 God of War and Radiata Stories 00:17:53.409 --> 00:17:55.090 both look clean in 480p, 00:17:55.090 --> 00:17:55.972 while others, 00:17:55.972 --> 00:17:57.131 such as Suikoden IV, 00:17:57.131 --> 00:17:58.921 just have a dithered look regardless of whether 00:17:58.921 --> 00:18:01.061 you’re in progressive or interlaced mode. 00:18:01.061 --> 00:18:04.258 ^ Even Gran Turismo 4’s 1080i mode is impacted. 00:18:04.258 --> 00:18:05.589 But on the flipside, 00:18:05.589 --> 00:18:07.239 the 1080i mode exclusive to the 00:18:07.239 --> 00:18:09.890 Japanese version of Valkyrie Profile Silmeria 00:18:09.890 --> 00:18:11.792 doesn’t look dithered at all. 00:18:12.757 --> 00:18:14.608 As far as which component cables to choose, 00:18:14.608 --> 00:18:16.997 well, there are a ton of options. 00:18:16.997 --> 00:18:19.674 Stay away from inexpensive generic brands, 00:18:19.674 --> 00:18:21.098 such as what you might find on Amazon 00:18:21.098 --> 00:18:23.078 or eBay for under 10 bucks. 00:18:23.078 --> 00:18:25.408 ^ Our tests show these to have a less vibrant picture, 00:18:25.408 --> 00:18:28.710 ^ along with extra visual noise and even audio buzz. 00:18:28.710 --> 00:18:29.827 And it’s no wonder, 00:18:29.827 --> 00:18:31.961 the wires inside these cables are pathetic. 00:18:32.762 --> 00:18:34.334 ^ Even deceptively thick-looking cables 00:18:34.334 --> 00:18:36.631 ^ like Monoprice’s multi-console component cable 00:18:36.631 --> 00:18:39.951 ^ may reveal pitifully thin wires once you cut inside. 00:18:39.953 --> 00:18:41.260 ^ What a waste, right? 00:18:41.989 --> 00:18:43.602 ^ The internal shielding on official Sony 00:18:43.602 --> 00:18:45.498 ^ component cables is at least adequate, 00:18:45.498 --> 00:18:47.879 ^ with completely acceptable results. 00:18:47.879 --> 00:18:49.922 ^ Sony themselves released several revisions 00:18:49.922 --> 00:18:51.639 ^ of their component cables over the course 00:18:51.639 --> 00:18:53.929 ^ of the PS2 and PS3 generations, 00:18:53.929 --> 00:18:57.158 ^ all of which work just fine with any PS2 system. 00:18:57.158 --> 00:18:59.166 ^ You can identify most official component 00:18:59.166 --> 00:19:01.618 ^ cables by the Sony branding on the connector. 00:19:01.618 --> 00:19:02.982 Monster Cables, 00:19:02.982 --> 00:19:04.735 infamous for their high prices, 00:19:04.735 --> 00:19:06.378 are nonetheless at least reliably 00:19:06.378 --> 00:19:08.148 well-shielded and high quality, 00:19:08.148 --> 00:19:09.957 making them a popular choice. 00:19:09.957 --> 00:19:12.182 Again, numerous revisions marketed as 00:19:12.182 --> 00:19:14.661 PS2 or PS3 cables were developed. 00:19:14.661 --> 00:19:16.909 One thing to keep in mind is that the RCA 00:19:16.909 --> 00:19:19.154 ^ connectors on some can have a “death grip” 00:19:19.154 --> 00:19:21.290 ^ that feels like it might ruin your device by pulling 00:19:21.290 --> 00:19:23.004 ^ the outside of the connector off. 00:19:23.034 --> 00:19:24.793 ^ Cables with a death grip have decimated 00:19:24.793 --> 00:19:26.333 ^ this component switch I have. 00:19:26.333 --> 00:19:27.473 In our tests, 00:19:27.473 --> 00:19:29.483 this particular blue cable has the issue, 00:19:29.483 --> 00:19:32.392 while this black PS3-era cable feels great. 00:19:32.392 --> 00:19:34.505 A component cable by Psyclone provides 00:19:34.505 --> 00:19:36.634 ^ similar results to the Monster Cables, 00:19:36.634 --> 00:19:38.744 ^ but also has the death grip issue. 00:19:38.744 --> 00:19:40.230 ^ You just never know what you’re gonna get, 00:19:40.230 --> 00:19:41.880 ^ but knowing about this issue can 00:19:41.880 --> 00:19:43.962 ^ prepare you for potential complications. 00:19:43.962 --> 00:19:46.857 Thankfully, Monster and official Sony 00:19:46.862 --> 00:19:49.125 component cables are not nearly as expensive 00:19:49.125 --> 00:19:51.375 or hard to find as GameCube component cables 00:19:51.375 --> 00:19:53.459 or the better Xbox component cables, 00:19:53.459 --> 00:19:55.234 but you might want to shop around before 00:19:55.234 --> 00:19:57.296 you commit to a higher-priced items. 00:19:57.296 --> 00:19:58.509 ^ HD Retrovision, 00:19:58.509 --> 00:20:00.196 ^ known for having made cables that convert 00:20:00.196 --> 00:20:02.054 ^ Super Nintendo and Genesis RGB 00:20:02.054 --> 00:20:03.613 ^ to component video, 00:20:03.613 --> 00:20:05.640 ^ also have a few solutions in the works for PS2. 00:20:05.640 --> 00:20:07.408 ^ This is a prototype for a simple 00:20:07.408 --> 00:20:10.074 ^ PS2 component cable that contains no circuitry, 00:20:10.074 --> 00:20:12.983 ^ but simply offers a new high quality option 00:20:12.983 --> 00:20:14.814 ^ if you don’t already have one. 00:20:14.814 --> 00:20:16.704 ^ We also have a prototype for an adapter that 00:20:16.704 --> 00:20:19.524 ^ converts the HD Retrovision Genesis cables for 00:20:19.524 --> 00:20:21.643 ^ use with a PS1 or PS2, 00:20:21.643 --> 00:20:23.404 ^ which seems to work quite nicely. 00:20:24.483 --> 00:20:25.713 One thing that we need to address 00:20:25.713 --> 00:20:27.145 regarding component cables 00:20:27.145 --> 00:20:28.882 is PS1 backwards compatibility. 00:20:28.882 --> 00:20:30.176 As you probably know, 00:20:30.176 --> 00:20:32.485 all PS2 systems are backwards compatible 00:20:32.485 --> 00:20:34.394 with discs from the original PlayStation, 00:20:34.394 --> 00:20:36.814 and the results are generally very accurate. 00:20:36.814 --> 00:20:38.741 ^ There’s a widespread rumor out there that 00:20:38.741 --> 00:20:40.973 ^ PS1 games will not play on a PS2 00:20:40.973 --> 00:20:42.372 ^ over component cables, 00:20:42.372 --> 00:20:44.399 ^ but this is simply not true. 00:20:44.403 --> 00:20:46.404 The problem that people sometimes run into 00:20:46.404 --> 00:20:48.722 is that many digital TVs will not accept 00:20:48.722 --> 00:20:50.783 a 240p signal over component, 00:20:50.783 --> 00:20:51.791 and of course, 00:20:51.791 --> 00:20:54.384 most PS1 games do run in 240p. 00:20:54.384 --> 00:20:56.784 But if you can connect to a compatible TV, 00:20:56.784 --> 00:20:58.754 ^ component on PS2 is a great way 00:20:58.754 --> 00:21:00.749 ^ to enjoy most PS1 games. 00:21:06.329 --> 00:21:08.064 So what about RGB? 00:21:08.622 --> 00:21:10.002 Is it better than component? 00:21:10.002 --> 00:21:12.101 Well, I think the first consideration should be 00:21:12.101 --> 00:21:13.935 which is simpler to use in your setup. 00:21:13.935 --> 00:21:15.619 There are some hoops to jump through when 00:21:15.619 --> 00:21:17.248 it comes to RGB on the PS2, 00:21:17.248 --> 00:21:19.333 and it may or may not be worth it to you. 00:21:19.333 --> 00:21:22.104 RGB of course is red, green, 00:21:22.104 --> 00:21:23.735 and blue being sent through their 00:21:23.735 --> 00:21:25.235 own lines inside a cable, 00:21:25.235 --> 00:21:27.118 usually with a sync signal on a different line. 00:21:27.118 --> 00:21:29.017 The typical cable for RGB on most 00:21:29.017 --> 00:21:31.690 ^ retro consoles uses a SCART connector, 00:21:31.690 --> 00:21:33.832 ^ this is a European wiring standard, 00:21:33.832 --> 00:21:36.481 ^ but is compatible with any PS2 console. 00:21:36.481 --> 00:21:38.819 The less common Japanese equivalent, 00:21:38.819 --> 00:21:41.440 called JP-21, is also an option, 00:21:41.440 --> 00:21:43.962 but be sure the devices or converters 00:21:43.962 --> 00:21:45.999 that you plug your cables into are designed 00:21:45.999 --> 00:21:48.221 for SCART or JP-21. 00:21:48.221 --> 00:21:49.784 Don’t mix and match because 00:21:49.784 --> 00:21:51.735 the standards are not cross-compatible. 00:21:52.487 --> 00:21:53.936 It’s also important to know that SCART 00:21:53.936 --> 00:21:55.661 ^ is not inherently RGB, 00:21:55.661 --> 00:21:57.149 ^ it was designed to be a simple 00:21:57.149 --> 00:21:59.137 ^ all-purpose analog A/V connector, 00:21:59.137 --> 00:22:00.908 ^ and some SCART cables may in fact 00:22:00.908 --> 00:22:02.674 ^ only be composite quality. 00:22:02.698 --> 00:22:04.379 Something to keep in mind is that technically 00:22:04.379 --> 00:22:07.628 PS1 and PS2 RGB cables are not intended 00:22:07.628 --> 00:22:09.581 to be designed exactly the same way. 00:22:09.581 --> 00:22:13.008 The PS1’s AV output capacitors are NOT for RGB, 00:22:13.008 --> 00:22:14.638 ^ requiring the cable to have at least 00:22:14.638 --> 00:22:16.727 ^ 220 microfarad capacitors 00:22:16.727 --> 00:22:18.728 ^ to properly drive each video line. 00:22:18.728 --> 00:22:20.213 The PS2 on the other hand, 00:22:20.213 --> 00:22:21.980 has sufficient capacitors for RGB 00:22:21.980 --> 00:22:23.570 directly on the motherboard, 00:22:23.570 --> 00:22:25.063 meaning that equivalent capacitors 00:22:25.063 --> 00:22:26.762 in the cable will actually diminish 00:22:26.762 --> 00:22:28.299 the performance of the signal. 