AV:RetroTINK-5X Pro

The RetroTINK-5X Pro is an advanced video upscaler designed by Mike Chi. Released on April 29th 2021, it is the latest offering from the RetroTink line of upscalers and line-doublers.

The RetroTINK community has united to create this wiki document as a resource for users looking to better understand the TINK-5X Pro, as well as the growing complexities and capabilities that have been added with ongoing firmware updates. Because of this, The RetroTINK-5X Pro Wiki assumes you are on the latest firmware version unless otherwise specified, and it is highly recommended that you upgrade your firmware to the latest public release. Please see the Upgrading Firmware section for instructions and more info.

How to Use the RetroTINK-5X Pro - A Beginner’s Guide
The RetroTINK-5X Pro is a product designed to solve the problem of using retro video game consoles with modern flat panel displays. If you’ve arrived at this guide, you’re probably aware of some problems when trying to play older video game systems on a newer TV:


 * HDMI vs Analog - In many situations, the cables that came with your game system will not be compatible with the modern digital HDMI inputs on your TV. One of the main features of the RetroTINK-5X Pro is to convert these signals into an HDMI format your modern display can understand.
 * Correct Image Processing - In the cases that your display does have the correct hookups to connect your console, there’s still a good chance that the resulting output will be blurry, distorted and laggy. This is because most displays are designed with Movie or TV Show content in mind, and the video processing typically used to handle that isn’t a good fit for retro consoles. Features like minimal and consistent latency, sharp scaling and proper handling of 240p are almost always missing when using a flat panel’s included analog inputs.
 * Input Lag - Because of the image processing described above, many TVs will introduce input lag (aka latency), which is the delay between a controller input and when the action actually occurs on the screen for the player to see. Having too much lag in a setup can make gameplay feel sluggish, unresponsive, and in extreme cases unplayable. In the context of gaming, input lag can also introduced by upscalers and splitters, the game console, and even the game itself. This is why enthusiasts seek devices (controllers, displays, upscalers, etc.) that minimize latency. While every electronic device takes a little bit of time to do its job, devices that do it as quickly as possible are often referred to as "low lag" or "virtually no lag".

The RetroTINK-5X Pro by design is an extremely low lag device, and with includes advanced modes to operate even more quickly (see Triple Buffer vs Frame Lock And Gen Lock for more info). When seeking products that are low latency, it's helpful to know that anything less than a frame in a 60 FPS signal is colloquially considered very low lag. Often milliseconds (ms) are used to measure lag. One frame of a standard 60 FPS signal is equal to approximately 16.7ms.

Just Play the Damn Game™
Thanks to Mike Chi’s research and engineering, the RetroTINK-5X Pro is one of the best products on the market specifically built to address the peculiarities of retro video game analog signals. While a complex engine of tweakability lies under the hood for enthusiasts, the RetroTINK-5X Pro prioritizes ease of use so anyone can get their console up in running.

Here are the basic steps anyone can take to get a great experience with their retro video game console:


 * 1) Connect the RetroTINK-5X Pro to your display using an HDMI cable.
 * 2) Connect your video game console’s video and audio to the RetroTINK-5X Pro using a supported cable.
 * 3) Power on the RetroTINK-5X Pro using the included micro USB cable - many TVs will have a USB hookup on the back or side that will work as a power source.
 * 4) Using the included remote, select the appropriate input from the "Input Source" menu (this choice depends on the cable you are using to connect your video game console to the RetroTINK-5X Pro, see the Supported Inputs section for more information).
 * 5) Using the included remote, select the appropriate output from the "Output Res." menu. For most TVs, 1080p (Fill) is a great “all around” choice.

And that’s it! You don’t have to be an A/V engineer to get remarkable results from the RetroTINK-5X Pro, all the hard work is done behind the scenes. Understanding jargon such as automatic phase detection, polyphase scaling or motion adaptive deinterlacing isn’t required for you to gain the benefits and enjoy your retro consoles on a flat panel with great results.

Supported Inputs
The TINK-5X supports nearly every major analog video format used by retro video game consoles. Please see the Inputs Source and Determining Video Modes sections for more information about supported resolutions and modes.

When selecting a cable, note that the original manufacturer's cables (Nintendo, Sega, Sony, etc.) are typically high quality options. When available, trusted third-party cables that meet or exceed the quality of OEM cables are noted in the following sections.



The table below covers all of the TINK-5X's compatible inputs, listed by relative picture quality in ascending order. {| class="wikitable" ! colspan="2" |

Composite
To use composite video: plug your cable’s video RCA plug (typically yellow in color) into the TINK-5x’s “Y” labeled input, and your left and right audio into the “L” and “R” inputs respectively. Then, select Composite from the TINK-5X’s "Input Source" menu; the front LED will turn orange. ! colspan="2" |
 * Composite Video with Audio.png
 * This is the “standard yellow video cable” most people are familiar with. Composite video cables were found on consoles ranging from the NES all the way through the Xbox 360/PS3 era of gaming.
 * This is the “standard yellow video cable” most people are familiar with. Composite video cables were found on consoles ranging from the NES all the way through the Xbox 360/PS3 era of gaming.

SCART-CV
DO NOT confuse SCART-CV with the SCART-RGB option listed further below. To use SCART-CV, plug in an appropriately wired SCART cable or use RCA cables for video/audio with a compatible SCART breakout adapter, and select SCART-CV from the TINK-5x’s "Input Source" menu; the front LED will turn blue. ! colspan="2" |
 * SCART.png
 * The TINK-5x supports composite video over the SCART connector input. SCART was common in Europe but not widely used outside that region, and video game consoles sometimes featured composite video and audio connections over SCART. Note that S-Video (Y/C) is not accepted through the SCART connector input.
 * The TINK-5x supports composite video over the SCART connector input. SCART was common in Europe but not widely used outside that region, and video game consoles sometimes featured composite video and audio connections over SCART. Note that S-Video (Y/C) is not accepted through the SCART connector input.

S-Video
To use S-Video with the TINK-5x, plug the S-Video cable into the TINK-5x’s “Y/C” input, and your left and right audio into the “L” and “R” inputs respectively. Then, select S-Video from the TINK-5x’s "Input Source" menu; the front LED will turn white. ! colspan="2" |
 * Mini-DIN.png
 * S-Video is an iteration of composite video that splits the two parts of the composite signal (luma/brightness with sync and chroma/color) across two separate wires. S-Video is typically regarded as a visual improvement over composite video. Examples of consoles that supported S-Video output include (but not limited to) the PlayStation, Nintendo 64, Saturn and Dreamcast.
 * S-Video is an iteration of composite video that splits the two parts of the composite signal (luma/brightness with sync and chroma/color) across two separate wires. S-Video is typically regarded as a visual improvement over composite video. Examples of consoles that supported S-Video output include (but not limited to) the PlayStation, Nintendo 64, Saturn and Dreamcast.

YPbPr / Component

 * YPbPr.png
 * YPbPr or "Component" video is a high quality analog standard that uses three RCA cables to carry separate parts of the video signal (brightness+sync and two color difference signals). Component video was featured on consoles such as PlayStation 2, PlayStation 3, Xbox, Wii, and Gamecube (model # DOL-001 only).
 * YPbPr or "Component" video is a high quality analog standard that uses three RCA cables to carry separate parts of the video signal (brightness+sync and two color difference signals). Component video was featured on consoles such as PlayStation 2, PlayStation 3, Xbox, Wii, and Gamecube (model # DOL-001 only).

To use YPbPr with the TINK-5X, insert the Y RCA plug (typically colored green) into the Tink 5x’s “Y” input, insert the Pb RCA plug (typically colored blue) into the Tink 5x’s “Pb” input, and insert the "Pr" RCA plug (typically colored red) into the Tink 5x’s “Pr” input. For audio, insert your left and right audio into the “L” and “R” inputs respectively.

Then, select YPbPr or YPbPr (SDP) for from the Tink 5x’s Input Source menu; the front LED will turn white.

Review the Input Source section of the guide for more information concerning differences between YPbPr and YPbPr (SDP) modes.

Recommended YPbPr / Component Cables: HD Retrovision ! colspan="2" |

SCART-RGB

 * SCART.png
 * The TINK-5x supports RGB input through the SCART connector input. SCART was not widely used in the United States but was common in Europe, and video game consoles often featured RGB video and audio connections over SCART. To find out if your console supports RGB over SCART, first check the Video Modes Table. Some consoles support RGB only after mods have been installed (such as the Nintendo 64). Other resources for RGB information can be found by choosing your console at the Main Page and seeing if any RGB mods are listed. Additionally, check out RetroRGB's website for detailed information on getting the highest quality RGB picture out of your video game console.
 * The TINK-5x supports RGB input through the SCART connector input. SCART was not widely used in the United States but was common in Europe, and video game consoles often featured RGB video and audio connections over SCART. To find out if your console supports RGB over SCART, first check the Video Modes Table. Some consoles support RGB only after mods have been installed (such as the Nintendo 64). Other resources for RGB information can be found by choosing your console at the Main Page and seeing if any RGB mods are listed. Additionally, check out RetroRGB's website for detailed information on getting the highest quality RGB picture out of your video game console.

Compatibility
The TINK-5x is designed to accept RGB over SCART in the "EuroSCART" variant and NOT JP21. Though JP21 uses the same style connector, it is not compatible with the TINK-5x and may damage your hardware.

Sync
The TINK-5x accepts sync on luma, sync on composite and c-sync RGB over SCART configurations. Check with your SCART cable manufacturer to ensure compatibility with the RetroTINK-5x Pro. Note that TTL-level sync is not supported by the TINK-5x and may damage your hardware. Note that RGsB (such as the PlayStation 2's RGB output for 480i/480p titles) is not supported.

