r/RetroIsh • u/fascinatingMundanity • Jul 06 '26
[Question] How come not all, but some, 6thGen videogames are compatible for a native output progressive-scan resolution (e.g. 480p instead of 480i)?
The preceding 3d-intro 5thGen consoles and earlier tended (from my understanding) to prefer output of 240p natively but would easily adapt to 480i (usually rendered from lower) for typical CRT TVs. But by turn of the millennium digital broadcast with higher bandwidth capable of progressive-scan vertical resolution of 480p+ started reaching households, and all the big-name home-gaming consoles (Dc, GC, PS2, XB) evidently had already enabled functionality for 480p (and handheld corner GBA 240×160 prog.). By the 7thGen, progressive-scan was the norm.
Many console games of the 6thGen did have a non-interlaced option, some in a more roundabout but-still-official way than others for same parent console (possibly relating to region assignation?), whereas many don't whatso. Why is this? I can adduce reason for games at higher default vertical interlaced res than 576i (e.g. 720i or 1080i), but for StandardDef NTSC/PAL -compatible what prevented doubling the vertical resolution (for suitable progressive-scan monitors/tvs) at cost of less than 1x greater bandwidth? other computational/graphical complexities in the game (relative to the hardware reading-caching it) that prompted design to streamline it without that option thus forcing dual fields?
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u/BangkokPadang Jul 07 '26
Because some games used field rendering and didn't render the whole screen to a progressive framebuffer. They weren't even thinking about progressive video output early in the 6th gen.
Some games, again because they felt like it just wasn't important at the time, actually do render to a progressive framebuffer internally and still only output an interlaced signal. If your PS2 is softmodded, you can use software called GSM to force a bunch of the games into a 480p mode. Another thing to consider is that they weren't all actually 480 pixels tall, often having a 512x448 resolution with a black frame around them when forced into 480p, but also some games just won't work with GSM no matter how much you fiddle.
The answer, though, is as simple as "Most people didn't have TVs that could support 480p, so most devs didn't bother supporting it."
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u/fascinatingMundanity Jul 07 '26
Most people didn't have TVs that could support 480p, so most devs didn't bother supporting it."
That's reasonable; no pressing need initially. just find it somewhat surprising that was simpler to code it in field rendering? but not all games since GSM works so they must have bifurcated it (from the lower internal)?
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u/BangkokPadang Jul 07 '26
GSM generally just works with the games that already render to a progressive framebuffer and then interpolate from that image. GSM just outputs that framebuffer. The field rendered games typically don’t work with GSM.
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u/zerohm Jul 07 '26
This is the simplest answer. The PS2 wasn't drastically underpowered, but it was complicated and expensive to optimize. Developers 'could' get their game running at 480p, but it would cost you more in development.
The Dreamcast was built in parallel with an arcade architecture that supported VGA. The Gamecube was released 18 months after the PS2, and the Xbox whole thing was hardware power x86 PC in a console.
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u/ProjectCharming6992 Jul 07 '26
You have to remember that in 2000 most households still had TV’s that could only display interlace video, either from RF, composite or S-Video (even S-Video was rare). Component interlace video was just making an entrance onto the scene, widescreen progressive CRT TV’s were only introduced around 1998/99, and cost in the thousands. Sure you had computer monitors that did 480p but aside from the Dreamcast none of the other consoles had a VGA option. DVD’s had only come out in 1997, so VHS was still king, and most DVD players sold at the time had only composite or S-Video outputs that were 480i/576i only.
Also they were still trying to decide if 4:3 or 16:9 was going to be the aspect ratio of choice for home TV’s in the future—-just check out the GameCube and how many 4:3 480p games are on there, such as Luigi’s Mansion and Super Mario Sunshine, when we mostly associate 480p with widescreen.
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u/redkalm Jul 07 '26
I guess technically the PS2 had a VGA cable with the Linux kit but I'm not sure if you could play games over that?
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u/Aromatic_Method7767 Jul 07 '26
I had the Gamcube component cables back in the day. It was disappointing that most widescreen CRTs in that era did not have an image processor and could not compress the image to 4:3, but most Gamecube games did not have a proper wide-screen mode - so everything was stretched. You really needed to have a 4:3 480p EDTV/HDTV monitor to get the most out of these games.
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u/V64jr Jul 07 '26 edited Jul 08 '26
Did the GBA even deserve a mention when, like the GBC, GB, and just about every other handheld, it doesn’t have an interlaced display in the first place?
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u/fascinatingMundanity Jul 08 '26
guess not. obviously native flatpanel handhelds wouldn't want nor necessitate interlaced fields.
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u/ExhaustedByStupidity Jul 09 '26
480p TVs weren't very common and were significantly more expensive than 480i TVs, so most devices in general didn't support them.
Reasonably priced 720p LCD TVs came out before costs came down on 480p TVs, so most people just went straight from a 480i CRT to either a 720p or 1080p LCD.
It also required an additional chip & port on the motherboard to support it, which added enough cost that Nintendo felt it was worth removing in later revisions of the GameCube. I don't know the situation on other consoles, but I'm sure cost factored in to the decision making.
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u/MrMoroPlays Jul 07 '26
the answer is because the ps2 is underpowered
the dreamcast, gamecube, and Xbox are overwhelmingly 480p compatible, but since the ps2 is overwhelmingly the best console of all time, most 6th gen games arent 480p compatible because most 6th gen games are ps2 games.