00:22:28.299 --> 00:22:30.180 ^ Ideal PS2 RGB cables should 00:22:30.196 --> 00:22:31.678 ^ either have no capacitors, 00:22:31.678 --> 00:22:34.601 ^ or significantly larger capacitors to balance it out, 00:22:34.601 --> 00:22:36.428 ^ more on that in a moment. 00:22:36.428 --> 00:22:38.212 ^ Let’s take a look at this 00:22:38.212 --> 00:22:40.700 ^ generic inexpensive SCART cable from Hong Kong. 00:22:40.700 --> 00:22:42.569 ^ There are quite a few problems here… 00:22:42.569 --> 00:22:45.042 ^ first, it has 220 microfarad capacitors, 00:22:45.042 --> 00:22:47.301 ^ making it less suitable for PS2. 00:22:47.301 --> 00:22:49.244 The wiring is very thin, 00:22:49.244 --> 00:22:51.375 which in particular causes audio buzzing. 00:22:51.375 --> 00:22:52.861 In addition, this cable carries a 00:22:52.861 --> 00:22:55.082 composite video signal alongside RGB, 00:22:55.082 --> 00:22:57.803 ^ the reason being to provide a source for video sync. 00:22:57.803 --> 00:23:00.246 ^ As we saw with the S-video combo cables, 00:23:00.246 --> 00:23:01.962 ^ non-shielded composite tends 00:23:01.962 --> 00:23:03.295 ^ to bleed into other wires, 00:23:03.295 --> 00:23:05.040 ^ wreaking havoc not only on audio, 00:23:05.040 --> 00:23:06.762 ^ but picture quality too. 00:23:06.762 --> 00:23:09.194 This is why it’s important to remember that Y, 00:23:09.194 --> 00:23:10.350 the luma line, 00:23:10.350 --> 00:23:12.146 also includes a sync signal. 00:23:12.146 --> 00:23:14.097 While not exactly the standard method, 00:23:14.097 --> 00:23:16.313 there’s no reason that an RGB cable can’t 00:23:16.313 --> 00:23:19.731 be designed to pull sync from luma on a PS1 or PS2. 00:23:19.731 --> 00:23:21.947 ^ This method is called sync-on-luma. 00:23:21.947 --> 00:23:23.565 ^ Unlike composite video, 00:23:23.565 --> 00:23:26.082 ^ luma doesn’t contain any encoded color information, 00:23:26.082 --> 00:23:27.557 ^ which is the primary source 00:23:27.557 --> 00:23:29.063 ^ of noise artifacts when running 00:23:29.063 --> 00:23:31.732 ^ composite video alongside RGB video lines. 00:23:31.732 --> 00:23:34.081 ^ Hence, it is much easier to use sync-on-luma 00:23:34.081 --> 00:23:35.534 ^ to achieve clean results, 00:23:35.534 --> 00:23:37.072 and is absolutely the cable that you 00:23:37.072 --> 00:23:38.820 should buy in most cases. 00:23:38.820 --> 00:23:40.633 No PlayStation series console 00:23:40.633 --> 00:23:43.464 ^ has a dedicated sync signal, called CSYNC, 00:23:43.464 --> 00:23:46.366 ^ but sync stripping circuits installed inside certain 00:23:46.366 --> 00:23:49.382 ^ cables can generate a CSYNC signal from luma 00:23:49.382 --> 00:23:51.494 ^ if sync-on-luma happens to be incompatible 00:23:51.494 --> 00:23:52.982 ^ with your equipment. 00:23:52.982 --> 00:23:54.615 ^ We tested out PS2 cables from two 00:23:54.615 --> 00:23:56.113 manufacturers who specialize 00:23:56.113 --> 00:23:58.130 in SCART cables for retro gaming. 00:23:58.130 --> 00:23:59.817 ^ The Florida-based eBay seller 00:23:59.817 --> 00:24:01.864 ^ retro_console_accessories 00:24:01.864 --> 00:24:04.051 ^ is now focusing on a new website, 00:24:04.051 --> 00:24:06.066 ^ Retro-Access.com. 00:24:06.066 --> 00:24:08.582 ^ Here you can buy their newest PlayStation cables, 00:24:08.582 --> 00:24:10.782 ^ which have been considerably upgraded recently. 00:24:10.782 --> 00:24:12.751 ^ PlayStation cables from Retro Access 00:24:12.751 --> 00:24:15.876 ^ previously all had 220 microfarad capacitors, 00:24:15.876 --> 00:24:17.642 ^ which is on-spec for PS1, 00:24:17.642 --> 00:24:19.289 ^ and passable for PS2, 00:24:19.289 --> 00:24:20.831 ^ but not quite ideal. 00:24:20.831 --> 00:24:22.599 ^ The newest cables are now equipped with 00:24:22.599 --> 00:24:25.701 ^ 1000 microfarad capacitors to split the difference, 00:24:25.701 --> 00:24:28.014 ^ resulting in a universal cable that is suitable 00:24:28.014 --> 00:24:30.290 ^ for both PS1 and PS2. 00:24:30.290 --> 00:24:32.779 ^ All cables sold are wired for sync-on-luma, 00:24:32.779 --> 00:24:35.503 ^ or CSYNC by way of a sync stripping circuit. 00:24:35.503 --> 00:24:37.689 ^ A more robust coaxial cabling upgrade 00:24:37.689 --> 00:24:39.390 ^ is available if you have a need for it, 00:24:39.390 --> 00:24:41.082 ^ such as if you’re worried about noise 00:24:41.082 --> 00:24:42.851 ^ when passing through a switch box, 00:24:42.851 --> 00:24:44.951 ^ but in our experience it may not be critical 00:24:44.951 --> 00:24:46.673 ^ for PlayStation consoles. 00:24:46.682 --> 00:24:48.873 ^ The UK-based Retro Gaming Cables 00:24:48.873 --> 00:24:50.487 ^ has similar offerings. 00:24:50.487 --> 00:24:53.924 ^ However, they specifically sell cables as PS1 or PS2, 00:24:53.932 --> 00:24:55.251 ^ so be sure you’re buying 00:24:55.251 --> 00:24:56.620 ^ the right one for your console. 00:24:56.620 --> 00:24:59.732 ^ The PS1 cables have 220 microfarad capacitors, 00:24:59.732 --> 00:25:02.240 ^ while the PS2 cables have no capacitors. 00:25:02.240 --> 00:25:04.412 The specific cable we’re looking at here 00:25:04.412 --> 00:25:06.370 is the CSYNC cable for PS2 00:25:06.370 --> 00:25:07.993 with the sync-stripping circuit. 00:25:07.993 --> 00:25:09.463 ^ There is no particular advantage 00:25:09.463 --> 00:25:11.537 ^ to using CSYNC instead of sync-on-luma, 00:25:11.537 --> 00:25:12.898 ^ so choose it only if your 00:25:12.898 --> 00:25:14.949 ^ equipment specifically requires CSYNC. 00:25:14.949 --> 00:25:15.851 ^ If needed, 00:25:15.851 --> 00:25:17.430 ^ Retro Gaming Cables also offers 00:25:17.430 --> 00:25:20.083 ^ a cabling upgrade called Packapunch, 00:25:20.083 --> 00:25:22.534 ^ but we haven’t had a chance to test it for ourselves. 00:25:22.534 --> 00:25:23.672 As a bonus, 00:25:23.672 --> 00:25:25.653 if you’re a fan of Guncon games like we are, 00:25:25.653 --> 00:25:27.983 then both sellers offer their own versions 00:25:27.983 --> 00:25:30.721 of light gun compatible RGB cables. 00:25:30.721 --> 00:25:31.951 It’s a common misconception 00:25:31.951 --> 00:25:33.682 that Guncon games must be played with 00:25:33.682 --> 00:25:35.464 composite video due to its required 00:25:35.464 --> 00:25:37.703 video passthrough connection, 00:25:37.703 --> 00:25:40.219 but really all it’s looking for is a sync signal. 00:25:40.219 --> 00:25:42.032 Note that Retro Gaming Cables’ version, 00:25:42.032 --> 00:25:44.056 which has the sync jack moulded into the connector, 00:25:44.056 --> 00:25:45.804 will require an RCA extension 00:25:45.804 --> 00:25:47.183 or the passthrough adapter that 00:25:47.183 --> 00:25:48.704 might’ve come with your Guncon 2, 00:25:48.704 --> 00:25:50.619 while the pigtail on the Retro-Access 00:25:50.619 --> 00:25:52.613 version can reach around the front. 00:25:52.613 --> 00:25:53.982 With any of these cables, 00:25:53.982 --> 00:25:55.469 you can play Time Crisis in high quality, 00:25:55.469 --> 00:25:56.470 and lemme tell ya, 00:25:56.470 --> 00:25:57.960 it’s a beautiful thing. 00:25:57.960 --> 00:25:59.101 In addition, 00:25:59.101 --> 00:26:00.591 ^ if you have the passthrough adapter 00:26:00.591 --> 00:26:02.001 ^ and want to use component cables, 00:26:02.001 --> 00:26:03.818 ^ all you have to do is connect the Guncon 00:26:03.818 --> 00:26:06.068 ^ to the green cable and you’re good to go! 00:26:06.068 --> 00:26:07.665 Just remember that these traditional 00:26:07.665 --> 00:26:11.121 light guns only work on CRT televisions. 00:26:11.121 --> 00:26:13.140 The PlayStation 2 requires that you 00:26:13.140 --> 00:26:16.603 manually select YPbPr or RGB. 00:26:16.603 --> 00:26:18.341 In the System Configuration, 00:26:18.348 --> 00:26:20.260 go down to “Component Video Out” 00:26:20.260 --> 00:26:21.814 and choose the correct option. 00:26:21.814 --> 00:26:23.433 The wrong choice will either screw 00:26:23.433 --> 00:26:24.500 up the colors, 00:26:24.500 --> 00:26:26.180 or you might not see anything at all. 00:26:26.180 --> 00:26:27.361 If you’ve got a blank screen 00:26:27.361 --> 00:26:29.311 and need to navigate the menu to fix this, 00:26:29.311 --> 00:26:31.553 reset the console with no disc inside, 00:26:31.553 --> 00:26:33.798 wait several seconds for it to fully boot up, 00:26:33.798 --> 00:26:35.281 ^ then hit down, 00:26:35.281 --> 00:26:37.089 ^ X… wait two seconds… 00:26:37.089 --> 00:26:40.811 ^ down-down-down-X-right-X. 00:26:40.811 --> 00:26:43.553 ^ Which finally leads us to the big question, 00:26:43.553 --> 00:26:44.997 ^ which is better? 