31 kHz Signals
The TINK-5x can accept 31 kHz RGB signals with the use of a compatible sync combiner device. This allows for "VGA" input from compatible sources and resolutions. Sync combiner products include the HD15-2-SCART and VGA2SCART. A common implementation of this option is accepting Dreamcast "VGA" output using a compatible VGA cable. Other options include building a sync combiner directly into the SCART cable, such as the Retro Access Dreamcast 15khz/31khz SCART cable. More information about these products as they pertain to the Dreamcast can be found here.

Recommended SCART-RGB Cables: Retro Access Cables

Retro Gaming Cables

Insurrection Industries


 * }

Remote Control
The RetroTINK-5X Pro comes shipped with a IR remote control. For Post-2.0 firmware revisions, it is required to navigate the menu system, as the face buttons on the unit itself are no longer able to navigate the new, more sophisticated GUI. In the following chart, both the Pre-2.0 and Post-2.0 remote functions are listed. IR blaster codes are provided for users interested in their own programmable remotes or home automation systems.

Note: GUI Window "shortcut" buttons (Mouse, Volume Up, etc.) will only open their respective menu when the GUI is fully closed.

IR Codes copied with permission from Joey Baumgartner

Upgrading Firmware
Since debuting in May, 2021, the RetroTINK-5X Pro has received vast upgrades to its features and functionality, as well as numerous bugfixes and tweaks. Mike Chi originally provided an excellent manual that detailed the stock firmware features thoroughly. However, with each iteration, that manual fell out of step and does not cover many of the options found on the RetroTINK-5X Pro today.

The RetroTINK community has united to create this wiki document as a resource for users looking to better understand the TINK-5X Pro, as well as the growing complexities and capabilities that have been added with ongoing firmware updates. Because of this, The RetroTINK-5X Pro Wiki assumes you are on the latest firmware version unless otherwise specified, and it is highly recommended that you upgrade your firmware to the latest public release.

The instructions below covers how to update a RetroTINK-5X on a Windows PC, which can also be found on the Official RetroTINK Website.


 * 1) Download and install the [[File:CDM21228 Setup.zip]] FTDI D2XX Drivers.
 * 2) Download the RetroTINK Firmware Tool. Install it by unzipping and running RT_FWUP.
 * 3) Download the firmware you need via the RetroTINK-5X firmware page.
 * 4) Hold down the 'Menu' button on the RetroTINK-5X unit, while plugging it into your computer via the USB cable normally used for power. When you do this, the LED on the 5X should be RED, indicating that it is in update mode.
 * 5) Run the RetroTINK Firmware Tool. The installer will have left a shortcut on your desktop.
 * 6) In the Firmware Tool, hit "Search": You should see "FT232R USB UART" appear in the box, indicating that the tool has detected the RetroTINK-5X.
 * 7) Hit "Load HEX" and select the .hex firmware file you downloaded and unzipped in Step 3.
 * 8) Hit the "Flash" button to update the 5X.
 * 9) * During the update, the Firmware Tool may freeze. This is completely normal! The tool is still running as it should, and it will complete the firmware update after a minute or two. Be patient!
 * 10) * If you accidentally interrupt the process, start over from Step 4.
 * 11) The RetroTINK-5X should reboot and be ready to use.

As of Firmware Update 2.00, the Menu and Option buttons on the front of the unit no longer have functionality paired to them. The Input button will still cycle through the various input sources.

For more help, Bob from RetroRGB has created a video tutorial giving step-by-step details on how to perform a firmware upgrade on the full RetroTINK line of products.

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Notable New Features
Below is a list of the most notable features that have been added to the RetroTINK-5X through various firmware updates (for a full list, visit the TINK-5X firmware page). It's worth noting that none of these remove the plug-and-play nature of a stock 5X.


 * Menu-based GUI - A new menu system allows for easy navigation and tweaking of the 5X's features. This comes with a revamp of the remote's button layout (see the Remote section above).
 * Global Low Lag Output - While already an incredibly low lag device, all 5X input / output resolution combinations have been reduced to 1-3ms of lag.
 * Blue Only - Displays only blue color values, similar to the "Blue Button" on PVMs used for picture calibration.
 * HDR Injection - Allows the output to be flagged as either HDR10 or HLG, effectively adding HDR functionality. This can result in more accurate picture luminance when using the CRT overlays, although the Gamma and Color Boost may need to be adjusted.
 * On-Screen Display options - Allows you to change the size of the 5X's menus, as well as the background color when no signal is detected through the selected input.
 * 480i and 240p output - The 5X can now output 480i. 240p output also returned in firmware 2.98 after being absent since 2.71.
 * Advanced Resolutions - Hidden by default, accessing this enables 1440p, 2560x1440p and 1536p ("iPad") output resolutions. These modes are considered experimental and are provided without support or guarantees.
 * Profiles - It's now possible to save your settings using 10 Profile slots. The Load Profile menu also allows you to load the Default profile if you wish to start over from scratch. You can also choose to load up a specific Profile on startup.
 * Profile Naming - A long-requested feature that allows you to give your Profiles custom names.
 * Visible Cropping Fields - Magenta bars are now displayed when using the cropping controls to help visualize where the crop zones are on the output.
 * Scaling and 4:3 Ruler - It's now possible to increase the horizontal / vertical size and positioning of the image, even with optimal sampling. When using an H. Sampling preset that isn't Generic 4:3 / 16:9, a number in the bottom-right corner of the menu displays if your V Size setting matches the pixel aspect ratio of the H. Sampling preset you chose. A reading of 1.00 means a match ("dialed in" 4:3 AR).
 * Bob Offset - Offsets the Bob Deinterlacer's movement to either exaggerate or even negate the bobbing effect. This is useful for 240p games that were poorly ported to run at 480i, such as Megaman Anniversary Collection on PlayStation 2.
 * Bob Scanlines - Adds interlacing scanlines to interlaced content, which enables an appearance closer to 480i on a CRT.
 * 360p Optimal Timing - This allows the 5X to correctly upscale video from the Game Boy Interface, a custom firmware for the Nintendo GameCube's Game Boy Player add-on. This feature only appears when the 5X detects 360p video.
 * Scanline and CRT Effect Options and Improvements - This includes vertical masks that enable the appearance of consumer CRTs and arcade CRTs.
 * Adjustable Post-Processing Profiles - The existing scanline profiles can now be further tweaked by the user, including the specific scanline beam and vertical mask, their strength, the Gamma and Color Boost, and more.
 * Lock to 60hz - Locks the output to 60hz, useful for PAL users who switch between 50hz menus and 60hz games on a modded system, and for unforgiving displays and capture devices.
 * Status - Displays technical information regarding the signal currently being displayed.
 * Remote Button Holds - When adjusting a numerical value, holding down an arrow button now results in a continuous input, removing the need to constantly tap the button.
 * Default Profile Shortcut - Press the Back button on the remote 6 times rapidly to load the Default Profile.

RetroTINK-5X Pro Firmware Notes
The current firmware version is 3.0. For older firmware version notes, please see the RetroTINK-5X Pro firmware version history wiki page.

Version 3.0
Originally released December 23rd, 2022

Notice: Firmware updates erase saved profiles and reset the device to default settings.


 * Profiles can be named with an on-screen keyboard.
 * Ported RT4K buffer mode, making all resolutions 'min-lag'.


 * Current buffer lag (assuming Frame Lock or converged Gen Lock) can be seen in the [Status] page.


 * Ported RT4K Gen Lock, improving overall stability.


 * 240p output mode revived (for 240p, 480i, 480p and 720p inputs).


 * 480i output mode added (for 240p, 480i, 480p and 720p inputs).


 * Downscaler behavior can be controlled in the [Interp./Deint.] menu. DS Pass-Thru = No, forces all sources to the specified output (i.e. 480i is converted to 240p). DS Pass-Thru = Yes has the output resolution follow the input resolution.

''Please be aware, that downscaling options are considered experimental and unsupported. We cannot provide support or guarantee proper operation with 3rd party HDMI -> analog dongles. You will need a converter that is capable of recognizing and generating the correct sync signals for 480i video. ''
 * 4K24 and 1080p Min-Lag modes removed.

Download Here:

Troubleshooting / FAQ
There are many helpful users at the RetroTINK Discord community that can help answer most questions you might have, and help step you through troubleshooting steps if you are experiencing issues. Here are some of the common questions and solutions the the community has collected.

"Why isn't my RetroTINK-5X Pro showing video or displaying distorted video?"

Steps to attempt to resolve "no video" or "strange / distorted video" issues:

Turn the RetroTINK-5X Pro off and on again

Occasionally, leaving the 5X on for an extended period of time (24 hours or more) will cause it to display the picture incorrectly, such as the picture being green, or no picture at all. Turning the 5X off and on again is sometimes all that's needed to resolve this issue.

Plug the RetroTINK-5X Pro into wall power using a dedicated USB power supply. While in most cases it is okay to plug into your TV's USB port, some TV USB ports do not supply enough amperage and can cause the RetroTINK-5X Pro to run erratically (stuttering, audio distortion) or not at all. Using a dedicated power supply rated for at least 1 amp (1 A) is a simple way to check if this is the issue. Check your TV's documentation to ensure that the supplied USB port is offering at least 1 amp (1.0 A) of power, as the The RetroTINK-5X Pro is rated to draw around 800 mA (.8 A).

Try Different Cables Some users have solved their issue swapping their HDMI cables and/or Micro USB cables. The 5X ships with a new, good quality Micro USB cable but it never hurts to try an alternate if you are experiencing issues.

