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Forums > C64 Coding > ALLEGED "New Double Resolution Double Color graphics mode"
2023-10-31 06:21
Mr SQL

Registered: Feb 2023
Posts: 116
ALLEGED "New Double Resolution Double Color graphics mode"

<Post edited by moderator on 5/11-2023 13:06>

I think I have discovered a new double resolution double color mode from Motion Blur technology, that is different than the sub-pixel demo described here:

Princess in the Kingdom of Subpixels

Try these user mode playable demos:

Fluid City Artifact Remix:
http://relationalframework.com/ArtifactFluidCity.prg

Defender III Artifact Remix:
http://relationalframework.com/defenderiiiartie.prg

You may see extra color from standard chroma artifacting if you have NTSC depending on your VIC-II model, but you will see two shades of blue from luma artifacting on PAL or NTSC tube Televisions or CRT Monitors with no flicker, accompanied by sub pixels 1/2 the size of the panning increment for the doubled frames creating the motion blur effect.

These phantom pixels and shades happen only on the retina, and you will not see them in your peripheral vision.

This technique has application for stock C64 scrolling games that use the text mode to create semi-graphics. It can also work with higher resolutions but the REU or SuperCPU may be required for the processing time and RAM.
 
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2023-11-01 02:08
Mr SQL

Registered: Feb 2023
Posts: 116
Quote: IMHO hallucinations on one or the other display device definately do not qualify for a new graphics mode call - code (and the data it uses) would!

But who am I to decide such delicate discussions.


Who says an optical illusion can't be a new graphics mode?

It's an interesting Fx for classic 80's hardware setups.
2023-11-01 13:44
chatGPZ

Registered: Dec 2001
Posts: 11147
"Interesting" in the same way as a spectacular train wreck, indeed.
2023-11-01 14:20
Mr SQL

Registered: Feb 2023
Posts: 116
Quote: "Interesting" in the same way as a spectacular train wreck, indeed.

It would interesting to figure out why this only works on 80's classic Television.

What are your thoughts on why LCD does not fully replicate these effect?
2023-11-02 18:24
Mr SQL

Registered: Feb 2023
Posts: 116
To clear up some confusion on this thread this technique is not interlacing like the 2011 demo because both successive frames are the same.

However programmatically replacing the second frame with a black frame will remove the extra pixels and colors. That is a MBR motion blur reduction technique for matching the Hz to the panning framerate and is also supported under emulation.

I wouldn't define that as interlacing either because the black frame effectively modifies the Hz.
2023-11-02 21:12
Count Zero

Registered: Jan 2003
Posts: 1825
Quote:
To clear up some confusion on this thread this technique


Well, that didn't work - the 2011 demo? Huh??

Quote:
However programmatically replacing the second frame with a black frame will remove the extra pixels and colors.


[csdb rule]
Make a demo about it!
[/csdb rule]
2023-11-02 23:42
spider-j

Registered: Oct 2004
Posts: 449
Quoting Count Zero
Well, that didn't work - the 2011 demo? Huh??

Princess in the Kingdom of Subpixels
See first post.
2023-11-03 01:27
Mr SQL

Registered: Feb 2023
Posts: 116
Quoting Count Zero
Quote:
To clear up some confusion on this thread this technique


Well, that didn't work - the 2011 demo? Huh??

Quote:
However programmatically replacing the second frame with a black frame will remove the extra pixels and colors.


[csdb rule]
Make a demo about it!
[/csdb rule]

Sure great idea, thanks for encouraging me! I have the code for this and can port it to the C64.

Here's an example with the prequel to this demo STARBLITZ 30 HZ for the Atari 2600:
http://relationalframework.com/STARBLITZ30HZ.bin

This works on PAL displays too but uses the PAL260 mode and it changes the Hz to 30 to match the 30 FPS framerate.
The effect removes the extra pixels and colors the same as running FluidCity with the throttle on at 50/60 Hz and 50/60 FPS of panning animation.

Although this removes the illusion there is still another type of illusion possible with this method too, I will PM you a 7.5 Hz research demo that shows smooth animation despite very slow 16 px increments.
2023-11-04 22:32
Mr SQL

Registered: Feb 2023
Posts: 116
OK here are some more demos with different Fx application.

I added a Motion Blur Reduction filter to 10LineBlitzII which is similar to Fluid City at slower framerates. It is designed to run at 30 Hz and 20 Hz with matching fps or on PAL 25 Hz and 16.6 Hz with the MBR filter, speed depends if you use the throttle or not (push to the right).

Motion blur reduction version:
http://relationalframework.com/10lineblitz2mbr.prg

Motion blur version:
http://relationalframework.com/10lineblitz2arti.prg

The MBR version is clear at both speeds but flickers at the slower speed.

The Motion Blur version has no flicker but there is judder at the slower speed and exta pixels and colors at the higher speed.

MBR is better for watching film at movie FPS rates.
2023-11-05 11:57
chatGPZ

Registered: Dec 2001
Posts: 11147
a little bit of tourette
2023-11-05 13:06
TheRyk

Registered: Mar 2009
Posts: 2086
Quoting Mr SQL
Who says an optical illusion can't be a new graphics mode? ...

Well, 99.9% of all sane users here would say so.

And your repeated promises Quote:
To clear up some confusion
are in fact only vain attempts to explain sth over and over again of which more than enough people already told you it's not what you think it is - some "new" revolutionary discovery or even "graphics" mode.

It's good that you feel so enthusiastic about CRT, but if you overdo your explanations and own invented terminology here for phenomena as old as CRT, it's no surprise people make fun of you. Though it doesn't seem to bother you, it's getting a little painful to me (and I guess others).

That's why I close this thread.
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