00:26:44.997 --> 00:26:47.331 ^ Component or RGB? 00:26:47.331 --> 00:26:48.889 ^ There’s a widespread belief NOTE Paragraph 00:26:48.889 --> 00:26:50.797 ^ that the PS2’s component video output 00:26:50.797 --> 00:26:52.410 ^ is of somewhat poor quality, 00:26:52.410 --> 00:26:54.590 ^ but our tests seem to suggest that as long 00:26:54.590 --> 00:26:56.697 ^ as the quality of the actual cables are high, 00:26:56.697 --> 00:26:58.629 ^ any meaningful difference between 00:26:58.629 --> 00:27:00.531 ^ the two is pretty hard to see, 00:27:00.531 --> 00:27:03.232 ^ even across multiple console variants. 00:27:03.232 --> 00:27:05.517 ^ Again, the more important consideration 00:27:05.517 --> 00:27:08.015 ^ is which is more convenient for you. 00:27:09.825 --> 00:27:11.304 When it comes to ease of use, 00:27:11.309 --> 00:27:14.069 480p might be the dealbreaker for some people. 00:27:14.069 --> 00:27:15.559 Despite what you might think, 00:27:15.559 --> 00:27:19.074 480p is totally possible with RGB over SCART, 00:27:19.074 --> 00:27:22.037 but the PS2 uses a bit of an obscure method for it. 00:27:22.037 --> 00:27:25.293 If higher resolutions are activated while in RGB mode, 00:27:25.293 --> 00:27:27.820 the PS2 turns off the usual composite 00:27:27.820 --> 00:27:30.070 and luma sync pulses and instead 00:27:30.070 --> 00:27:32.351 sends sync only down the green line. 00:27:32.351 --> 00:27:34.392 ^ This is called sync-on-green, 00:27:34.392 --> 00:27:36.750 ^ and to be honest it’s a bit of a pain. 00:27:36.750 --> 00:27:38.873 If you’re lucky enough to own a high-end 00:27:38.873 --> 00:27:41.356 professional monitor that supports 480p, 00:27:41.356 --> 00:27:43.453 ^ like the Sony PVM-20L5, 00:27:43.453 --> 00:27:45.821 ^ then you can use sync-on-green over RGB, 00:27:45.821 --> 00:27:47.560 ^ but you’ll have to manually switch from 00:27:47.560 --> 00:27:49.305 ^ “external” sync to “internal” sync… 00:27:49.305 --> 00:27:50.542 ^ and back again when you’re 00:27:50.542 --> 00:27:52.280 ^ done with your 480p game. 00:27:52.280 --> 00:27:53.623 ^ The Open Source Scan Converter, 00:27:53.623 --> 00:27:55.005 ^ which is increasingly becoming 00:27:55.005 --> 00:27:57.354 ^ our preferred upscaling solution if used 00:27:57.354 --> 00:27:59.770 ^ with a compatible HDTV or 4K TV, 00:27:59.770 --> 00:28:01.618 ^ also supports sync-on-green. 00:28:01.618 --> 00:28:03.120 When switching to 480p mode, 00:28:03.120 --> 00:28:05.609 you’ll have to toggle the input from RGBS 00:28:05.609 --> 00:28:07.142 to RGsB. 00:28:07.142 --> 00:28:09.910 Unfortunately, the XRGB-mini Framemeister, 00:28:09.910 --> 00:28:11.209 which is by far one of the 00:28:11.209 --> 00:28:13.040 most popular upscaling solutions, 00:28:13.040 --> 00:28:15.021 does not support sync-on-green. 00:28:15.021 --> 00:28:16.836 ^ You can use external boxes like 00:28:16.836 --> 00:28:19.409 ^ an Extron Rxi to convert sync-on-green 00:28:19.409 --> 00:28:21.405 ^ to a format the Framemeister can accept, 00:28:21.405 --> 00:28:24.130 Another hassle with sync-on-green is for those 00:28:24.130 --> 00:28:25.983 who use automatic SCART switchers. 00:28:25.983 --> 00:28:27.809 Typically these rely on detecting 00:28:27.809 --> 00:28:29.956 a sync signal for auto-switching, 00:28:29.956 --> 00:28:31.873 but since sync isn’t in the usual spot, 00:28:31.873 --> 00:28:33.546 they’ll switch away from the PS2 00:28:33.546 --> 00:28:35.454 as soon as 480p is activated. 00:28:35.454 --> 00:28:37.056 In the case of the GSCART, 00:28:37.056 --> 00:28:38.681 ^ you can get around this by 00:28:38.681 --> 00:28:40.205 ^ plugging the PS2 into port 8, 00:28:40.205 --> 00:28:42.759 ^ which is the default if no other input is detected. 00:28:42.759 --> 00:28:44.012 ^ Unfortunately, 00:28:44.012 --> 00:28:45.490 ^ this method does not work 00:28:45.490 --> 00:28:47.179 ^ with the newer GSCART Lite, 00:28:47.179 --> 00:28:48.455 ^ and currently no workaround 00:28:48.455 --> 00:28:49.907 ^ has been developed. 00:28:49.907 --> 00:28:51.508 Don’t be confused and think that 00:28:51.508 --> 00:28:53.007 a CSYNC SCART cable will solve 00:28:53.007 --> 00:28:54.329 sync-on-green problems… 00:28:54.329 --> 00:28:56.674 all that does is turn sync-on-luma into CSYNC. 00:28:56.674 --> 00:28:59.990 ^ Sony did make an official Linux kit for PS2 00:28:59.990 --> 00:29:01.608 ^ that included a VGA cable, 00:29:01.608 --> 00:29:02.860 ^ which, again, 00:29:02.860 --> 00:29:04.481 ^ is hamstrung by sync-on-green. 00:29:04.481 --> 00:29:06.225 ^ Even if sync-on-green happens to be 00:29:06.225 --> 00:29:08.210 ^ compatible with your favorite computer monitor, 00:29:08.210 --> 00:29:10.978 ^ you’ll never even be able to see 480i content 00:29:10.978 --> 00:29:12.380 ^ with this sort of setup. 00:29:12.380 --> 00:29:14.276 ^ A recent development that shows some 00:29:14.276 --> 00:29:16.128 ^ promise are internal PS2 mods 00:29:16.128 --> 00:29:19.143 ^ being worked on by citrus3000psi, 00:29:19.143 --> 00:29:21.635 ^ which may provide a simple and inexpensive 00:29:21.635 --> 00:29:24.012 ^ way to use CSYNC instead of sync-on-green. 00:29:24.012 --> 00:29:25.299 ^ We have not yet had a chance 00:29:25.299 --> 00:29:26.799 ^ to see the results for ourselves, 00:29:26.799 --> 00:29:28.649 ^ but if RGB, 480p, 00:29:28.649 --> 00:29:30.466 ^ and convenience are all important to you, 00:29:30.466 --> 00:29:32.759 ^ then keep an eye on this project. 00:29:32.759 --> 00:29:34.839 ^ 480p and other resolutions can be forced 00:29:34.839 --> 00:29:36.570 ^ through certain homebrew methods. 00:29:36.570 --> 00:29:37.739 ^ Years ago, 00:29:37.739 --> 00:29:41.306 ^ an unlicensed disc called HDTV Xploder was available, 00:29:41.306 --> 00:29:42.585 ^ though apparently it was 00:29:42.594 --> 00:29:44.158 not considered to work very well. 00:29:44.158 --> 00:29:45.830 Today, the simplest way to tinker 00:29:45.830 --> 00:29:47.938 with resolutions is with a multi-utility 00:29:47.938 --> 00:29:49.247 called Free McBoot. 00:29:49.247 --> 00:29:50.917 You can buy memory cards on eBay 00:29:50.917 --> 00:29:52.569 with Free McBoot pre-installed, 00:29:52.569 --> 00:29:55.082 which includes an application called GSM. 00:29:55.082 --> 00:29:56.383 Simply press square, 00:29:56.383 --> 00:29:57.284 select, 00:29:57.284 --> 00:29:59.697 then start to force the system into 480p. 00:29:59.697 --> 00:30:02.067 Know that this works only in certain games, 00:30:02.921 --> 00:30:05.327 Some games look great in forced 480p… 00:30:05.327 --> 00:30:08.308 while many others have inconsistent aspect ratios. 00:30:08.308 --> 00:30:10.357 ^ So while it’s a neat tool for certain games, 00:30:10.357 --> 00:30:12.710 ^ it’s sadly not something you can always rely on. 00:30:12.710 --> 00:30:15.507 You can also force the system into HD resolutions, 00:30:15.507 --> 00:30:18.359 but since it doesn’t change the internal render resolution, 00:30:18.359 --> 00:30:19.798 there’s really no reason to. 00:30:19.798 --> 00:30:22.256 ^ So you can see why we say that to enjoy PS2, 00:30:22.256 --> 00:30:26.037 ^ you kind of need to accept 480i as a fact of life. 00:30:26.037 --> 00:30:28.618 ^ Select games have excellent native 480p modes, 00:30:28.618 --> 00:30:31.149 ^ and those are great to enjoy when you can, 00:30:31.149 --> 00:30:32.266 but by and large, 00:30:32.266 --> 00:30:35.473 count on playing the vast majority of games in 480i. 00:30:35.476 --> 00:30:38.324 ^ Component and RGB both provide pretty great results, 00:30:38.324 --> 00:30:39.875 ^ and we don’t think you should worry 00:30:39.875 --> 00:30:41.105 ^ too much about whether 00:30:41.105 --> 00:30:42.564 ^ one might be better than the other, 00:30:42.564 --> 00:30:44.434 as long as you buy good quality cables. 00:30:52.004 --> 00:30:53.992 - We get a lot of questions about the 00:30:53.992 --> 00:30:56.072 “PS2 to HDMI” adapters that you 00:30:56.072 --> 00:30:58.193 can find all over Amazon. 00:30:58.204 --> 00:30:59.844 They’re sold for really cheap by 00:30:59.844 --> 00:31:01.711 a number of no-name brands. 00:31:01.711 --> 00:31:02.763 Of course, 00:31:02.763 --> 00:31:05.701 the PS2 does not provide a raw digital signal, 00:31:05.701 --> 00:31:07.676 so these are simply 00:31:07.676 --> 00:31:09.549 analog to digital converters. 00:31:09.549 --> 00:31:11.482 ^ They do not upscale and simply pass 00:31:11.482 --> 00:31:16.319 ^ digital 240p, 480i, or 480p to your TV. 00:31:16.329 --> 00:31:19.341 The guys over at HD Retrovision spent some 00:31:19.341 --> 00:31:21.697 time investigating these boxes and have 00:31:21.697 --> 00:31:24.637 ^ concluded that there are primarily two types… 00:31:24.637 --> 00:31:26.578 ^ and we don’t know of a good way to tell 00:31:26.578 --> 00:31:28.678 ^ which one you’re gonna get. 00:31:28.678 --> 00:31:31.207 ^ Let’s call the first one “Type A.” 00:31:31.207 --> 00:31:34.436 ^ Type A does not support 240p, 00:31:34.436 --> 00:31:37.576 ^ so don’t count on playing PS1 games. 