Ensure your Display is 1080p Compatible When powered on, the RetroTINK-5X Pro outputs 1080p video by default. If you are using an older TV, check your documentation that it can support 1080p. If you find that it does not, there are other video modes that the 5X can output. 720p would be the next lowest standard video mode, but you will have to navigate the selection without seeing the screen.

To Change Output Resolution Without A Working Picture: 1. Ensure your TV is turned on and set to the correct HDMI input, and that the RetroTINK-5X Pro is turned on and connected to that input with a tested, working HDMI cable. 2. Using the RetroTINK-5X Pro's remote, perform the following button presses:

If your RetroTINK-5X Pro is on a firmware before 2.0, simply pressing the "Three Lines" button on your remote to cycle output resolutions, making sure to give a couple seconds between presses for your TV to adjust, until you see a working picture.

If your RetroTINK-5X Pro is at the latest firmware, here are the remote control steps to change video output to 720p:

"I cannot change to 1440p after updating my firmware!"

Make sure the "Advanced Res" is set to "Yes" in the OSD menu. These extended resolutions were put behind a toggle to signify that they are experimental / bonus features and not guaranteed to work in all situations.

"I'm not seeing video with PlayStation 2 using Component cables!"

Make sure your PS2 is set to YPbPr output mode. A guide for changing this setting can be found here.

Cable Comparisons
To view and compare these images, click on one to enlarge it, then use the arrow keys to jump to the next or previous image in the table.

{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" " ! colspan="5" |

Nintendo Systems
!System !Composite !S-Video ! RGB !Component (modded w. Voultar's N64 RGB Kit) (modded w. Voultar's N64 RGB Kit)
 * Nintendo Entertainment System (NES)
 * NES_Example_1_-_Composite.png
 * S-Video Unsupported
 * RGB Unsupported
 * Component Unsupported
 * SNES "2-Chip" (SNS-CPU-GPM-02)
 * SNES Example-Composite-2-Chip.png
 * SNES Example-S-Video-2-Chip.png
 * SNES Example-RGB-2-Chip.png
 * SNES Example-HDRV-SNES-2-Chip.png
 * SNES Jr (modded w. Voultar RGB Bypass)
 * SNES Example-Composite-SNES-Jr-Voultar.png
 * SNES Example-S-Video-SNES-Jr-Voultar.png
 * SNES Example-RGB-SNES-Jr-Voultar.png
 * SNES Example-HDRV-SNES-Jr-Voultar.png
 * Super Game Boy (SNES "1-Chip")
 * SNES - Pokémon Yellow - 02 - Composite.png
 * SNES - Pokémon Yellow - 03 - S-Video.png
 * SNES - Pokémon Yellow - 04 - RGB.png
 * Missing image for Super Game Boy Component
 * NTSC Nintendo 64
 * SNES - Pokémon Yellow - 03 - S-Video.png
 * SNES - Pokémon Yellow - 04 - RGB.png
 * Missing image for Super Game Boy Component
 * NTSC Nintendo 64
 * NTSC Nintendo 64
 * N64-example-composite-1.png
 * N64-example-svid-1.png
 * N64-example-rgb-1.png
 * N64-example-hdrv-1.png
 * NTSC Nintendo 64
 * NTSC Nintendo 64
 * N64-example-composite-2.png
 * N64-example-svid-2.png
 * N64-example-rgb-2.png
 * N64-example-hdrv-2.png
 * }

{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" " ! colspan="5" |

Sega Systems
!System !Composite !S-Video !RGB !Component
 * Sega Genesis
 * Genesis-example-stock-composite.png
 * S-Video Unsupported
 * Genesis-example-stock-rgb.png
 * Genesis-example-stock-hdrv.png
 * Sega Genesis (modded w. RGB AMP Triple Bypass Mod)
 * (3XBP Mod Disables Composite Output Support)
 * S-Video Unsupported
 * Genesis-example-3xbp-rgb.png
 * Genesis-example-3xbp-hdrv.png
 * Sega Saturn
 * Genesis-example-3xbp-hdrv.png
 * Sega Saturn
 * Sega Saturn
 * Sega Dreamcast
 * Dreamcast-Screenshot-Composite-Generic.png
 * Dreamcast-Screenshot-S-Video-Generic.png
 * Dreamcast-Screenshot-VGA-15Khz-RA-Cable.png
 * Dreamcast-Screenshot-VGA-31Khz-RA Cable.png
 * }
 * }

{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" " ! colspan="5" |

PlayStation Systems
!System !Composite !S-Video !RGB !Component
 * PAL Sony PSone
 * Spyro Year of the Dragon - 02 - Composite - Official Cables.png.png
 * Spyro Year of the Dragon - 03 - S-Video - Retro Gaming Cables.png.png
 * Spyro Year of the Dragon - 04 - RGB-SCART - Retro Gaming Cables.png.png
 * Unsupported. However, PS1 games on a PS2 console do support component output.
 * NTSC Sony PlayStation
 * PS1 NTSC Cable Comparison - Composite - OEM.png
 * PS1 NTSC Cable Comparison - S-Video - OEM.png
 * PS1 NTSC Cable Comparison -RGB- Retro Access.png
 * Unsupported. However, PS1 games on a PS2 console do support component output.
 * PlayStation 2
 * Katamari-composite.png
 * Katamari-svid.png
 * (Missing image for PS2 RGsB)
 * Katamari-component.png
 * PlayStation Portable
 * PSP - Crisis Core B - 01 - Composite.png
 * PSP - Crisis Core B - 02 - S-Video.png
 * Unsupported
 * PSP - Crisis Core B - 03 - Component.png
 * }
 * PSP - Crisis Core B - 02 - S-Video.png
 * Unsupported
 * PSP - Crisis Core B - 03 - Component.png
 * }

{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" " ! colspan="5" |

Microsoft Systems
! System ! Composite !S-Video !480i Component !480p Component
 * Xbox
 * Xbox composite video example.png
 * Xbox s-video example.png
 * Xbox sd component example.png
 * Xbox 480p component example.png
 * }
 * }

{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" " ! colspan="5" |

Microcomputers
! System !Composite NTSC !Composite PAL !S-Video NTSC !S-Video PAL
 * Commodore 64
 * C64-composite-ntsc.png
 * C64-composite-pal.png
 * C64-s-video-ntsc.png
 * C64-s-video-pal.png
 * Commodore 64
 * C64-composite-full-color-example.png
 * C64-s-video-full-color-example.png
 * }
 * C64-composite-full-color-example.png
 * C64-s-video-full-color-example.png
 * }
 * }

{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" " ! colspan="5" |

Miscellaneous Systems
!System !Composite !S-Video !RGB ! {| class="wikitable comparisontable mw-collapsible mw-collapsed" ! colspan="2" |
 * 3DO Interactive Multiplayer
 * Road Rash 3DO Example - Composite.png
 * Road Rash 3DO Example - S-Video.png
 * RGB Unsupported
 * Component Unsupported
 * Phillips CDi (PAL) Model: CDi220/60
 * Phillips CDi (PAL) Model: CDi220/60
 * Phillips CDi (PAL) Model: CDi220/60
 * S-Video Unavailable on PAL CDi's
 * N/A
 * }

Side-By-Sides

 * Saturn
 * Saturn-cable-comparison.png
 * Dreamcast
 * Dreamcast Cable Comparison.png
 * Genesis
 * Gunstar compare.png
 * Xbox
 * Xbox cable comparisons.png
 * Nintendo 64
 * Composite-svideo-rgb comparison n64 volutar mod retrotink5x.png
 * }
 * Xbox cable comparisons.png
 * Nintendo 64
 * Composite-svideo-rgb comparison n64 volutar mod retrotink5x.png
 * }
 * }

1080p Output Modes
The RetroTINK-5X Pro offers four 1080p output modes in the Output menu: 1080p (Fill), 1080p (Over) and 1080p (Under). These modes interpret the input video signal in different ways, and understanding their function will help get the most out of the RetroTINK-5X Pro. Note that Scaling and Crop adjustments are still required in many cases to position the image and crop out unwanted video artifacts. The example Super Mario Bros. images were captured with stock generic settings with minor alignment and cropping adjustments.

Video Modes
An important element to unlocking the advanced features of the RetroTINK-5X Pro is knowing the specific video mode your console is outputting. This isn't always easy - video modes can change depending on your cable type, game selection, console menu options or even settings within the game. In some cases, video modes will change in-game, often between in-game menus and gameplay (see Triple Buffer vs Frame Lock And Gen Lock for more information on the 'Chrono Cross' problem). Thankfully, the RetroTINK-5X Pro handles the hard work and adjusts seamlessly behind the scenes to process nearly anything your video game console can throw at it. However, understanding your console's video modes can open up advanced tuning options to dial in your console and video preferences.

A Video Mode, simplified, is the number of vertical picture lines a console is generating, followed by either a p or an i, or Progressive and Interlaced respectively - e.g., 480p. For this section, the differences between Interlaced and Progressive will be the focus. (For a complete list of compatible input video modes, see the Input Source section of the wiki.)

Interlaced Signals
Interlaced video is a video standard that dates back to the dawn of broadcast television, and was mainly a technology used on standard definition CRT displays. With interlaced video, the image is drawn on the screen from top to bottom in two consecutive passes. The first pass draws the image in the even spaces, and the second pass fills the image in the odd spaces. This process happens quickly to create a smooth persistence of motion. This "tik-tok" method of filling in the screen allowed early engineers to get more out of the limited bandwidth of TV broadcast signals.

