I have some new settings I've been tinkering with in regards to lower resolution video games.
Specifically PS1 which outputs 240p. The TV seems to scanrate convert the signal to 480i, I guess?
If anyone else knows what other settings do inside the DRCMFV1 and DRCV code groups I'd love to understand them more.
So the object here was to lessen the impact of blurriness from the DRC (Digital Reality Creation) processing.
*My set is the 34xs955 16:9 model.
*I used a real PS2 console with Component into Video 6
*DRC mode set to Progressive
There are no adjustments for DRC on the user menu unless you change the ID7 code to 25 which I do not recommend you save it as if you do as it might ruin the TV. However, if you do set ID7 to 25 you can go into the user menu and adjust all three user DRC modes to 1 and 1 and they will save. No idea if this actually effects anything I just figured it wouldn't hurt. I did not save ID7 to 25 as I was afraid it could damage the TV.
With a service manual, and Doom for PS1 I did some testing and here is what I found.
First of all, I set a lot of stuff to 0 in the 2103-1 and 2170P-3 code groups. (My settings are nothing like they were before so disregard previous post settings)
Keep in mind I have all sharpness settings at 0 on my set and all Velocity Modulation Turned Off/bypassed/disabled in the service menu as well, I think that's why having settings like PREO and SYSM to 0 seem to work fine, as in have no effect on the image.
For 2103-1 = SHAP, PREO are all now set at 0
The 2103-1 SHFO code is now set to 3 (It appears SHFO shifts focus. It's easily recognizable on text like the Avia II DVD menu in 480i when set to 3 everything looks centered to me. Not sure if PREO needs adjusting after this or not, it's hard to tell) (However, I did my testing of the DRC groups with it set to 0 as I think it makes it easier to see differences when adjusting)
For 2170P-3 = SYSM, ALL VM codes, SHOF, SHFO, PROV, F1LV, LTLV, LTMD, and CTLV are all set to 0
When playing Doom for PS1 here is what I notice...
Inside DRCMFV1 I have noticed that when MFVR is set to 1, assuming other codes are set per the service manual, text is easier to read. However, there is a blur of all the textures and what appears to be severe lag when playing the game, it's an almost watery look to everything during movement. When I set MFVR to 0, text is harder to read as it is blocky compared to 1. Textures appear sharp, almost too sharp and that is where i think I am on to a discovery.
In DRCMFV1 I have codes FMTH, FSEL, LMIT, LMLV, LMSL, VDLY, VDPR, WPLL, CRCT, VRA all set to 0
In DRCV I have codes ORES, VRB, and ONCT set to 128. NRA is set to 0
Inside the DRCMFV1 code group:
*With MFVR set to 1 and VRB set to anything the game itself looks and feels watery and laggy during movement.
(Watery is the only way I can describe the effect.)
*With MFVR set to 0 and VRB set to 0 textures look sharp but blocky, and text is harder to read.
(The game as a whole appears too sharp as if sharpness is turned up on the set.)
*With MFVR set to 0 and VRB set to 128, factory, textures look good but still slightly blocky.
*With MFVR set to 0 and VRB set to 255 not only do textures look smooth instead of blurry, but the blocky-ness seems to be alleviated to a good extent.
The game feels less laggy as if the frame-rate has increased even though I know it hasn't, and I don't get that watery look while playing.
Another way to show the effects is if you look at the little man face and the text at the bottom of the screen in Doom 1.
MFVR=0 + VRB=0 The guys face looks blocky and text is blown out.
MFVR=0 + VRB=128 The guys face looks slightly blocky compared to VRB @ 0, text looks fine, textures do gain some detail but the entire game still looks slightly blurry.
MFVR=0 + VRB=255 The guys face is clearer, I can see the white inside the eyes, text is clear as well, textures do appear slightly soft but still full of detail, as in they do not look blurry.
This leads me to believe that VRB interacts with MFVR as some kind of blur filter combined with sharpness or possibly they interact like the Wet/Dry of an effect processor.
VRB @ 255 and MFVR @ 0 seems to do the least amount of processing to the signal. I notice less lag, clear text and textures, with no watery look during movement. There is a slight softness to the textures, but I believe this is actually what the textures should look like to begin with since fine detail is still present.
And this last part could be my imagination but, for some reason setting all the DRCV codes to 0 appears to help too. I can't really explain it, but it seems to clean up more of that watery movement feeling I get from low res games. However, this could all be my imagination or simply more interaction with the DRCMFV1 code group which could complicate everything even more.
Then again, setting the first DRCV code to 128 or 255 and the rest to 0 may also be cleaning up the image a bit too.
I really don't know to be honest. It's somewhat subjective to test some of the settings in regards to motion and such low res imagery.
I have these adjustments for all inputs.
As of now I have left the DRCV codes set as follows:
ORES, VRA, ONCT = 0 and VRB = 128
The DRCMFV1 codes are:
FMTH, FSEL, LMIT, LMLV, LMSL, VDLY, VDPR, WPLL, CRCT, VRA = 0 and VRB = 255
Perhaps it is just my imagination but this seems to be the optimal DRC settings for my set.
I hope this helps someone, and if anyone has more info on what each the DRC settings do I'd love to hear about them.
I even notice the difference in PS2 games that run in 480i. Games like Ridge Racer V are actually playable now although I'm sure true 240p on an SD set would look better.
And yes Doom 1 still looks like a pixelated mess, it's just now a more tolerable pixelated mess.
I suspect it would look worlds better on an SD set or possibly converted to 480p with a better converter like an Extron Emotia or VSC unit to bypass the TV's DRC engine.
Edited by NextGen - 7/10/13 at 6:32pm