00:31:37.576 --> 00:31:39.978 ^ But the real dealbreaker is that these 00:31:39.978 --> 00:31:41.938 ^ are even noisier than 00:31:41.938 --> 00:31:44.668 ^ the cheapest generic component cables! 00:31:44.668 --> 00:31:47.697 ^ Black levels are also crushed considerably, 00:31:47.697 --> 00:31:51.264 ^ resulting in lost visibility in horror games. 00:31:51.264 --> 00:31:54.324 ^ Then there’s what we’ll call “Type B”, 00:31:54.334 --> 00:31:56.674 ^ these do support 240p, 00:31:56.674 --> 00:31:59.413 ^ so PS1 games are good to go, 00:31:59.413 --> 00:32:03.575 ^ if your TV supports 240p over HDMI. 00:32:03.604 --> 00:32:06.245 ^ it is considerably brighter and video noise 00:32:06.245 --> 00:32:08.665 ^ is significantly less noticeable 00:32:08.665 --> 00:32:10.457 ^ compared to Type A. 00:32:10.457 --> 00:32:12.957 ^ So for a moment it seems like Type B 00:32:12.957 --> 00:32:15.037 may not be an awful solution, 00:32:15.037 --> 00:32:17.450 but black levels are a bit gray, 00:32:17.450 --> 00:32:21.236 ^ poor sampling causes more severe stair-step issues, 00:32:21.236 --> 00:32:24.130 ^ and the audio is a bit overdriven. 00:32:24.161 --> 00:32:27.520 So these PS2 to HDMI adapters are primarily 00:32:27.520 --> 00:32:30.292 for those who have no component inputs. 00:32:30.292 --> 00:32:34.305 Even still, we recommend considering other solutions. 00:32:38.491 --> 00:32:40.610 Let’s take a moment to talk about 00:32:40.610 --> 00:32:41.948 how some of the more popular 00:32:41.948 --> 00:32:45.209 video processors handle PS2 games. 00:32:45.209 --> 00:32:47.758 The XRGB Mini Framemeister can accept 00:32:47.758 --> 00:32:51.463 RGB and component with the proper adapters. 00:32:51.470 --> 00:32:54.239 While the Framemeister overall looks pretty clean, 00:32:54.239 --> 00:32:58.200 it inherently generates a bit of noise for any input, 00:32:58.200 --> 00:33:00.830 which you might notice in certain scenes, 00:33:00.830 --> 00:33:04.239 especially in large areas of the same color. 00:33:04.239 --> 00:33:05.197 However, 00:33:05.197 --> 00:33:08.500 the Framemeister is very good at deinterlacing. 00:33:08.500 --> 00:33:10.562 ^ Make sure to choose “Natural” 00:33:10.562 --> 00:33:13.315 ^ as the Image Mode for interlaced content. 00:33:14.075 --> 00:33:15.354 ^ For progressive sources, 00:33:15.354 --> 00:33:17.585 ^ like 240p or 480p, 00:33:17.585 --> 00:33:19.704 ^ set the Image Mode for “Picture.” 00:33:19.704 --> 00:33:22.791 240p is of course the Framemeister’s specialty, 00:33:22.791 --> 00:33:26.435 but 480p is not considered one of its strong suits. 00:33:26.463 --> 00:33:30.085 ^ Most HDTVs will upscale a 480p source 00:33:30.085 --> 00:33:32.607 ^ just as well or better. 00:33:32.609 --> 00:33:34.890 If you’re interested in perfect 00:33:34.890 --> 00:33:37.384 integer scaling and ease of use, 00:33:37.413 --> 00:33:38.725 we recommend downloading 00:33:38.725 --> 00:33:41.874 Framemeister profiles from FirebrandX, 00:33:41.874 --> 00:33:43.276 the Pixel Purist. 00:33:43.294 --> 00:33:45.590 These include 480i, 480p, 00:33:45.590 --> 00:33:47.687 and backwards compatibility profiles, 00:33:47.687 --> 00:33:50.427 useable with either RGB or component. 00:33:50.427 --> 00:33:52.266 Because these profiles double the size 00:33:52.266 --> 00:33:54.945 of 480i within a 1080p frame, 00:33:54.945 --> 00:33:57.178 note that the there will be some black space 00:33:57.178 --> 00:33:59.396 above and below the game window. 00:33:59.396 --> 00:34:01.518 The most recent versions of the profiles 00:34:01.518 --> 00:34:03.946 have been painstakingly balanced for color, 00:34:03.946 --> 00:34:05.962 and both darker and brighter 00:34:05.992 --> 00:34:08.781 PS2 games look just great. 00:34:08.781 --> 00:34:10.233 ^ You also have a choice of using 00:34:10.233 --> 00:34:12.332 ^ sharp or blurred profiles. 00:34:12.332 --> 00:34:14.560 ^ I keep wavering back and forth on which 00:34:14.560 --> 00:34:16.777 ^ I prefer for PS2 games. 00:34:16.777 --> 00:34:18.232 With blurred settings, 00:34:18.232 --> 00:34:21.732 certain text and 2D art can look very nice, 00:34:21.732 --> 00:34:23.411 almost HD. 00:34:23.411 --> 00:34:25.503 But other artifacts can crop up, 00:34:25.503 --> 00:34:29.389 and 3D geometry edges still look pretty low res. 00:34:29.398 --> 00:34:31.001 ^ John Linneman recommended also 00:34:31.001 --> 00:34:33.132 ^ recommended to us a middle-ground scaler 00:34:33.132 --> 00:34:35.597 ^ setting that we’ve really taken a liking to. 00:34:35.597 --> 00:34:38.133 ^ A variety of Framemeister scaling styles 00:34:38.133 --> 00:34:39.801 ^ have been used throughout the episode. 00:34:39.801 --> 00:34:40.970 ^ Which do you prefer? 00:34:41.950 --> 00:34:43.356 It’s not quite the same as the crisp 00:34:43.356 --> 00:34:45.298 yet smooth CRT look, 00:34:45.298 --> 00:34:47.599 but overall the Framemeister mostly 00:34:47.599 --> 00:34:50.100 gives you the tools to make PS2 games 00:34:50.100 --> 00:34:53.550 look reasonably good on a modern display, 00:34:53.550 --> 00:34:56.078 ^ with a relatively small lag penalty, 00:34:56.078 --> 00:34:58.875 ^ plus whatever delay your TV might add, 00:34:58.875 --> 00:35:02.599 ^ tolerable to me, but your mileage may vary. 00:35:05.222 --> 00:35:06.919 The most exciting alternative 00:35:06.919 --> 00:35:08.210 to the Framemeister is the 00:35:08.210 --> 00:35:11.070 ^ Open Source Scan Converter, or OSSC, 00:35:11.070 --> 00:35:12.790 ^ developed by Finnish engineer 00:35:12.790 --> 00:35:15.478 ^ Markus Hiienkari and sold at the 00:35:15.478 --> 00:35:17.730 ^ UK-based Video Game Perfection. 00:35:17.730 --> 00:35:19.357 ^ As of the time of this episode, 00:35:19.357 --> 00:35:21.950 ^ it is up to hardware revision 1.6, 00:35:21.950 --> 00:35:24.778 ^ which now includes a regular HDMI port 00:35:24.778 --> 00:35:27.790 ^ with embedded digital audio output and the 00:35:27.790 --> 00:35:30.310 ^ option to input component audio via 00:35:30.310 --> 00:35:32.649 ^ the 3.5 millimeter jack. 00:35:32.649 --> 00:35:36.649 The OSSC is a line multiplier rather than a scaler, 00:35:36.649 --> 00:35:38.502 resulting in no lag aside 00:35:38.502 --> 00:35:40.809 from your display’s inherent lag, 00:35:40.809 --> 00:35:42.441 and spitting out the exact same 00:35:42.441 --> 00:35:45.080 refresh rate that it takes in. 00:35:45.080 --> 00:35:46.920 ^ The downside is that certain systems 00:35:46.920 --> 00:35:49.510 ^ and certain modes might not work 00:35:49.510 --> 00:35:51.280 ^ on certain displays, 00:35:51.280 --> 00:35:53.599 ^ hopefully you won’t run into issues 00:35:53.599 --> 00:35:55.018 ^ with the PS2, 00:35:55.018 --> 00:35:57.630 ^ since its output is fairly on-spec compared 00:35:57.630 --> 00:36:00.430 ^ to systems with widespread compatibility issues, 00:36:00.430 --> 00:36:02.178 ^ like the Super Nintendo. 00:36:02.178 --> 00:36:05.120 480i options on the OSSC have been 00:36:05.120 --> 00:36:07.359 expanded with firmware updates, 00:36:07.359 --> 00:36:09.638 ^ two interlaced output modes are offered, 00:36:09.638 --> 00:36:11.643 ^ passthrough and 3X, 00:36:11.643 --> 00:36:14.498 ^ and two progressive deinterlaced output modes, 00:36:14.498 --> 00:36:16.819 ^ 2X and 4X. 00:36:16.819 --> 00:36:19.099 ^ The 2X and 4X modes employ a 00:36:19.099 --> 00:36:21.588 ^ method called “bob” deinterlacing. NOTE Paragraph 00:36:21.588 --> 00:36:23.020 ^ In this implementation, 00:36:23.020 --> 00:36:26.221 ^ it line doubles or quadruples each field, 00:36:26.221 --> 00:36:28.719 which, if you were to look at it frame by frame, 00:36:28.719 --> 00:36:30.920 ^ gives it a pixelated look. 00:36:30.920 --> 00:36:32.289 ^ In motion though, 00:36:32.289 --> 00:36:35.761 ^ it kind of looks like interlaced flicker on a CRT. 00:36:35.761 --> 00:36:38.778 ^ At times the bob technique is very effective, 00:36:38.778 --> 00:36:41.999 ^ while at others it may be a bit distracting. 00:36:41.999 --> 00:36:43.311 However, 00:36:43.311 --> 00:36:45.143 if you prefer the look of your TV’s 00:36:45.143 --> 00:36:47.210 internal deinterlacing process, 00:36:47.210 --> 00:36:49.994 then you can simply use the passthrough option 00:36:49.994 --> 00:36:54.500 to send a digital 480i signal to your TV instead. 00:36:54.500 --> 00:36:56.650 I’m a bit unsure how I feel about 00:36:56.650 --> 00:36:58.669 bob deinterlacing myself, 00:36:58.669 --> 00:37:01.340 so that’s definitely a handy feature. 00:37:01.340 --> 00:37:04.320 We have been unable to test the 00:37:04.320 --> 00:37:08.381 interlaced 3X mode due to compatibility issues. 00:37:08.381 --> 00:37:10.200 With 480p content, 00:37:10.200 --> 00:37:12.899 the OSSC’s default option is a straight 00:37:12.899 --> 00:37:16.409 pass-through of 480p as digital output. 