While interlaced video is still used in certain situations, modern display technology doesn't process video in the same way, and interlaced video has to be converted into a progressive image before it can be drawn. The process of turning an interlaced video signal into a progressive one is known as deinterlacing. While Motion Adaptive Deinterlacing is the most sophisticated and is the default deinterlacer on the RetroTINK-5X Pro, there are situations where other deinterlacing methods can create desirable effects, such as Bob and the corresponding Bob Scanline Modes. More about the The RetroTINK-5X Pro's deinterlacing options and examples are outlined in the Interpolation/De-interlacing section of the wiki.

Progressive Signals
Unlike interlaced video, progressive video modes are drawn to the screen in one pass, and thus do not require deinterlacing to be drawn on modern displays. Common progressive modes found in retro consoles include 240p, 480p, and 720p. Because they do not require additional processing, they are typically seen as a higher quality signal (often described as sharper or cleaner) and in most cases are preferred over interlaced options. Progressive video modes can also be processed using the RetroTINK-5X Pro's Pre-Scaling functions for additional resolution-dividing and scanline effects.

NTSC and PAL
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Determining Video Modes
Below is a table of common consoles and their supported video modes. Note that some consoles can be modified or use software to support video modes beyond what is shown here. However, this should serve as a good "rule of thumb" for what video modes and cables are required to get a good experience using them with the RetroTINK-5X Pro. More information for specific consoles can be found in the Console Specific Configurations section.

Downscaling
Downscaling is a feature of the RetroTINK-5X Pro to output certain resolutions the same or lower than the source input. Specifically, 240p, 480i, 480p and 720p inputs can be output as 240p or 480i. Common use cases include converting modern resolution video games to be compatible with standard definition displays, and for non-deinterlaced 480i VHS capture. Typically, a second transcoder is used to take the HDMI output of the RetroTINK-5X Pro and convert it to an analog signal the SD-compatible display accepts.

All HDMI-capable consoles offer a 720p mode as of 2022, however you may need yet another transcoder to convert the signal to Component, since the 5X does not have an HDMI input. Certain "HD" consoles do allow for Component output, including the PlayStation 3 and most Xbox 360 models.

Enabling the "Ds Pass-Thru" setting will configure the RetroTINK-5X Pro to automatically change the output to follow the source input. For example, if a 480i input was detected, the output would be 480i. If The "Ds Pass-Thru" toggle was set to "off" (default), the 480i input would be processed and output at whatever resolution was set in the "Output Resolution" menu.


 * The video above is My Life in Gaming's video covering 240p downscaling using the GBS 8200 with the GBS-Control custom firmware. The knowledge and experiences learned there will generally apply to the 5X as well, including trying to fit a 16:9 image into a 4:3 window, and how high-resolution games and pixelart games may not scale down pleasantly to 240p.

Triple Buffer vs Frame Lock And Gen Lock
Older video game consoles didn't always have perfect video timings. CRTs typically had no problems working with these variances, but these "imprecise" consoles can sometimes have trouble working with modern TVs and capture devices that conform to a more rigid standard. Some games, such as Silent Hill or Chrono Cross on the PlayStation 1, will alternate between 240p or 480i video modes if you are in-game or in the items/pause menu, respectively. On many displays, upscalers and capture devices, this will create a long delay and a "no input detected" screen for several seconds while the device reorients to the new video mode. The issue of a device taking a gameplay-harming amount of time to change between video modes has been colloquially called the "Chrono Cross" problem.


 * These modes can be accessed in the "HDMI" menu, then adjusting the "V-Sync" option.
 * For PAL users, it's worth noting that the Lock to 60hz feature may also be required to remove the "Chrono Cross" problem.
 * Lock to 60hz also allows capture cards to not lose picture when nothing is output at all, such as before and after the console startup.
 * The TINK-5X is not able to automatically switch its H. Sampling Preset when the resolution changes. If you are using one of the non-Generic presets, we recommend using the one that matches the gameplay.

Triple Buffer The RetroTINK-5X Pro uses "Triple Buffer" mode to effectively eliminate the "Chrono Cross" problem and create very high compatibility with displays and capture devices even for consoles with "imprecise" video. However, Triple Buffer mode comes at the expense of increased lag and occasional and minor judder. The lag varies between approximately 0.25 to 1.25 frames in this mode.

Frame Lock For those looking for the lowest possible lag, the RetroTINK-5X Pro offers a "Frame Lock" mode. With Frame Lock enabled, the RetroTINK-5X Pro uses the console's video input as its base clock and offers a fixed lag of approx. 0.25 frames. The lowered lag comes at the cost of possibly lower compatibility with some TVs and capture cards, and not protecting devices from the "Chrono Cross" problem.

The RetroTINK-5X Pro defaults to Triple Buffer mode to ensure the highest compatibility for users. To toggle between Triple Buffer and Frame Lock, navigate to the HDMI settings and toggle the V. Sync (Vertical Sync) option.

Gen Lock ''The 'Gen Lock' feature is only available with Firmware 2.73 or higher, and only on units sold after July 2021. This variance is due to a part that was substituted on account of supply shortages. Firmwares 2.73 and above will still work with older models (including newer features such as HDR), but won't display the Gen Lock feature.''

Similar but unique to Frame Lock Mode, Gen Lock allows the RetroTINK-5X Pro to match the input frame rate with a regenerated clock, resulting in a signal which is more stable than Frame Lock Mode. Mainly useful for 1440p+ resolutions with SDP sources (Composite/S-Video) that previously could not sync in Frame Lock. Other benefits include removing judder and composite artifacts that show up in triple buffering, as well as dejittering the SNES for displays that may otherwise not work in Frame Lock Mode.

Variable Refresh Rate (VRR)
Certain displays support Variable Refresh Rate, allowing them to achieve a wider range of frame rates. The RetroTINK-5X can flag its output as VRR, which improves input lag for the Frame Lock and Gen Lock V-Sync modes. For certain displays this will also enable a special low latency mode, reducing the display's input lag.

Horizontal Sampling Modes
The TINK-5X uses a combination of its flexible video ADC plus polyphase scaler to produce various horizontal sampling options. The Generic 4:3 and 16:9 modes interpolate the horizontal directions to produce the correct aspect ratio at the select output resolution.

The optimal modes, listed for the various consoles, sample the horizontal direction at the same rate as the original console, allowing for an even sharper picture.

Note that not all presets may be available for a given signal. The list of available Presets is determined by an internal matrix of input/output combinations. For example, the HiRes 858 Preset may not be available with 480p input.

Here are the currently included "Optimal Timing" presets:

Post Processing Filters
The RetroTINK-5X Pro features customizable post processing filters designed to simulate the look of certain CRT and LCD displays. Below is a list of the current featured presets, as well as examples captured from the same video source for comparison and reference. To view the post-processing effects example images with the best clarity, click once to view the images enlarged, and click the enlarged image again to view them in your browser without scaling.

Manual Gain Adjustment
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HDR
"Inject HDR" can be used with compatible displays to treat the RetroTINK-5X Pro's HDMI output as "HDR enabled-content." This allows extended range of the +Gamma Boost value in the Post Processing menu to compensate for the loss of image brightness when using Scanline and/or CRT Mask filters, as well as the display's Black Frame Insertion feature. Without "Inject HDR" enabled, +Gamma Boost operates at a range of -10 to +10. With "Inject HDR" enabled, the range is increased to -10 to +20.


 * To enable HDR, navigate to the [HDMI] selection from the RetroTINK-5X Pro GUI and set "Inject HDR:" to either "HLG" or "HDR10".
 * HDR is intended to be used with the 5X's scanline presets found in the "Post Proc." menu.
 * Note that HLG will look very de-saturated at first; you must go to the [Post Proc.] menu and adjust "Color Boost" to 0.

HLG and HDR10 are different formats of HDR, and from the RetroTINK-5X will appear different from each other. HDR10 is more luminous, and with scanlines can help mimic the brightness of a real CRT, but can appear garish without scanlines. HLG isn't as luminous, but is more pleasing without scanlines. The CRT look can be mimicked even further if your display is capable of Black Frame Insertion (BFI).

Note that HDR isn't well represented in screenshots, and that the effect is more pronounced when viewed in person on an HDR display.

In the table below, all photos have had their exposure set for HDR10 with PVM-600 scanlines, to demonstrate the brightness differences between the various examples. Since they're photos of a screen, the contrast is not representative of looking at them with the human eye. The TV used was an LG CX 55".

This second table shows what the HDR modes look like via direct capture.

Pre-Scaling
The RetroTINK-5X Pro includes the ability to "Pre-Scale" progressive video content, or discard scanline intervals, at one-half or one-third increments of the source input. This discards vertical lines resulting in a loss of resolution and visual information, and isn't always a desirable effect. However, this loss in resolution is useful in some circumstances, such as more accurate scanline rendering for 240p visual content output from consoles that run at higher resolutions (such as the Dreamcast or Wii). The following example is from Street Fighter 3: Third Strike for the Dreamcast. The Dreamcast is outputting 480p, but the assets of the game are 240p graphics being doubled in software. The RetroTINK-5X Pro can throw away half the redundant visual data before applying post-processing effects, resulting in a more "arcade CRT authentic" scanline size and effect.

More information can be found at the Post-Processing Filters, Post-Processing, and Interpolation/Deinterlacing sections.

Bob Scanline Modes
Much like pre-scaling for progressive content, Bob Scanline Modes gives you additional control for how scanlines are applied with 480i interlaced content. To use the various Bob Scanline options, the Deinterlacer must be set to "Bob" in the Interpolation / Deinterlacing menu, and scanlines should be enabled in the Post-Processing menu (any preferred combination of "+Scanline Beam" and "+Scanline Str." settings).

The "Post-Deint." or Post Deinterlace option applies scanlines after the 480i source has been deinterlaced to 480p. This gives the appearance of thinner scanlines.

