Not sure if this is possible or not.
I have been having problems with the Star Wars: Rogue Squadron games when the optimize display for RetroTink 4K option is enabled in Swiss.
This is especially apparent in Rogue Squadron II where the display goes haywire.
I bet this has something to do with these two games always changing resolutions.
I haven't tested against too many GameCube games... so I am not sure if this may affect other games.
So the question is, is it possible to enable this option on and off on a per game basis?
Per Game RT4K setting
Re: Per Game RT4K setting
This issue has already been addressed in master and will be fixed in the next release.
Re: Per Game RT4K setting
When exactly do those games change resolutions anyway?
Re: Per Game RT4K setting
I believe it's only noticeable if you're using a GCVideo HDMI dongle like the Carby or GCHD.
I noticed the resolution changes between cutscenes (i.e. the X-Wings approaching the Death Star, every time you die) and gameplay.
Re: Per Game RT4K setting
In short, standard definition CRTs are dumb and just try to output whatever gets fed to them, even if it's off-spec. (This is in fact where 240 and 288p come from) While some game developers in the Atari days pushed the envelope so far that some TVs weren't compatible anymore, in general you can throw any old nonsense and the TV won't bother to check if it makes sense. In an age of standardisation, this doesn't fly so well, so these modes need to be accounted for - and that accounting takes time. Time that gamers often don't have. That's why any even remotely modern system outputs at a consistent resolution and handles internal resolution changes internally.
Re: Per Game RT4K setting
No need for a per-game setting to adress that, just set the right setting in global as you'll use RT4K for all your games.
Unless you play some games on a CRT, and SWRSII on another display with a GCVideo device and RT4K.
The Gamecube itself handles Internal resolutions and output scaling, and that doesn't prevent such format changing. Handling internal resolution isn't the best way to achieve the best final display, as we have seen with late developments and hacks, but it's an easy way for manufacturers to cheat and lie on the real games resolution (broadcasters often use this technique nowadays too).
Unless you play some games on a CRT, and SWRSII on another display with a GCVideo device and RT4K.
They are not exactly trying to output whatever… It's more that the beam is straight controlled by the console's video generator, with only analog, and near to instant signal processing. Newer TVs have to "know" and recognize a said format in order to adapt it to the panel, and that takes some time, while CRTs supported changing formats seamlessly from frame to frame, and, even in some cases, during a frame.N7Kopper wrote: ↑Mon Sep 02, 2024 12:02 pmIn short, standard definition CRTs are dumb and just try to output whatever gets fed to them, even if it's off-spec. (This is in fact where 240 and 288p come from) While some game developers in the Atari days pushed the envelope so far that some TVs weren't compatible anymore, in general you can throw any old nonsense and the TV won't bother to check if it makes sense. In an age of standardisation, this doesn't fly so well, so these modes need to be accounted for - and that accounting takes time. Time that gamers often don't have. That's why any even remotely modern system outputs at a consistent resolution and handles internal resolution changes internally.
The Gamecube itself handles Internal resolutions and output scaling, and that doesn't prevent such format changing. Handling internal resolution isn't the best way to achieve the best final display, as we have seen with late developments and hacks, but it's an easy way for manufacturers to cheat and lie on the real games resolution (broadcasters often use this technique nowadays too).
DMG/MultiFreq OC/EDGB/EZF Jr, AGB/SC miniSD, NTR/NeoMK3, USG/flashme V8/SC miniSD
DOL001(EUR)/RGB/GCPlug/GBP/SD2SP2, RVL 001(EUR)/RGB/CMP/WiiSD
Zelda WW with Tingle Tuner in split screen was what the GC RF modulator was made for! (Video)
DOL001(EUR)/RGB/GCPlug/GBP/SD2SP2, RVL 001(EUR)/RGB/CMP/WiiSD
Zelda WW with Tingle Tuner in split screen was what the GC RF modulator was made for! (Video)