00:37:16.439 --> 00:37:19.060 ^ However, there is an interesting alternative, 00:37:19.060 --> 00:37:24.390 ^ which is a 2X mode that outputs 480p as 960p. 00:37:24.390 --> 00:37:27.141 If your TV doesn’t mind the weird resolution, 00:37:27.141 --> 00:37:29.868 then the result is ultra sharp, 00:37:29.868 --> 00:37:32.188 ^ though whether you prefer this over the 00:37:32.188 --> 00:37:36.239 ^ softer 480p passthrough is totally up to you. 00:37:36.239 --> 00:37:38.988 ^ Among the OSSC’s greatest strengths NOTE Paragraph 00:37:38.988 --> 00:37:42.038 ^ are the quality of its analog to digital conversion, 00:37:42.038 --> 00:37:43.818 ^ which does not add any apparent 00:37:43.818 --> 00:37:46.649 ^ noise that’s not caused by your cables… 00:37:46.649 --> 00:37:48.509 ^ and its color handling, 00:37:48.509 --> 00:37:50.839 ^ which is incredibly accurate. 00:37:50.839 --> 00:37:52.717 If you’re curious about more 00:37:52.717 --> 00:37:54.739 budget-friendly upscaling options, 00:37:54.739 --> 00:37:57.138 watch RGB 105. 00:37:57.138 --> 00:37:59.470 If your main problem is simply not having 00:37:59.470 --> 00:38:02.382 any component or SCART inputs on your TV, 00:38:02.382 --> 00:38:04.539 then generic scaling boxes 00:38:04.539 --> 00:38:06.860 or the GBS-8200 actually offer 00:38:06.860 --> 00:38:11.357 decent performance for 480i content. 00:38:11.357 --> 00:38:14.618 So let’s suppose you feel compelled to spend... 00:38:14.618 --> 00:38:16.259 more money. 00:38:16.259 --> 00:38:17.960 We’ve been getting questions lately 00:38:17.960 --> 00:38:20.299 ^ about the mCable Gaming Edition 00:38:20.299 --> 00:38:22.133 ^ by a company called Marseille. 00:38:22.133 --> 00:38:24.929 ^ This is an HDMI cable with active circuitry 00:38:24.929 --> 00:38:27.269 ^ that claims to improve image quality through 00:38:27.269 --> 00:38:30.447 ^ anti-aliasing with virtually no lag. 00:38:30.447 --> 00:38:34.610 Considering anti-aliasing pretty much doesn’t exist on PS2, 00:38:34.610 --> 00:38:37.927 we decided to go ahead buy one to test out for this episode. 00:38:37.927 --> 00:38:39.647 ^ Huh, well, 00:38:39.647 --> 00:38:41.329 ^ I can’t deny that what we’re looking 00:38:41.329 --> 00:38:43.947 ^ at here is pretty darn interesting. 00:38:43.947 --> 00:38:46.390 ^ The way that edges are smoothed over can 00:38:46.390 --> 00:38:48.359 ^ at times give certain parts of the image 00:38:48.359 --> 00:38:51.299 ^ a painted or smudged look, 00:38:51.299 --> 00:38:53.180 ^ especially as characters or objects 00:38:53.180 --> 00:38:54.819 ^ are farther from the camera. 00:38:54.819 --> 00:38:57.220 ^ Output from the mCable is 1080p 00:38:57.220 --> 00:39:00.289 ^ and some scaling artifacts may be visible. 00:39:00.289 --> 00:39:02.480 ^ It also messes with color a bit… 00:39:02.480 --> 00:39:04.059 ^ but what do you think? 00:39:04.059 --> 00:39:06.379 ^ Is it an improvement overall? 00:39:06.379 --> 00:39:08.308 ^ Again, remember that the source 00:39:08.308 --> 00:39:10.439 ^ is still really low res, 00:39:10.439 --> 00:39:13.107 ^ so even if much of the image looks smoother, 00:39:13.107 --> 00:39:16.087 ^ you will still see plenty of of crawling edges… 00:39:16.087 --> 00:39:18.408 ^ they’ll just look a bit different. NOTE Paragraph 00:39:20.071 --> 00:39:21.492 Of course the PS2 went through 00:39:21.492 --> 00:39:23.921 numerous revisions over the course of its life, 00:39:23.921 --> 00:39:25.801 but we’ve seen little evidence to support 00:39:25.801 --> 00:39:28.532 significant visible variations in the quality 00:39:28.532 --> 00:39:30.962 of video output from system to system. 00:39:30.962 --> 00:39:33.291 ^ Comparing a relatively early unit 00:39:33.291 --> 00:39:34.702 ^ to various other models, 00:39:34.702 --> 00:39:36.111 ^ including Slim units, 00:39:36.111 --> 00:39:39.132 ^ they all seem to perform similarly enough 00:39:39.132 --> 00:39:41.600 ^ across various scenarios. 00:39:41.600 --> 00:39:43.251 ^ The bigger considerations when it comes 00:39:43.251 --> 00:39:46.362 ^ to choosing a PS2 system is reliability 00:39:46.362 --> 00:39:48.381 ^ and hardware accuracy. 00:39:48.381 --> 00:39:50.241 ^ The disc drives in launch window 00:39:50.241 --> 00:39:52.501 ^ consoles have had a tendency to fail earlier, 00:39:52.501 --> 00:39:55.830 ^ while 39-thousand and 50-thousand series systems NOTE Paragraph 00:39:55.830 --> 00:39:58.991 ^ have a reputation for still working like champs. 00:39:58.991 --> 00:40:02.974 ^ Japan got a unique PS2 system called PSX, 00:40:02.974 --> 00:40:06.361 ^ which includes some DVR and video editing functions, 00:40:06.361 --> 00:40:09.991 ^ but sadly we’ve heard that they aren’t particularly reliable. 00:40:09.991 --> 00:40:12.811 ^ There even exists an LCD TV 00:40:12.811 --> 00:40:14.710 ^ with a PS2 built into it… 00:40:14.710 --> 00:40:16.651 ^ sold only in Europe… 00:40:16.651 --> 00:40:18.340 ^ at a budget price… 00:40:18.340 --> 00:40:20.601 ^ in... 2010? 00:40:20.601 --> 00:40:23.090 ^ it’s hard to believe it would be anything special, 00:40:23.090 --> 00:40:25.681 ^ but sadly there’s not much of a feasible way 00:40:25.681 --> 00:40:27.472 ^ for us to test one. 00:40:27.472 --> 00:40:30.442 ^ Modding guru Voultar tells us that the first Slims, 00:40:30.442 --> 00:40:31.988 ^ the 70-thousand series, 00:40:31.988 --> 00:40:35.169 ^ are essentially perfect PS2s in miniature, 00:40:35.169 --> 00:40:38.141 ^ the same chips as a 50-thousand series fat model, 00:40:38.141 --> 00:40:40.856 ^ but on a radically consolidated mainboard. 00:40:40.856 --> 00:40:42.211 ^ But soon after, 00:40:42.211 --> 00:40:44.336 ^ Sony removed the main chip that handles 00:40:44.336 --> 00:40:48.662 ^ PS1 backwards compatibility, the R3000, 00:40:48.662 --> 00:40:51.649 ^ and replaced it with an emulated solution. 00:40:51.649 --> 00:40:53.652 ^ The trouble is that not only does this 00:40:53.652 --> 00:40:56.181 ^ make PS1 playback a bit less accurate, 00:40:56.181 --> 00:40:59.510 ^ but PS2 games could also use the 00:40:59.510 --> 00:41:02.110 ^ PS1 hardware for minor functions, 00:41:02.110 --> 00:41:05.111 which means PS2 gameplay can be impacted 00:41:05.111 --> 00:41:06.889 in some situations. 00:41:06.889 --> 00:41:10.611 I’ve personally used a 90-thousand-1 Slim 00:41:10.611 --> 00:41:12.331 quite a bit in recent years and never 00:41:12.331 --> 00:41:15.091 encountered any obvious issues, 00:41:15.091 --> 00:41:17.291 but it is something to keep in mind 00:41:17.291 --> 00:41:19.470 if you’re a stickler for original hardware. 00:41:28.204 --> 00:41:30.303 Sony went into the next generation thinking 00:41:30.303 --> 00:41:31.806 they were unstoppable, 00:41:31.806 --> 00:41:34.703 but were quickly humbled when consumers 00:41:34.703 --> 00:41:38.085 showed that brand loyalty may not go quite as 00:41:38.085 --> 00:41:41.694 far as five-hundred-ninety-nine US dollars. 00:41:41.694 --> 00:41:42.952 At the time, 00:41:42.952 --> 00:41:45.225 Sony considered visionary hardware design 00:41:45.225 --> 00:41:46.953 and backwards compatibility 00:41:46.953 --> 00:41:49.054 to be essential to its brand, 00:41:49.054 --> 00:41:51.863 ^ so the PlayStation 3 launched with the 00:41:51.863 --> 00:41:54.805 ^ PS2’s Emotion Engine CPU 00:41:54.805 --> 00:41:57.863 ^ and graphics synthesizer on board. 00:41:57.863 --> 00:42:00.015 PS2 game functions that were originally 00:42:00.015 --> 00:42:02.758 handled by the PS1’s R3000 chip 00:42:02.758 --> 00:42:06.113 were moved to the PS3’s Cell processor. 00:42:06.113 --> 00:42:09.555 The PlayStation brand’s rehabilitation took years. 00:42:09.555 --> 00:42:12.644 Lowering the cost of the PS3 was essential. 00:42:12.644 --> 00:42:14.563 ^ The PS2 Emotion Engine was soon 00:42:14.563 --> 00:42:16.414 ^ removed from the board, 00:42:16.414 --> 00:42:19.143 ^ while the PS2 graphics synthesizer remained, 00:42:19.143 --> 00:42:20.283 ^ for a time. 00:42:20.283 --> 00:42:22.264 ^ Because CPU functions were now 00:42:22.264 --> 00:42:24.524 ^ emulated by the Cell processor, 00:42:24.524 --> 00:42:26.175 ^ these are sometimes called 00:42:26.175 --> 00:42:28.596 ^ “software backwards compatible” 00:42:28.596 --> 00:42:31.785 ^ or “partial-emulation” PS3s. 00:42:31.785 --> 00:42:35.562 This was the only option when PS3 launched in Europe. 00:42:35.562 --> 00:42:39.664 But PS2 backwards compatibility was not to last, 00:42:39.664 --> 00:42:42.062 and the graphics synthesizer was removed, 00:42:42.062 --> 00:42:43.495 once available stock of the 00:42:43.495 --> 00:42:45.772 Metal Gear Solid 4 bundle dried up, 00:42:45.772 --> 00:42:47.375 that was it. 00:42:47.375 --> 00:42:50.273 Years later, after the slimmer redesign, 00:42:50.273 --> 00:42:53.563 at a time when Sony was in a more comfortable position, 00:42:53.563 --> 00:42:55.893 ^ they began to release PS2 Classics 00:42:55.893 --> 00:42:57.755 ^ on the PlayStation Store, 00:42:57.755 --> 00:43:00.784 ^ all thanks to a newly-developed PS2 emulator 00:43:00.784 --> 00:43:04.786 ^ that could run entirely in software on any PS3, 00:43:04.786 --> 00:43:07.824 For the systems that do support PS2 discs, 00:43:07.824 --> 00:43:11.253 compatibility is not bad, broadly speaking... 