"Pre-Deint. or "Pre-Deinterlace" treats the 480i source as 240p, so the applied scanlines are thicker. This is especially appropriate for situations where a 240p graphical asset game is being displayed in a 480i video mode.

The "CRT Simulate" setting functions similarly to Pre-Deinterlace, but shifts the odd and even scanlines every frame to reproduce how a CRT display would draw the image.

For more information on deinterlacing methods, please see the Interpolation/De-interlacing.

Below are some examples from Mega Man Anniversary Collection on the PlayStation 2. It is an example of a game that renders 240p assets through 480i video output. This is not typically a desirable combination for the best video quality, but using Bob Scanline modes and scanline Post Processing filters can help improve the visual experience of the game.


 * 1) This feature has been removed, keeping this in case it finds its way into the official FW.
 * 2) ===Frame Blending===
 * {| class="wikitable"
 * 1) ! No Frame Blending
 * 2) ! 'Average' Frame Blending
 * No-frame-blend.webm
 * Frame blend.webm
 * }
 * Frame blend.webm
 * }

Saving and Loading Profiles
The RetroTINK-5X Pro includes 10 slots to save your custom settings. To save your settings, navigate to the [Save Profile] section from the Main Menu. Selecting one of the Save Profile slots (1-10) will save any current changes made to the RetroTINK-5X Pro system into the chosen slot.

As of firmware 2.98, selecting a slot to save a profile will bring up a secondary window allowing you to name your profile with an on-screen keyboard. The saved values can then be loaded from the Load Profile menu, or a slot be set to load on boot from the On-Screen Display/Startup Profile selection.

The Load Profile menu also allows you to go to the Default Profile; this isn't visible in the Save Profile menu to prevent the user from accidentally overwriting it. You can also load the Default Profile by quickly pressing the Back button on the remote six times.

Chroma Subsampling
Chroma subsampling is a technique used in video that reduces the data size of video information. It does this by compressing chroma (the color tone) separately from luma (the brightness) of a given pixel. This method takes advantage of the human eye’s ability to detect luma at a higher sensitivity as compared to chroma, and is a common practice in video reproduction to save on video bandwidth while minimizing degradation in quality.

A more detailed explanation of chroma subsampling can be found here.

The RetroTINK 5X operates using a YCbCr 4:2:2 chroma subsampling encoding. However, with sources up to 480p, a color fidelity comparable to YCbCr 4:4:4 is achieved through sampling the incoming video data at up to 3 times that of “traditional” capturing techniques - the ‘oversampled’ image is interpolated to produce much higher color accuracy than 4:2:2 alone.

With 720p and 1080i content, however, it isn’t possible to capture enough sample data for the “pseudo-4:4:4” technique to work, revealing color compression artifacts of the Tink’s baseline YCbCr 4:2:2 encoding. While there is nothing inherently “wrong” with using 720p and 1080i input content captured by the Tink, some users regard the 4:2:2 compression as suboptimal and may wish to find alternative methods of upscaling 720p and 1080i content.

Console Specific Configurations
This section goes over the specific settings and configurations you may want to consider for specific platforms, including their quirks such as the Nintendo 64's additional blur filters, or counteracting the 3DO's 480i output. Please keep in mind that the RetroTINK-5X Pro still provides a great experience without diving into any of this so that you can Just Play The Damn GameTM.

This section in particular delves into what is known as "Optimized Sampling". This process further refines the picture to gain the sharpest pixels possible by dialing in to the specific resolution the game is currently outputting. This comes at the expense of freely resizing the picture like in the Generic 4:3 and Generic 16:9 modes: doing this with Optimized Sampling will result in undesired results. This, combined with the pixel aspect ratios many retro games expected to be viewed on, means that Optimized Sampling is frequently at the mercy of integer-based scales. If that all sounds complicated, stick to the Generic 4:3 / 16:9 modes so you can resize to your heart's content.

The Optimized Sampling Settings in this section are transcribed from Wobbling Pixels' YouTube channel, where he creates excellent video guides to dial in optimal settings for various retro gaming consoles and configurations.

NES / Famicom
The Famicom (or Family Computer) is the original Japanese version of Nintendo's landmark console, while the NES (or Nintendo Entertainment System) was released in all other regions. All Famicom / NES systems will be marked as such at the front, so simply read that to tell which one yours is (particularly useful regarding the top-loading redesigns).

The NES / Famicom can only output either Composite video or RF (with one rare exception). Use the list below to tell which one your system outputs:


 * Composite signals are supported by the RetroTINK-5X: insert the yellow cable into the green plug, then go to the "Input" menu and select "Composite".
 * Original "Front-loading" NES.
 * Top-loading "AV Famicom" with the rounded power switch and flat cartridge slot.
 * Sharp's "Twin Famicom".
 * Sharp's "Famicom Titler" (also capable of S-Video).
 * RF signals are not normally supported by the RetroTINK-5X. For a workaround, visit the RF Consoles section below.
 * Original Famicom w. hard-wired controllers.
 * Revised "Top-loading" NES with a rounded cartridge slot and power switch.
 * The RF Modulator output from the original "Front-loading" NES, which has softer sound compared to the the sharper Composite output.

Because these systems can only output Composite or RF, there's very limited room for the 5X to improve it. Here's our suggestions:


 * Optimal sampling settings are the same as with the SNES / Super Famicom, so you can use the table provided in that section below. Because of Composite's low quality, it's subjective whether sharper look is better or not (see table below for examples).
 * NES signals also tend to have some vertical jitter. This can be reduced by going to the "Interp./Deint." menu and setting "Vertical Filter" to "Soft".
 * Certain titles would often have large parts of the screen that go unused, barely visible on a CRT but prominent on modern displays. To mask them out, go to the "Scaling/Crop" menu and use the Crop settings to adjust the Start and Ends of H Crop and V Crop.

SNES / Super Famicom
For the vast majority of titles, the SNES' optimal settings are simple thanks to a specific preset. Go to "H. Sampling", set the Preset to "SNES/PCE 256", then reposition the image to the center of the screen in the "Scaling/Crop" menu by using the "V Position" option.

512 "Hi Res" Games
Certain games in the SNES' library used a "Hi Res" 512 pixels wide mode for certain layers. These were often used for higher resolution textures, or for increased text clarity in official Japanese titles or unofficial fan translations. Other games used it for transparency effects instead, such as Kirby's Dream Land 3.

Each will require a different approach:


 * For games that use 512 pixels for transparency effects, use the following settings:
 * In the "H. Sampling" menu, set "Preset" to "Generic 4:3"
 * In the "Post Proc." menu, adjust the "Pre-emph" setting to "-5". You can use a higher Pre-emph setting if you're playing from a couch distance, or if your SNES has softer video output (see below).
 * For games that use 512 pixels for higher resolution text and textures, use these settings:
 * In the "H. Sampling" menu, set "Preset" to "HiRes 512".
 * In the "Scaling/Crop" menu, there's a number in a white box: adjust the "V Size" setting until this number reads "1.00" (which means the pixel aspect ratio is correct). Then, adjust the V Position value to your preference.

1CHIP Vs 3CHIP Video Output
A quirk of earlier SNES models is a rightwards horizontal streaking of the image, resulting in a "murkier" picture. This effect is found to various degrees in all "3CHIP" SNES consoles, named after the numerical count of processors and video processing chips used on the console's main board. Later model SNES consoles have a revised design, and notably consolidated the CPU and video processors in a single package. These versions of the SNES are colloquially referred to as "1CHIP" consoles (this includes the slimmer SNES "Jr.", however the SNES Jr does not support RGB output without modding).

The "1CHIP" SNES design eliminated the horizontal streaking artifact, while increasing the overall brightness of the video output. The brightness boost is noticeably more vibrant, but without correction can "clip the whites" and cause some brighter details to be lost (the HD Retrovision SNES Cable has a selectable mode specifically for this issue). Despite the downsides, the "1CHIP" is still typically favored over "3-CHIP" models.

While the TINK-5X cannot completely remove the streaking found with "3CHIP" video output, it can help mitigate the effect somewhat:


 * First, the optimized sampling numbers in the table above won't remove the blur, but will sharpen the edges of all pixels.
 * Second, try setting the pre-emph to a positive value to apply a further sharpening effect.
 * Third, try using a scanline preset in the 5X's "Post Proc." menu (and adjusting them further if you wish). This may help obfuscate the remaining blur.

Super Game Boy 8:7 Settings
If you're using the Super Game Boy, you'll want to use its own optimized sampling numbers when using it. This is because Game Boy games were expected to be displayed on the square pixels of a Game Boy screen, unlike the rectangular CRT pixels that the SNES expects. While not perfect squares, the 8:7 aspect ratio of the numbers provided above will give proportions that are much closer to an actual Game Boy, and so is a more accurate look. The Super Game Boy's borders however were intended to be shown on a CRT, and thus will look more accurate with the SNES optimized sampling numbers.

In the Pokémon Yellow examples below, note how the Pokéball in the game window is a perfect circle with the Super Game Boy's sampling but is squashed with the SNES' sampling. Meanwhile, the Pokéballs in the border are correct with the SNES' sampling.

Nintendo 64
Similarly to the SNES, optimal sampling for the Nintendo 64 is simple thanks to a preset just for it that works for many games in its library. Simply go to "H. Sampling", set the Preset to "N64 320", then go to the "Scaling/Crop" menu to center the image.

Counteracting N64 Anti-Aliasing
The Nintendo 64 uses an anti-aliasing (AA) effect to smooth the picture and reduce the appearance of hard pixel edges and dithering. Users that prefer a sharper look have the option to disable the N64's AA with GameShark codes, or by patching the game ROM. More information regarding methods to disable AA can be found here.