00:43:11.253 --> 00:43:13.694 although peculiar issues can crop up 00:43:13.694 --> 00:43:16.192 in games that otherwise seem to work. 00:43:16.201 --> 00:43:17.773 We’ll have to leave it to you to research 00:43:17.773 --> 00:43:20.061 game-by-game compatibility issues 00:43:20.061 --> 00:43:21.554 across console revisions, 00:43:21.554 --> 00:43:23.852 but what we can do is give you an idea 00:43:23.852 --> 00:43:26.441 of what kind of picture quality to expect when 00:43:26.441 --> 00:43:28.191 it does work. 00:43:29.384 --> 00:43:30.391 For starters, 00:43:30.391 --> 00:43:31.834 let’s take a look at how things work 00:43:31.834 --> 00:43:34.622 when you’re using digital output with HDMI. 00:43:34.622 --> 00:43:36.272 Keep in mind that while the games 00:43:36.272 --> 00:43:38.483 can be upscaled to HD, 00:43:38.483 --> 00:43:41.681 the rendering resolution remains unchanged, 00:43:41.681 --> 00:43:46.120 which means most games run internally at 480i, 00:43:46.120 --> 00:43:48.091 and the PS3 system performs 00:43:48.091 --> 00:43:49.902 its own deinterlace. 00:43:49.902 --> 00:43:52.622 The results are generally pretty solid, 00:43:52.622 --> 00:43:53.841 but as usual, 00:43:53.841 --> 00:43:56.910 you might catch a deinterlacing error here and there. 00:43:56.910 --> 00:43:59.702 When you activate a game’s native 480p mode, 00:43:59.702 --> 00:44:02.171 the system outputs 480p instead 00:44:02.171 --> 00:44:04.057 of doing its own upscale. 00:44:04.057 --> 00:44:05.209 In the system menu, 00:44:05.209 --> 00:44:07.074 you can go to Game Settings 00:44:07.074 --> 00:44:08.651 to set your preferred defaults. 00:44:09.391 --> 00:44:10.520 Under Upscaler, 00:44:10.520 --> 00:44:12.921 “Normal” displays a 4:3 image 00:44:12.921 --> 00:44:16.690 with upscaled output in 720p, 1080p, 00:44:16.690 --> 00:44:18.372 or whatever resolution you have 00:44:18.372 --> 00:44:20.372 your PS3 system set for. 00:44:20.372 --> 00:44:24.000 “Full Screen” stretches the image to 16 by 9, 00:44:24.000 --> 00:44:26.210 so it’s only really useful if you’re using 00:44:26.210 --> 00:44:28.401 a game’s widescreen mode. 00:44:28.401 --> 00:44:31.761 “Off” overrides the PS3 system resolution 00:44:31.761 --> 00:44:34.592 and instead displays in 480p. 00:44:34.592 --> 00:44:37.369 As for the Smoothing settings, 00:44:37.369 --> 00:44:40.783 well, that is what’s most interesting here. 00:44:40.783 --> 00:44:42.371 ^ With Smoothing “Off,” 00:44:42.371 --> 00:44:44.552 ^ the results are just about what you’d expect, 00:44:44.552 --> 00:44:46.360 ^ it’s similar to the best results we can manage 00:44:46.360 --> 00:44:48.291 ^ to get with RGB to the Framemeister 00:44:48.291 --> 00:44:50.304 ^ from a real PS2. 00:44:50.315 --> 00:44:53.044 So what happens when you turn Smoothing “On”? 00:44:53.044 --> 00:44:54.024 Amazingly, 00:44:54.024 --> 00:44:56.756 I’d say it cleans up the image considerably, 00:44:56.756 --> 00:45:00.094 ^ aliased edges are smoothed over reasonably well, 00:45:00.094 --> 00:45:01.912 ^ and there appears to be absolutely 00:45:01.912 --> 00:45:04.033 ^ no sharpness penalty. 00:45:04.033 --> 00:45:06.462 ^ Personally, I can’t see any reason to NOT 00:45:06.462 --> 00:45:08.012 ^ use the Smoothing function, 00:45:08.012 --> 00:45:10.183 ^ and I believe it offers a tangibly 00:45:10.183 --> 00:45:13.362 ^ improved image over Framemeister scaling. 00:45:13.362 --> 00:45:16.234 But do launch window PS3 consoles 00:45:16.234 --> 00:45:18.290 and partial-emulation consoles 00:45:18.290 --> 00:45:20.910 produce the same visual results? 00:45:20.914 --> 00:45:23.803 The answer turns out to be, “not quite. 00:45:24.630 --> 00:45:26.688 ”For one, partial-emulation systems 00:45:26.688 --> 00:45:29.148 turn in a wider aspect ratio, 00:45:29.148 --> 00:45:31.853 ^ some circular objects appear more round, 00:45:31.853 --> 00:45:33.863 ^ but we’re not positive whether it would 00:45:33.863 --> 00:45:35.703 ^ be considered more accurate. 00:45:35.703 --> 00:45:38.007 With Smoothing “Off,” results between 00:45:38.007 --> 00:45:40.460 consoles otherwise appear similar. 00:45:40.460 --> 00:45:42.460 ^ But the most interesting thing is that for the 00:45:42.460 --> 00:45:43.899 ^ partial emulation system, 00:45:43.899 --> 00:45:45.349 ^ turning Smoothing “On” 00:45:45.349 --> 00:45:47.690 ^ seems to make the image appear not only cleaner, 00:45:47.690 --> 00:45:49.710 ^ but also crisper. 00:45:49.710 --> 00:45:51.857 ^ The launch system’s result tackles 00:45:51.857 --> 00:45:54.279 ^ aliasing a bit more comprehensively, 00:45:54.279 --> 00:45:56.959 ^ but both offer what is in my opinion 00:45:56.959 --> 00:45:58.901 ^ a clear visual improvement. 00:45:58.901 --> 00:46:00.032 Do mind, 00:46:00.032 --> 00:46:02.851 it still looks rather jagged and low resolution. 00:46:02.851 --> 00:46:04.671 Don’t expect a miracle here, 00:46:04.671 --> 00:46:06.992 but it’s still very well done, 00:46:06.992 --> 00:46:09.854 and is arguably the best visual representation 00:46:09.854 --> 00:46:12.770 that you can get on a high definition display 00:46:12.770 --> 00:46:15.972 when using some form of real PS2 hardware, 00:46:15.972 --> 00:46:18.879 incomplete as it may be. 00:46:18.879 --> 00:46:22.248 Or… can you go one step further? 00:46:22.248 --> 00:46:23.570 With the aforementioned 00:46:23.570 --> 00:46:25.234 ^ mCable Gaming Edition, 00:46:25.234 --> 00:46:27.691 ^ combined with the PS3’s smoothing function, NOTE Paragraph 00:46:27.691 --> 00:46:29.622 ^ we found some pretty neat results in 00:46:29.622 --> 00:46:33.141 ^ PS2 games when the system was set for 480p. 00:46:33.141 --> 00:46:35.773 This is certainly not convenient or practical, 00:46:35.773 --> 00:46:39.382 and not all of the mCables effects are good... 00:46:39.382 --> 00:46:41.662 but it’s certainly interesting to consider 00:46:41.662 --> 00:46:43.501 what might be possible if you were 00:46:43.501 --> 00:46:45.960 to take things this far. 00:46:45.960 --> 00:46:50.151 Of course the PS3 can also output analog video, 00:46:50.151 --> 00:46:51.292 and visually, 00:46:51.292 --> 00:46:52.399 you should expect 00:46:52.425 --> 00:46:54.773 pretty similar results to a real PS2. 00:46:54.773 --> 00:46:55.918 Composite, 00:46:55.918 --> 00:46:56.794 S-video, 00:46:56.794 --> 00:46:57.623 component, 00:46:57.623 --> 00:46:58.635 and RGB, 00:46:58.635 --> 00:47:01.294 including sync-on-green for higher resolutions, 00:47:01.294 --> 00:47:03.244 are all supported. 00:47:03.244 --> 00:47:05.205 ^ The Smoothing function is once again 00:47:05.205 --> 00:47:07.725 ^ the secret sauce for improved image 00:47:07.725 --> 00:47:09.694 ^ quality on CRTs too, 00:47:09.694 --> 00:47:11.373 ^ once again showing less apparent 00:47:11.373 --> 00:47:14.303 ^ aliasing compared to a real PS2, 00:47:14.303 --> 00:47:17.873 ^ while not negatively impacting overall sharpness. 00:47:17.873 --> 00:47:19.234 But unfortunately, 00:47:19.234 --> 00:47:21.921 there is simply no way that the PS3 00:47:21.921 --> 00:47:23.973 can output 240p, 00:47:23.973 --> 00:47:25.556 meaning that when connected 00:47:25.556 --> 00:47:27.423 to a standard definition TV, 00:47:27.423 --> 00:47:30.526 PS1 and PS2 games that are 240p 00:47:30.526 --> 00:47:33.295 will unfortunately be interlaced. 00:47:33.295 --> 00:47:35.668 Also, despite what Wikipedia might say, 00:47:35.668 --> 00:47:37.720 we had good luck with using Guncon 2s 00:47:37.720 --> 00:47:40.223 on full-hardware as well as 00:47:40.223 --> 00:47:43.662 partial-emulation PS3 consoles. 00:47:43.662 --> 00:47:46.082 Here’s a fun trick we learned from 00:47:46.082 --> 00:47:47.851 Bob of Retro RGB, 00:47:47.851 --> 00:47:50.453 If you’re a fan of VGA computer monitors, 00:47:50.453 --> 00:47:52.072 you can buy this inexpensive 00:47:52.072 --> 00:47:55.294 HDMI to VGA adapter on Amazon. 00:47:55.294 --> 00:47:57.723 Set your PS3 for 480p, 00:47:57.723 --> 00:47:59.353 and you’re good to go. 00:47:59.353 --> 00:48:01.043 Having said all this, 00:48:01.043 --> 00:48:03.254 do we recommend backwards compatible 00:48:03.254 --> 00:48:06.402 PS3 systems as the ultimate way to play 00:48:06.402 --> 00:48:09.393 your PS2 disc games on an original hardware 00:48:09.393 --> 00:48:12.316 or semi-original-hardware solution? 00:48:12.316 --> 00:48:15.269 Well, it’s up to you whether it’s worth the risk. 00:48:15.300 --> 00:48:17.712 Game accuracy varies wildly, 00:48:17.712 --> 00:48:20.573 especially on partial-emulation consoles, 00:48:20.573 --> 00:48:23.741 ^ and then there’s the Yellow Light of Death. 00:48:23.741 --> 00:48:25.982 ^ It may not be as iconic as the 00:48:25.982 --> 00:48:28.605 ^ Xbox 360 Red Ring of Death, 00:48:28.605 --> 00:48:32.531 ^ but these fat PS3s are still not necessarily 00:48:32.531 --> 00:48:35.056 ^ the most reliable consoles ever made. 00:48:35.056 --> 00:48:37.569 I had to have my own Metal Gear Solid 4 00:48:37.569 --> 00:48:39.861 bundle system replaced by Sony with 00:48:39.861 --> 00:48:43.171 a refurb after two to three years of use, 00:48:43.171 --> 00:48:46.010 and I now primarily use a Slim model just 00:48:46.010 --> 00:48:48.860 because it feels like a safer long-term bet. 00:48:48.860 --> 00:48:50.341 And anecdotally, 00:48:50.341 --> 00:48:52.340 friends who have tried to have so-called 00:48:52.340 --> 00:48:55.731 repair services fix their dead fat PS3s 00:48:55.731 --> 00:48:58.932 have not had lasting success. 00:48:58.932 --> 00:49:01.620 There is also of course the question of lag. 00:49:01.620 --> 00:49:04.280 Our tests lead us to believe that there is no 00:49:04.280 --> 00:49:05.943 difference between full hardware and partial 00:49:05.943 --> 00:49:08.690 emulation PS3 consoles in this regard, 00:49:08.690 --> 00:49:11.570 and that Smoothing has no effect on lag. 00:49:11.570 --> 00:49:14.530 ^ However, analog output to a CRT appears 00:49:14.530 --> 00:49:17.574 ^ to be not as responsive as a real PS2, 00:49:17.574 --> 00:49:19.652 ^ although more technical testing should be NOTE Paragraph 00:49:19.652 --> 00:49:22.941 ^ done before drawing firm conclusions. 00:49:22.941 --> 00:49:24.732 We have to give a big big thank you to 00:49:24.732 --> 00:49:27.152 My Life in Gaming viewer Scott Davis for letting 00:49:27.152 --> 00:49:30.600 us borrow his launch PS3 for this episode. 00:49:30.600 --> 00:49:33.211 Scott also wanted us to let you know that if 00:49:33.211 --> 00:49:36.532 you enjoy digital audio formats like DTS, 00:49:36.532 --> 00:49:40.880 they will not work over HDMI while playing PS2 games, 00:49:40.880 --> 00:49:42.981 SSX3, for example. 00:49:42.981 --> 00:49:45.132 You’ll just have to choose a different audio 00:49:45.132 --> 00:49:47.704 mode or else you won’t hear anything at all… 00:49:47.704 --> 00:49:50.341 or connect with an optical audio cable. 00:49:52.364 --> 00:49:54.568 As for the PS2 Classics that can be purchased 00:49:54.568 --> 00:49:57.387 and and downloaded for play on any PS3 00:49:57.387 --> 00:49:59.839 system via full software emulation... 00:49:59.839 --> 00:50:02.639 again, don’t expect a bump to HD. 00:50:02.639 --> 00:50:04.917 The emulator’s setup may vary on a 00:50:04.917 --> 00:50:06.969 game-by-game basis, for instance, 00:50:06.969 --> 00:50:09.036 ^ the lack of deinterlacing errors in 00:50:09.036 --> 00:50:10.420 ^ Contra Shattered Soldier 00:50:10.420 --> 00:50:13.188 ^ suggests an internally forced 480p, 00:50:13.188 --> 00:50:16.549 ^ but this is not the case with Maximo. 00:50:16.549 --> 00:50:18.839 ^ Compared to the 1080p output of 00:50:18.839 --> 00:50:20.809 ^ hardware-based backwards compatibility, 00:50:20.809 --> 00:50:23.063 ^ the maximum upscale for PS2 Classics 00:50:23.063 --> 00:50:25.209 ^ tops off at 720p. 00:50:25.209 --> 00:50:27.997 ^ Unpleasing scaling issues can crop up, 00:50:27.997 --> 00:50:30.238 ^ like the jagged text box edge that simply 00:50:30.238 --> 00:50:32.239 ^ isn’t visible with any other method 00:50:32.239 --> 00:50:33.999 ^ of playing Persona 4. 00:50:33.999 --> 00:50:36.550 And while this may not fairly represent 00:50:36.550 --> 00:50:38.288 PS2 Classics as a whole, 00:50:38.288 --> 00:50:40.459 this obvious visual glitch in the first scene 00:50:40.459 --> 00:50:42.288 leaves a bad impression. 00:50:42.288 --> 00:50:45.808 The PS3’s PS2 Classics library does include 00:50:45.808 --> 00:50:47.917 a handful of fan-pleasing favorites… 00:50:47.917 --> 00:50:50.611 but the overall selection is too spotty to 00:50:50.611 --> 00:50:54.243 seriously consider as a PS2 replacement. 00:50:54.243 --> 00:50:56.389 ^ Homebrew hacks have made it possible 00:50:56.389 --> 00:51:01.178 ^ to inject your own PS1 and PS2 disc images 00:51:01.178 --> 00:51:03.245 ^ into your PS3 hard drive to play 00:51:03.245 --> 00:51:05.149 ^ via software emulation… 00:51:05.149 --> 00:51:07.769 ^ the finer specifics of which aren’t really 00:51:07.769 --> 00:51:09.488 ^ a topic we’re interested in exploring 00:51:09.488 --> 00:51:11.107 ^ too deeply for this episode, 00:51:11.107 --> 00:51:13.569 ^ because it sounds like compatibility is a serious issue. 00:51:13.569 --> 00:51:15.491 As a bit of an aside to finish up 00:51:15.491 --> 00:51:17.418 our discussion on the PS3, 00:51:17.418 --> 00:51:20.009 don’t forget that all PS3 systems 00:51:20.009 --> 00:51:23.439 can play PS1 discs via emulation. 00:51:23.439 --> 00:51:26.210 This functionality was never removed 00:51:26.210 --> 00:51:28.828 ^ from any version of the PlayStation 3. 00:51:28.828 --> 00:51:30.259 ^ For more information, 00:51:30.259 --> 00:51:32.929 ^ watch RGB 206. 00:51:37.668 --> 00:51:40.339 - Sony took a very different approach 00:51:40.339 --> 00:51:42.211 to the design of the PlayStation 4, 00:51:42.211 --> 00:51:44.718 resulting is an impressively optimized but 00:51:44.718 --> 00:51:47.510 ultimately very “normal” PC-like architecture. 00:51:47.510 --> 00:51:50.958 Given the very particular design of the PS3 Cell CPU, 00:51:50.958 --> 00:51:53.297 backwards compatibility was ruled out. 00:51:53.297 --> 00:51:57.058 Sony also omitted PS2 and even PS1 emulation, 00:51:57.058 --> 00:51:59.885 marking a sharp turn from PlayStation tradition. 00:51:59.885 --> 00:52:01.500 But in late 2015, 00:52:01.500 --> 00:52:02.748 Sony began to trickle out 00:52:02.762 --> 00:52:05.678 digital downloads of PS2 Classics for PS4, 00:52:05.678 --> 00:52:07.557 running on a new software emulator. 00:52:08.322 --> 00:52:09.564 There are a number of benefits 00:52:09.564 --> 00:52:11.813 over the PS3’s PS2 Classics. 00:52:11.813 --> 00:52:12.762 ^ Most obviously, 00:52:12.762 --> 00:52:14.562 ^ the internal render resolution has been 00:52:14.562 --> 00:52:16.201 ^ increased very noticeably, 00:52:16.201 --> 00:52:18.542 ^ although perhaps not as much as you might hope. 00:52:18.562 --> 00:52:19.882 ^ According to Digital Foundry, NOTE Paragraph 00:52:19.882 --> 00:52:22.045 ^ it’s just north of 720p. 00:52:22.045 --> 00:52:23.664 For the purposes of viewing 00:52:23.664 --> 00:52:25.123 on a high resolution display, 00:52:25.123 --> 00:52:26.943 it’s hard to deny that this is visually 00:52:26.943 --> 00:52:28.863 an improvement over PS2 hardware, 00:52:28.863 --> 00:52:32.634 but aliasing issues hold it back from a more ideal presentation. 00:52:32.634 --> 00:52:34.473 Digital Foundry’s framerate analysis 00:52:34.473 --> 00:52:36.193 shows very interesting results, 00:52:36.193 --> 00:52:38.193 with the emulations on PS4 typically 00:52:38.193 --> 00:52:40.604 performing better than original PS2 hardware, 00:52:40.604 --> 00:52:42.093 but definitely don’t expect perfectly 00:52:42.093 --> 00:52:44.263 smooth results by any means, 00:52:44.263 --> 00:52:46.464 even with Boost Mode on PS4 Pro. 00:52:46.464 --> 00:52:48.657 Also note that we’ve heard about 50Hz issues 00:52:48.657 --> 00:52:50.342 on PAL region releases. 00:52:50.342 --> 00:52:51.885 ^ As always with emulation, 00:52:51.885 --> 00:52:53.945 ^ you aren’t going to get a perfect recreation 00:52:53.945 --> 00:52:55.174 ^ of every effect. 00:52:55.174 --> 00:52:57.155 ^ Other issues may also arise, 00:52:57.155 --> 00:52:58.603 like the occasional audio stutters we heard 00:52:58.603 --> 00:52:59.789 in Rogue Galaxy. 00:52:59.818 --> 00:53:01.408 You could also make an argument that 00:53:01.408 --> 00:53:04.169 higher-res 3D graphics don’t blend so well 00:53:04.169 --> 00:53:06.957 with the original 2D assets or a level of detail 00:53:06.957 --> 00:53:08.298 that was originally designed 00:53:08.298 --> 00:53:10.079 for standard definition TVs… 00:53:10.079 --> 00:53:12.628 making for a less cohesive presentation. 00:53:12.628 --> 00:53:14.050 I mean, yeah it’s great to see some 00:53:14.050 --> 00:53:15.552 of these games get a re-release, 00:53:15.552 --> 00:53:17.958 but there are also some strange choices… 00:53:17.958 --> 00:53:20.901 ^ for example, Jak & Daxter ironically enough 00:53:20.901 --> 00:53:23.189 ^ has a proper HD port for PS3, 00:53:23.189 --> 00:53:25.108 ^ and the emulated version on PS4 00:53:25.108 --> 00:53:26.928 ^ just doesn’t feel as clean. 00:53:30.228 --> 00:53:31.562 Speaking of HD ports, 00:53:31.562 --> 00:53:33.278 while they have plenty of detractors, 00:53:33.278 --> 00:53:35.143 it’s been one of our favorite gaming trends. 