The RetroTINK-5X Pro's optimal Nintendo 64 sampling can also greatly increase the sharpness of the image, and can be used in conjunction with the disable-AA methods for the sharpest possible picture. For many, optimal sampling alone may provide results equivalent to an Anti-Aliasing patch.

The following examples are from Mario Kart 64, using S-Video cables in the Peach example and RGB cables in the Track example. The images show the RetroTINK-5X Pro's generic and N64 optimal sampling modes, as well as with and without disable-AA patches applied.

More info and video examples can be found in the following Wobbling Pixel's Video:

GBA Player
The GameCube supports a peripheral called the GBA Player, which allows Game Boy Advance games to be played via a GameCube, similar to the Super Game Boy on a SNES. However, the GBA Player used software with a blurry and otherwise undesirable video output. To get around this, many players use an SD card and SWISS to load a replacement program known as the Game Boy Interface, which has a much improved video output. The Wobbling Pixels video above shows how to get this working on your GBA Player.

When the RetroTINK-5X detects the 360p output of the Game Boy Interface, a special "GBI Optimal" Preset can be found and selected in the "H. Sampling" menu. This automatically enables optimized sampling just for the Game Boy Interface.

For a more authentic look, you may want to consider enabling the LCD Scanlines preset in the "Post Proc." menu, which overlays a thin pixel grid that looks a lot like a Game Boy Advance screen. Keep in mind however that due to their thin width, LCD Scanlines only display correctly for GBI when using the 1080p (Fill), 1200p and 1440p Output Resolutions.

Sega Genesis / Mega Drive
For practicality, "Genesis" refers to both the Sega Genesis and the Mega Drive (it's Japanese and European name), as they are functionally identical as far as the RetroTINK-5X is concerned, outside of NTSC and PAL standards.

The Sega Genesis has three "240p" output resolutions. The fourth, 480i, is only known to be used in the 2 Player VS modes of Sonic the Hedgehog 2 and Combat Cars. Select these presets in the 5X's "H. Sampling" menu:

Once you've chosen the correct preset, make sure to go to the "Scaling/Crop" menu and adjust the "V Position" value to center the image.
 * Most Genesis games run at 320x224. For these, use "Gen/Sat 320".
 * Other titles run at 256x224. For these, "SNES/PCE 256" should be used.
 * You can additionally set the "ADC Samp./Line" setting to 1710. The Console Clock reading should read "342.00/line", which may or may not provide some extra sharpness for these games compared to the preset.
 * Interlaced resolutions (like in Sonic 2) can use the presets described above, since only the vertical resolution is doubled. Be sure to set "Allow Interlace" to "Enabled" so that the presets will be applied to 480i.

CRAM Dots
Certain Genesis games will display coloured dots along the bottom edge of the screen. Known as CRAM (Colour RAM) dots, these would have been in the overscan area of most CRTs and thus invisible to the player, but are quite prominent on modern displays. If you find them unsightly, the 5X has a way to hide them:


 * Go to the "Scaling/Crop" menu, then lower the "V Crop End" value until CRAM dots are no longer visible.

Genesis Dithering
Genesis games make extensive use of dithering in tandem with composite video and CRT displays to simulate transparency and blend colours together (such as the waterfalls in Sonic the Hedgehog). These effects disappear when using devices like the 5X and higher-quality signals like S-Video and SCART, but they can be "restored" with this specific setup:
 * In the "H. Sampling" menu, use the "Generic 4:3" preset.
 * In the "Post-Proc." menu, adjust the "Pre-emph" setting to a negative value to add blur. This may be all that's needed to satisfy your tastes!
 * In the "Output Res." menu, pick 720p. This will remove the dithering almost completely, at the expense of a rather blurry picture.
 * You can further use some of the scanline and mask options in the "Post Proc." menu to disguise the blurriness of the picture.

Sega Saturn
Since the Saturn has only three possible output resolutions, figuring out optimal settings is similar to the Genesis. You can select these presets in the 5X's "H. Sampling" menu:


 * Most Saturn games run at 320x224. For these, use "Gen/Sat 320".
 * Other titles run at 352x224 (such as the Capcom Arcade ports, Panzer Dragoon 1, et al). For these, "Saturn 352" should be used.
 * Interlaced resolutions (like in Virtua Fighter 2) require one of two solutions, depending on the 5X's output resolution:
 * For 1080p, use "HiRes 858", then set the "ADC Samp./Line" setting to 1820. The Console Clock reading should read "910.00/line".
 * If you're using the 5X's experimental 1440p output resolution, use "Generic 4:3". This is because the Saturn's 910 samples per line cannot be achieved at 1440p, so optimal sampling won't present it nicely.

Once you've gotten the right H. Sampling preset, go to the "Scaling/Crop" menu and adjust the "V Position" value to center the image.

Saturn Dithering
Saturn games, like the Genesis before it, frequently use dithering in tandem with composite video and CRT displays to simulate transparency and blend colours together. These effects disappear when using devices like the 5X and higher-quality signals like S-Video and SCART, but they can be "restored" with a specific setup:


 * In the "H. Sampling" menu, use the "Generic 4:3" preset.
 * In the "Post-Proc." menu, adjust the "Pre-emph" setting to a negative value to add blur. This may be enough to satisfy your tastes!
 * In the "Output Res." menu, pick 720p. This will remove the dithering almost completely, at the expense of a rather blurry picture.
 * You can further use scanlines and masks in the "Post Proc." menu to disguise the blurriness of the picture.

Dreamcast
If you're using the Dreamcast's VGA output, optimal sampling is made easy since there are easy presets just for it in the "H. Sampling" menu, which will work for most of its games library. Which one you pick depends on the output set in the 5X's "HDMI" menu.


 * If your output is 1080p (Under), choose the "DTV 858-A" Preset.
 * If your output is 1200p, choose the "Generic 3:2" Preset. You should also go to the "Post Proc." menu and set the Pre-emph to +1, which sharpens the image a bit.

Dreamcast VGA on the 5X
The highest quality video output of the Sega Dreamcast without modding is VGA (31Khz RGBHV). Most games on the Dreamcast support VGA output, and workarounds exist to extend the feature to even more titles (such as patches and the "force VGA" functions of the optical drive emulators GDEMU and MODE). A chart showing Dreamcast VGA compatibility can be found here. Old Kid's Note: We should convert that guide to the wiki!

Currently two kinds of options exist to bring VGA signals into the RetroTINK-5X Pro, 'Sync Combiner Boxes' and a 'Sync Combiner "All-in-One" Cable':

Sync Combiner Boxes The RetroTINK-5X Pro requires that the Dreamcast's VGA signal be converted (RGBHV sync-combined to RGBs) to work with the 5X's RGB-SCART input. Thankfully, devices such as the HD15-2-SCART, VGA2SCART can make that conversion.

Note that both the HD15-2-SCART and VGA2SCART will require existing VGA and audio cables from the Dreamcast's output. The Retro-Bit Dreamcast VGA Cable is an inexpensive, respectable quality option to get VGA and stereo sound from the Dreamcast, but generic "Dreamcast VGA Cables" and dedicated "VGA Boxes" can work similarly.

Once the Dreamcast is connected to either sync combiner box, The HD15-2-SCART plugs directly into the SCART input on the RetroTINK-5X Pro, while the VGA2SCART will require a male-to-male SCART adapter (such as the one linked here) or a "male-end to male-end SCART cable" to make the connection.

The HD15-2-SCART provides a switch to enable/disable the sync combining feature (which possibly could be a benefit when using with other devices that support RGBHV over SCART) while the VGA2SCART's sync combiner feature is 'always on'.

A note concerning audio - Both HD15-2-SCART and VGA2SCART receive audio over a stereo 1/8" TRS jack, so "Retro-Bit Style" VGA cables will require a Stereo RCA to 1/8" TRS adapter for audio to be routed into the boxes.

The benefit of using the "Sync Combiner Box" solution is flexibility. While the RetroTINK-5X Pro isn't specifically designed to process other VGA inputs and compatibility isn't guaranteed, using a "Sync Combiner Box" can give you the option to plug in other VGA sources, or to use the Box with other devices or video processors.

Sync Combiner "All-in-One" Cable The Retro Access 15Khz/31Khz Dreamcast Cable and Sega Dreamcast PACKAPUNCH RGB 480p SCART cable are all-in-one "VGA to SCART" cables for the Dreamcast that do not require any additional hardware. The sync combiner circuit is built into the cable and unlike the "Sync Combiner Boxes", they won't work with any other device than the Dreamcast. Both cables feature the function to switch between 15Khz and 31Khz RGBs signal output, providing the option of outputting 480p or 480i video modes. While 480p is typically preferred as the higher quality video mode, the RetroTINK-5X Pro can accept and process both outputs.

PlayStation 1
Optimal sampling on the PlayStation 1 is a very complicated affair, because it has a large number of possible output resolutions, meaning you can't just "set it and forget it". Instead, you'll almost certainly need to set up and use multiple Profiles that accommodate for the various output resolutions the games in your library may have.


 * We highly recommend checking the output resolution of each of your PlayStation 1 games so that you only have the Profiles you actually need.
 * You should also commit to which output resolutions you want to use: trying to accommodate for all of them would require 30 or more Profiles!

Further, pixel aspect ratio will be incorrect for many combinations, due to the region of the game, the H.Sampling preset and the 5X's output resolution. If you want to use optimal sampling, read over the table above carefully to make sure you're picking the right preset, and using the right "H (Interp) Size" numbers and "V Size" numbers.


 * For V-Size, look for the number in the white box in the bottom-right corner of the Scaling/Crop window: when this reads "1.00", you've matched the intended pixel aspect ratio!