00:53:35.152 --> 00:53:36.823 With modern games having so much going 00:53:36.823 --> 00:53:38.495 on and assaulting your eyes 00:53:38.495 --> 00:53:40.132 with so many granular details, 00:53:40.132 --> 00:53:42.132 sometimes a good old PS2 game 00:53:42.132 --> 00:53:44.192 in high resolution is just the break you need. 00:53:44.192 --> 00:53:45.451 When properly handled, 00:53:45.451 --> 00:53:48.273 HD ports, or “remasters” if you prefer, 00:53:48.273 --> 00:53:50.651 have more potential than straight-up emulation 00:53:50.651 --> 00:53:51.933 because the developer can go back 00:53:51.933 --> 00:53:53.374 and tune the game to suit the 00:53:53.374 --> 00:53:55.073 new hardware that it’s running on. 00:53:55.073 --> 00:53:57.034 A higher level of detail can be pushed farther out, 00:53:57.034 --> 00:53:59.604 and the highest resolution textures 00:53:59.604 --> 00:54:01.123 available might be implemented, 00:54:01.123 --> 00:54:03.033 ^ or even redrawn in some cases, 00:54:03.061 --> 00:54:04.012 ^ At this point, 00:54:04.012 --> 00:54:05.685 ^ it’s pretty much expected that character models 00:54:05.685 --> 00:54:07.242 ^ will be at least moderately revamped 00:54:07.242 --> 00:54:08.873 ^ with a higher polygon count. 00:54:08.873 --> 00:54:12.283 FMV renders can be given more refined upscales, 00:54:12.283 --> 00:54:13.982 and additional lighting and other effects 00:54:13.982 --> 00:54:15.753 are sometimes implemented to 00:54:15.753 --> 00:54:17.501 make it all look a touch more modern. 00:54:17.501 --> 00:54:19.223 And very often framerates are optimized for 00:54:19.223 --> 00:54:21.753 much better stability than the original versions, 00:54:21.753 --> 00:54:23.281 ^ or in some instances you might even get NOTE Paragraph 00:54:23.281 --> 00:54:25.351 ^ a leap from a target of 30 frames per second 00:54:25.351 --> 00:54:27.283 ^ to 60 frames per second... 00:54:27.283 --> 00:54:28.712 ^ although 30 frames is sometimes 00:54:28.712 --> 00:54:30.500 ^ too intertwined with a game’s original code 00:54:30.500 --> 00:54:32.753 ^ to feasibly tamper with it. 00:54:32.753 --> 00:54:34.641 ^ Remasters on PS3 tend to run between 00:54:34.641 --> 00:54:36.903 ^ 720p and 1080p, 00:54:36.903 --> 00:54:38.671 while Kingdom Hearts and Kingdom Hearts II 00:54:38.671 --> 00:54:41.503 have managed to push a native 4K resolution 00:54:41.503 --> 00:54:43.810 at 60 frames per second on PS4 Pro! 00:54:43.826 --> 00:54:45.615 Some studios, like Bluepoint Games, 00:54:45.615 --> 00:54:47.237 have even built an entire business 00:54:47.237 --> 00:54:48.958 around handling high quality conversions 00:54:48.958 --> 00:54:50.980 of games from earlier generations. 00:54:51.001 --> 00:54:53.280 Now, they aren’t all good, 00:54:53.280 --> 00:54:55.381 some HD ports are infamously bad, 00:54:55.381 --> 00:54:57.879 the Silent Hill HD Collection for example, 00:54:57.879 --> 00:54:59.851 while others are pretty no-frills, 00:54:59.851 --> 00:55:01.830 but at least technically sound. 00:55:01.830 --> 00:55:03.849 There's something to be said for the idea 00:55:03.849 --> 00:55:05.566 that this reduces the technical artistry 00:55:05.566 --> 00:55:07.250 that went into many of these games... 00:55:07.250 --> 00:55:09.089 which were so tightly designed around 00:55:09.089 --> 00:55:11.179 the PS2 hardware and pushed it beyond 00:55:11.179 --> 00:55:13.235 what anyone would have believed it's limits were. 00:55:13.235 --> 00:55:15.905 Luckily it feels like a very significant portion 00:55:15.916 --> 00:55:17.735 of the PS2’s most iconic games 00:55:17.735 --> 00:55:19.668 have already been properly remastered, 00:55:19.668 --> 00:55:21.335 sometimes with multiple ports already. 00:55:21.335 --> 00:55:23.516 But what if you want to see what 00:55:23.516 --> 00:55:25.290 Dragon Quest VIII looks like in HD? 00:55:25.290 --> 00:55:28.286 Seriously, why does this still have no HD version? 00:55:28.286 --> 00:55:29.408 Well obviously, 00:55:29.408 --> 00:55:31.859 we’re talking about emulating PS2 games on your PC. 00:55:38.559 --> 00:55:41.045 Emulation is changing every day thanks 00:55:41.055 --> 00:55:42.865 to dedicated communities that have worked 00:55:42.865 --> 00:55:44.489 some really impressive magic. 00:55:44.489 --> 00:55:45.504 That said, 00:55:45.504 --> 00:55:47.773 we aren’t super tuned into the scene ourselves, 00:55:47.773 --> 00:55:49.334 and don’t want to pretend we are. 00:55:49.356 --> 00:55:50.809 The particulars of emulation 00:55:50.809 --> 00:55:52.768 could fill entire videos themselves, 00:55:52.768 --> 00:55:55.236 which is better left to the real emulation experts, 00:55:55.236 --> 00:55:57.068 so this is just a quick look. 00:55:57.068 --> 00:55:58.838 In the world of PS2 emulation, 00:55:58.838 --> 00:56:02.108 PCSX2 seems to be the biggest game in town. 00:56:02.108 --> 00:56:05.238 It’s open source and completely legal in and of itself. 00:56:05.238 --> 00:56:08.029 ^ It does require the PlayStation 2 BIOS to run, 00:56:08.029 --> 00:56:09.916 ^ which they can’t legally distribute, 00:56:09.916 --> 00:56:11.408 ^ but they do provide you with the tools 00:56:11.408 --> 00:56:12.964 ^ to extract your the BIOS from 00:56:12.964 --> 00:56:14.989 ^ your own PS2 console via homebrew. 00:56:14.989 --> 00:56:17.366 Typical of emulators for disc-based consoles, 00:56:17.366 --> 00:56:19.175 you can run your own copies of the game 00:56:19.175 --> 00:56:20.935 straight from your DVD drive. 00:56:20.950 --> 00:56:22.989 PCSX2 seems to have brought the state 00:56:22.989 --> 00:56:25.671 of PS2 emulation to a much higher level 00:56:25.671 --> 00:56:26.991 in recent years. 00:56:26.991 --> 00:56:28.870 They tout very high compatibility, 00:56:28.870 --> 00:56:30.441 easy controller support, 00:56:30.441 --> 00:56:32.566 resolutions beyond 4K, 00:56:32.566 --> 00:56:34.581 and plenty of graphics options. 00:56:34.581 --> 00:56:36.557 It can’t always match the developer’s touch 00:56:36.557 --> 00:56:37.989 of refinement when compared against 00:56:37.989 --> 00:56:39.720 ^ the best official HD ports, 00:56:39.720 --> 00:56:41.463 ^ but the appeal of raw resolution 00:56:41.463 --> 00:56:43.389 ^ and the ability to hack, edit, 00:56:43.389 --> 00:56:46.236 ^ and tinker might be just the thing for a lot of people. 00:56:50.826 --> 00:56:52.096 - Final Fantasy. 00:56:52.103 --> 00:56:53.097 Metal Gear. 00:56:53.097 --> 00:56:54.270 Devil May Cry. 00:56:54.270 --> 00:56:55.354 Rachet & Clank. 00:56:55.354 --> 00:56:56.454 Kingdom Hearts. 00:56:56.454 --> 00:56:57.434 God of War. 00:56:57.434 --> 00:56:58.463 Okami. 00:56:58.463 --> 00:56:59.375 Persona. 00:56:59.375 --> 00:57:00.974 Shadow of the Colossus. 00:57:00.974 --> 00:57:04.693 All just a few of the iconic PlayStation 2 titles 00:57:04.693 --> 00:57:07.723 at the base of its incredible legacy, 00:57:07.723 --> 00:57:09.648 but they are all also games that, 00:57:09.648 --> 00:57:10.583 since then, 00:57:10.583 --> 00:57:13.693 you’ve been able to play on more advanced platforms. 00:57:13.693 --> 00:57:17.303 But those games are far from the whole PS2 story. 00:57:17.303 --> 00:57:20.515 The PS2 is a treasure trove of cult classics, 00:57:20.515 --> 00:57:21.823 hidden gems, 00:57:21.823 --> 00:57:23.723 wonderfully weird experiments 00:57:23.723 --> 00:57:25.863 that we can’t believe were actually made, 00:57:25.863 --> 00:57:27.764 and that one dumb game you used to play 00:57:27.764 --> 00:57:29.009 with your friends that probably 00:57:29.009 --> 00:57:30.673 no one else cares about. 00:57:30.673 --> 00:57:33.263 The PS2 has one of the broadest libraries 00:57:33.263 --> 00:57:34.936 in gaming history. 00:57:34.962 --> 00:57:36.686 Is the PS2 retro yet? 00:57:36.686 --> 00:57:39.119 Or do you think it’s still kind of modern? 00:57:39.119 --> 00:57:42.028 Was the PS2 your main console in college? 00:57:42.028 --> 00:57:44.117 What you had as a little kid? 00:57:44.117 --> 00:57:45.007 Your introduction to 00:57:45.007 --> 00:57:47.767 the wide world of online gaming? 00:57:47.767 --> 00:57:49.407 Whatever your reason for revisiting 00:57:49.407 --> 00:57:50.887 the PS2 library 00:57:50.887 --> 00:57:53.098 (or checking it out for the first time), 00:57:53.098 --> 00:57:55.127 whether on an original console 00:57:55.127 --> 00:57:57.248 in composite or component, 00:57:57.248 --> 00:58:00.409 on a CRT, an HDTV, a 4K TV, 00:58:00.409 --> 00:58:03.955 a PS3, a PS4, your computer, whatever, 00:58:03.955 --> 00:58:05.659 no matter how you play 00:58:05.670 --> 00:58:08.516 the PS2's greatest strength will always be... 00:58:08.516 --> 00:58:11.106 that is has something for everyone! 00:58:46.935 --> 00:58:49.944 ^ (Subtitling done by Jordan "Link584")