Resolution Switching
The PlayStation 1 library occasionally uses more than one output resolution within the same game. One of the most famous examples is Chrono Cross, where gameplay is in 240p while the pause menus are in 480i (hence the common name, "The Chrono Cross Problem"). While resolution switching worked fine on the CRTs that the PS1 expected to output to, almost all modern flat-panel displays, as well as many capture cards, take some time to switch, resulting in several seconds of no display at all. This pause can not only be frustrating, but risky when returning to gameplay, where you'll be blind to all threats until the image returns.

The RetroTINK-5X has two methods to get around this, both located in the HDMI menu:


 * Setting the V-Sync to either Triple Buffer or Gen Lock is usually enough to alleviate the issue, at the cost of a hair of input lag.
 * If you're still encountering this issue (particularly in PAL games), also setting "Lock to 60 hz" to On will often solve the issue entirely.

It's worth noting that the TINK-5X is not able to automatically switch its H. Sampling Preset when the resolution changes. Thus, we recommend using the Preset that matches the gameplay resolution and sticking with that. Using Generic 4:3 is also an option, although the image will of course not be quite as sharp as optimal sampling.

PlayStation 2
The PlayStation 2 is a particularly hairy system because it has one of the highest number of possible output resolutions of any games console. This is because in addition to its two "480" resolutions for PS2 games, it also inherits the four 240p resolutions for PS1 games.


 * We strongly recommend researching what resolutions your PS1 and PS2 games output so that you aren't using any unneeded Profile slots.


 * There are two possible resolutions that can be output by PS2 games, so they only require two Profiles total. If you're unsure of what resolution your game runs at, just set up a Profile for both and chose the one that looks correct.
 * Also remember to enable the "Allow Interlace" option in the H. Sampling menu, otherwise optimized sampling will not appear on interlaced resolutions!
 * The PlayStation 2's "240p" resolutions require different numbers than the PlayStation 1, due to the different clock speed. We advise users with both a PlayStation 1 and 2 to play PS1 games on a PS1, to keep the needed Profiles to a minimum.

The major sticking point with PS2 games however is that the vast majority of them can only output interlaced video: 480i. Some games allow you to use a button combination when the game boots to enter a progressive output mode, or in the options menu, but few games allow for this, and the button combo trick doesn't exist in PAL games.

No deinterlacing solution will be perfect, since interlacted footage is inherently "missing" half the picture at any given "frame". That said, the RetroTINK-5X offers several deinterlacing methods:


 * Motion Adapt. is the most appealing option, using a combination of Weave and Blend to make a progressive-like result. This is very similar to the deinterlacing used on real CRTs that supported it.
 * Weave and Blend leave visible motion artifacts: combs for Weave and ghosting for Blend. Blend's ghosting looks like frame interpolation in rendered videos, and thus may not even be noticeable to you.
 * Bob and Smooth-Bob will shift every "frame" up and down to form the picture. This can look very distracting for some players.
 * If you want to get creative, you can also replicate real CRT behaviour by setting "Bob Scanline" to "CRT Simulate". Then, go to the "Post. Proc" menu and use one of the Scanline Beam settings. This will approximate the blank scanlines that would appear on a real CRT displaying 480i, and thus may appear more familiar.
 * If the Motion Adapt, Blend or Bob methods appear like Weave, go to the "HDMI" menu and make sure that "Lock to 60 HZ" is set to "Off".

PlayStation Portable (PSP)
In the Optimal Settings above, "No Scanlines" will stretch the image to fill your display while maintaining the PSP's 30:17 aspect ratio. The "Scanlines" setting meanwhile adjusts the picture slightly so that scanlines are drawn correctly (particularly LCD scanlines), but the aspect ratio will be slightly incorrect. In either case, sometimes the H Position and V Position values won't line up correctly, so we recommend manually adjusting these yourself so that the picture is centered on your display.

The specific model of PSP you're using will determine whether it's capable of Video Out, and to what extent:


 * The original PSP model (PSP-1000) and the PSP Street (PSP-E1000) do not support Video Out.
 * The PSP-2000 is capable of Video Out, but only using Component cables. PSone Classics can also not be played using Video Out on this model.
 * The PSP-3000 can do Video Out using Composite, S-Video and Component cables, including with PSone Classics.
 * The PSP Go is also capable of Video Out for all content, but only when using an official dock. Because of this, it requires a different cable.

We highly recommend you use Component Cables when using a PSP-3000 / Go with the RT5X. While the 5X works with PSP Composite and S-Video signals just fine, because the video output is so small within the 480p frame, it's not possible for the 5X to fill the entire screen with PSP output on anything except Component.

PSone Classics
It's possible for PSone Classics running on a PSP to output at their native 240p resolution. To enable this, on your PSP navigate to Settings > Connected Display Settings, then set the "Component / D-Terminal Output" setting to Interlaced. This will result in a sharper picture through the TINK-5X than the Progressive option.

However, you cannot use either the PS1 or PS2 Optimal Sampling numbers from earlier on this page, as they work incorrectly with the PSP's 240p output. For now, we suggest using the "Generic 4:3" H. Sampling preset with the "1080p (Fill)" Output, or using real PS1/PS2 hardware.

PlayStation TV + Sharpscale Hack
The PlayStation TV (known as the Vita TV in Japan) is a popular way to play digital PSP, Vita and PSone Classic games on a TV, thanks to its compact size and compatibility with DualShock 3 and 4 controllers. However, it does not correctly display or upscale its picture, and adds a bilinear filter to all video output by default. You can however use a popular homebrew plugin called the Sharpscale Hack by Cuevavirus to open up new options, and combine it with the 5X to get a pixel perfect upscale of PSP, Vita and PSone Classics games. First though, two notes:


 * The Sharpscale Hack is a plugin for a homebrew firmware called h-encore2, which you'll need to have installed in order for this to work. Without it, there's no benefit routing the signal through the 5X.
 * Since the PSTV can only output via HDMI (which the 5X cannot accept), you'll need to convert the HDMI signal to component, as detailed in the "HDMI consoles" section further below. Make sure to read this section carefully, as high-definition signals are not the initial intended use case for the 5X.

PSVita and PSP Games
Here's how to set up the Sharpscale Hack and the RetroTINK-5X when playing PSP and Vita games on PSTV (PSone Classics have their own section below):


 * 1) First, in the Sharpscale Configuration Menu app, set Scaling to "integer" and Filter to "point".
 * 2) Set the PSTV's output resolution to 1080i. With the above Sharpscale settings, this will fill the screen for Vita and PSP games, at the cost of cropping out 4 pixel rows each on the top and bottom of the screen.
 * 3) On the RetroTINK-5X, apply the optimal sampling settings in the table above.

PSone Classics
Because of the unique resolutions of PSone Classics and the limitations of the PSTV, these titles have to be handled differently compared to PSP and Vita games. There are many different combinations you can try for the PSTV and RT5X's resolutions; here are our two recommendations:


 * The PSTV can output 480p, which is a natural fit for the 5X:
 * Set the PSTV to output 480p (2x the resolution of PSone Classics)
 * In the 5X, go to the "Interp./Deinterp" menu and set the Pre-scaler to 1/2 (half).
 * Apply the Optimal Settings listed in the table above, then go to the "Scaling/Crop" menu and adjust the position and cropping to your preference.
 * Alternatively, the PSTV's 720p output allows for clean scaling to 1440p:
 * Set the PSTV to output 720p (3x the resolution of PSone Classics)
 * Go to the 5X's "Interp./Deinterp" menu and set the Pre-scaler to 1/3 (a third).
 * In the 5X's OSD menu, make sure "Advanced Res." is set to "Yes".
 * In the 5X's Output Res. menu, select "2560x1440".
 * In all cases, in the Sharpscale Configuration Menu app, set the PS1 Aspect Ratio to "4:3". This will ensure the correct aspect ratio at all times, but at the cost of uneven pixel scaling that is only apparent in 2D games.
 * PSone games cannot be played in 1080i: if you attempt this, the PSTV will switch to 720p until the game is close. As a result, you may need to swap between two different PSTV output resolutions and 5X Profiles.

3DO 240p Video Output Methods
The 3DO internally renders to a 320x240@16bpp frame buffer then using a proprietary "corner weight color averaging interpolation" algorithm and Color Lookup Table upscales the image to 640x480@24bpp. That upscaled image carved up by the CLIO chip and fed to the DAC which requests an even or odd field. The 3DO software has the ability to enable interpolation on the horizontal, vertical, both, or neither (which is also known as "crispy pixels.") More about the 3DO rendering pipeline can be found on 3dodev.com.

While the "corner weight color averaging" algorithm used in some games gives increased color depth and smooths the image, some may prefer the less flickery and sharper native 240p output.

Some "FZ-1" 3DOs from Japan have a special Mode Select switch on the back in place of the RF output, which allows switching between Mode A, standard 480i output, and Mode B, native 240p video output. Use of Mode B can also cause some games to have their game logic run twice the intended rate due to bug in how a vblank counter is used. This can make some games nearly unplayable. The Juxtaposition Image below demonstrates the visual difference between 480i and 240p from a 3DO featuring the "Mode Select" switch.

"Pseudo-240p" With The RetroTINK-5X Pro
If you don't have a 3DO with a Mode Select switch, or don't want the possible side-effects of setting one to Mode B, the RetroTINK-5X Pro offers a deinterlacing method that can simulate a 240p look with a 3DO with no Mode Select at all: "Pre-Deinterlacing" Bob Scanlines.


 * To accomplish this Pseudo-240p method, go to the TINK-5X's "Interp./Deint." menu and adjust the following settings:
 * Deinterlace Method: Bob
 * Bob Scanline: Pre-Deint.

This will effectively ignore half of the 480i video lines and scale the image as a "pseudo-240p" source.

It's worth noting that not all games will see a visible improvement with this method. Titles that do not use the "corner weight color averaging interpolation" feature will look almost identical between "240p" and "Motion Adaptive" modes, whereas games that do use the color interpolation effect may have a beneficial sharpened look in "240p" processing mode. See the table below for examples. More info concerning the "corner weight color averaging interpolation" algorithm can be found at 3dodev.com

Below are some comparisons between the RetroTINK-5X Pro's Bob Scanline Pre-Deint mode and a special model 3DO that has a 240p / 480i switch built in:

RF Consoles
Before Composite and later video signal formats, many video game systems used radio frequency (RF) signals to output video and audio to televisions, including the Super Famicom and systems released before it.


 * One unique usecase is the NES, which has softer audio through the RF Modulator, which some may prefer over the sharper audio of the NES's Composite audio output.

The RetroTINK-5X Pro does not accept RF signals directly, however it is possible to use an RF demodulator to pass composite video and RCA audio to the RetroTINK-5x's inputs. While other methods exist, the most common and cheapest RF Demodulator is a standard consumer VCR (pictured right).

As of this writing, VCRs can still commonly be found in second-hand stores. Make sure the model you intend to use has both RF Inputs (typically labeled as Antenna In) and Composite Outputs (the Yellow, Red and White output jacks for the video and audio), indicating that the VCR supports RF Demodulation.


 * Note that it is not typically required for the VHS tape playback hardware be functional to use the demodulator features. However the RetroTINK-5X can act as a VHS upscaler so that you can watch VHS tapes on a modern display.

Two common types of cables to connect the console to the VCR are RF Switch Boxes and RCA to F-Type "RF Direct" Connectors:

Your console might have one or the other, and either connection method is an acceptable way to interconnect the console and VCR. Note that some console has an RCA end but does not have an F-Connector adapter to plug into the VCR, and will need an inexpensive "RCA Female to F-Type Male" adapter to plug in. Here is a link to an Amazon search that should point you in the right direction.

RF switch boxes often came standard with older consoles because they allow daisy chaining of RF inputs into one TV coax jack, with a toggle allowing one to switch between the console's output and a cable TV / antenna connected to the switch box.

Note that video game systems most often broadcast their signal over channels 3 or 4, and many times contain a switch to select between the two channels. There’s no reason to choose one over the other, but take note of the channel your console is set to, as the VCR will need to be set to that channel to receive the console's signal.

Connecting an RF Only Console to the RetroTINK-5X
In this example, we are using an NES (which notably is not an "RF Only" console), but the steps are nearly identical to most consoles outputting RF signal: Make sure your VCR, video game console and RetroTINK-5x Pro are plugged in, turned on and functioning. Then:

HDMI Consoles
On the opposite end of the spectrum, you may want to run an HDMI console such as the PlayStation 4, Xbox One, or one of the "Classic Mini" systems through the Retro-TINK 5X Pro. The 5X doesn't have an HDMI input, so many users will make this work by converting the HDMI signal to Component, which the 5X does accept.

It is worth mentioning that the 5X is primarily intended for use with consoles that output 240p, 480i and/or 480p resolutions. HD resolutions are technically supported, but they are not the intended use-case for the device. That said, here's how to make it work:


 * Component signals will always look softer compared to HDMI, even at the same resolutions.
 * We recommend using an HDMI-to-Component converter box with female Component ports, plus separate male-to-male Component cables.
 * Make sure you don't accidentally buy a Component-to-HDMI converter, which is a more common product and easy to get confused with an HDMI-to-Component converter.
 * The specific parts used in these converters can change based on parts availability, even for the same exact product. This can mean that a specific box can suddenly become incompatible with the 5X (or vice versa). To avoid this, make sure to check sites like RetroRGB for what the currently recommended converter is.

Here's what you need to consider for the consoles themselves:


 * The RetroTINK-5X only supports two HD resolution inputs: 720p and 1080i. Make sure your console is outputting one of these two resolutions first.
 * 1080p input is not supported by the 5X.
 * If your intent is to downscale an "HD" system to 240p or 480i/p, 720p output is your only option, as 720p is the highest resolution the 5X can downscale.
 * Certain consoles do not output 1080i, including the Nintendo Switch, Xbox One and Xbox Series X|S. You'll have to set these consoles to 720p instead for them to work with the 5X.
 * Conversely, several systems support 480p output, including the Xbox 360, PlayStation 3, base PlayStation 4, and Nintendo Switch. 480p may be worth considering if your intent is to use the 5X to downscale to 240p.
 * Many PlayStation 3, Xbox 360 and Xbox One games only supported 720p as opposed to 1080, so you may want to use 720p anyway for these systems.
 * Certain HDMI consoles also support Component output natively, and thus do not need a converter at all to work with the 5X:
 * First, we again must note that Component video will always look blurrier than HDMI. While the 5X could be used as an effective "Component to HDMI" converter, this is NOT the intended use-case.
 * All Xbox 360s support component cables, with the exception of the Xbox 360 E revision which dropped the Xbox AV port that 360 component cables use.
 * The PlayStation 3 also supports component cables, including those intended for the PlayStation 2. If you're using the 5X purely to bypass the PS3's HDCP content protection (which is always present in its HDMI output but not its Component output), we suggest you instead look for a device that strips HDCP while keeping the signal HDMI, so that the picture looks its sharpest.
 * While the Wii U supports component cables (including those intended for the original Wii), its actual output of Component signals is rather poor. Further, its HDMI output is only in Limited Range, and cannot be set to Full Range. Thus, both Component and HDMI outputs have their own caveats with this system.

Mono Audio Consoles
Some consoles, such as the NES and Sega Master System, only provided a single mono audio output from their A/V hookups. Using a mono-only console will result in the RetroTINK-5X Pro sending sound through one speaker. Fortunately, using an RCA Y-Splitter with audio is a safe and inexpensive solution to this problem. SAFETY WARNING: Using Y-Splitters correctly is safe for audio signals, but using them with video signals may cause damage to your video game console.

Dithering
Dithering is a technique of using pixel patterns to simulate an effect of additional color or transparency. Many retro video game consoles utilized dithering, though some games and systems relied on it more heavily than others. Traditionally, CRT displays could somewhat mask and blend dithering with their glowing phosphor and typically less precise handling of visual information, and it's arguable that this is the "intended look" the video game creators were expecting gamers to experience.

Modern displays using upscalers like the RetroTINK-5X Pro can emphasize dithering in a way that some users find undesirable, and for some games, users may want to configure a different approach than "sharp optimal settings".

Note that this is entirely subjective and up to the user's taste, and the RetroTINK-5X Pro can be configured in a variety of configurations based on the user's image preferences.

In the following image examples, the game Silent Hill for PlayStation 1 is used.

The first example shot emphasizes the game's dithering by using RGB cables and optimal sampling for the sharpest pixel appearance.

In the second example, the RetroTINK-5X Pro is using PlayStation composite cables with optimal PS1 horizontal timings. This demonstrates how much composite cables soften the dithering effect compared to "higher end" cables.

In the third and final example, composite cables are used, as well as the "Generic 4:3" H. Sampling preset, "Soft" Vertical Filter, "Consumer 1" Post-Processing preset, and Pre-Emph. set to "-5". These settings work to soften of the image, and in tandem with the RetroTINK-5X Pro's CRT filters might handle dithering in a way that is more pleasing to some users. Experimentation is encouraged to find your preferred look.

Note that any "CRT Filter" screenshots (such as the 3rd example image below) will not look correct unless opened and viewed at 100% size in your browser.

Discontinued Features
Because of limited memory capacity on the RetroTINK-5X Pro and evolving feature sets, some previously supported features have been discontinued. Thankfully, these features can be restored by rolling back firmware versions. Note that this wiki is designed to be up-to-date with the latest firmware revision, so rolling back might your firmware may alter functionality or remove features described in this document. User discretion is advised. More information about version differences can be found in the Firmware Notes and RetroTINK-5X Pro Firmware Version History Wiki.

4K24 Output
The experimental 4K/24Hz output mode was removed in version 2.98. The 1440p output mode has been retained (see below).

1080p (Min-Lag)
As of Firmware 2.98, the RetroTINK-5X Pro runs using the new RT4K buffer mode, which makes all output resolutions "min lag" mode. Thus, the original dedicated '1080p Min-Lag' mode was removed for redundancy.

540p Output Support
540p Output was a output resolution that catered to a common HD-CRT resolution. 540p Output was removed in firmware version 2.71.

Chroma Mode Setting
Previously found in the [HDMI] menu, Chroma mode has been removed due to being a mostly unused debugging option. It was discontinued in firmware version 2.74.

1440p Output Visibility
While the 1440p output mode was not removed, its visibility is now hidden. To enable it, go to the [OSD] menu and set "Advanced Res" to Yes. This change was first applied in firmware version 2.71.


 * REMINDER: Advanced Resolutions are hidden for a reason! They are provided without support or guarantees.

Output Resolution (Advanced Res)
The following outputs are disabled by default and can be enabled by setting “Advanced Res” to “On” in the [OSD] (On-Screen Display) menu.

Horizontal Sampling
Note for further explanation - The H. Interp takes the horizontal resolution produced by the ADC sample rate and the further interpolates it to the final display resolution.

About
The about page will display the following information as of the current firmware update:

RETROTINK-5X Pro © 2021-2-22 RetroTINK LLC All Rights Reserved Need Help? Join the RetroTINK Discord!

Accessories

 * SCARTFlip: A right-angle SCART adapter.
 * HD15-2-SCART: A VGA-to-SCART adapter.

Official User's Manual v1
A Wiki version of the official RetroTINK-5X Pro user's manual can be found here.