AV:RetroTINK-4K: Difference between revisions

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The RetroTINK-4K (commonly abbreviated as "TINK-4K" or "RT4K") is an advanced video scaler from RetroTINK LLC. Building on the functionality of the [https://www.retrotink.com/product-page/retrotink-2x-pro RetroTINK-2X] and [https://www.retrotink.com/product-page/5x-pro RetroTINK-5X], the [https://www.retrotink.com/product-page/retrotink-4k RetroTINK-4K] offers high-end video scaling and processing at resolutions up to 4K60.
<languages/><translate>
<!--T:1-->
[[File:RetroTINK-4K Promotional Image.png|thumb|The RetroTINK-4K, alongside the included remote and SD card.]]
{{Note|This page is a work in progress. It's possible that not all features or settings are covered at this moment, and additions will be made as new features are introduced.<br><br>


[[File:RetroTINK-4K Promotional Image.png|thumb|The RetroTINK-4K, alongside the included remote and SD card.]]
'''This page is intended for documentation and assistance with the RetroTINK-4K. If you are looking for information on using other retro upscalers, please refer to their wikis and documentation.'''}}
The RetroTINK-4K (commonly abbreviated as "TINK-4K" or "RT4K") is an advanced video scaler from RetroTINK LLC. Building on the functionality of the [https://www.retrotink.com/product-page/retrotink-2x-pro RetroTINK-2X] and [https://www.retrotink.com/product-page/5x-pro RetroTINK-5X], the [https://www.retrotink.com/product-page/retrotink-4k RetroTINK-4K] offers high-end video scaling and processing at resolutions up to 4K60. This page serves as both a RetroTINK-4K instruction manual, as well as a How To Guide to help you understand how best to use each of its functions.
 
<!--T:2-->
Below is a table mapping out all the pages on Console Mods that cover the RetroTINK-4K:
{| class="wikitable"
|+RetroTINK-4K Pages
![[AV:RetroTINK-4K|Main Page]]
![https://retrotink-llc.github.io/firmware/4k.html Firmware Repository]
![[AV:RetroTINK-4K/System Specific Settings|System Specific Settings]]
![[AV:RetroTINK-4K/profiles|SD Card Inventory]]
|-
|The page you're reading right now! Covers all operations of the RT4K, including Additional Guides, Community Resources and FAQ / Troubleshooting.
|An external GitHub repository with downloads for every officially released RT4K firmware.
|Details the settings you may want to consider when first connecting a console to the RT4K.
| Covers the SD Card's contents, such as Profiles, CRT Mask profiles, and CSCs (Color Correction Profiles).
|}<div class="toclimit-3">
__TOC__
__TOC__
==Overview==
</div>
The RetroTINK-4K is the latest evolution of the RetroTINK line of video line doublers and upscalers. Below is a list of some standout features:


== Overview == <!--T:3-->
The RetroTINK-4K is the latest evolution of the RetroTINK line of video line doublers and upscalers. For schematics including the dimensions and measures of its casing, see the [[:File:RT4K CAD and Schematics.zip|CAD and Schematics]] archive.
<!--T:4-->
Below is a list of some standout features:
<!--T:5-->
'''Output'''
'''Output'''
* HDMI® up to 4K60
* HDMI® up to 4K60
Line 16: Line 41:
* Up to 8-ch LPCM audio
* Up to 8-ch LPCM audio


<!--T:6-->
'''Inputs'''
'''Inputs'''
* Supports for virtually all analog formats:
* Supports for virtually all analog formats:
Line 23: Line 49:
** Front Composite
** Front Composite
** Front S-Video
** Front S-Video
* HDMI® Input supporting up to 1080p60/1200p (CVT-rb)
* HDMI® Input supporting up to 1080p60/1200p (CVT-rb) and up to 8 channels LPCM.
* Analog audio input sampled at up to 96kHz/24-bit with full gain control
* Analog audio input sampled at up to 96kHz/24-bit with full gain control
* Optical TOSLINK audio input supporting 2-Ch LPCM or compressed surround
* Optical TOSLINK audio input supporting 2-Ch LPCM or compressed surround
* HDMI® audio supports up to 8-ch LPCM
* HDMI® audio supports up to 8-ch LPCM


<!--T:7-->
'''Analog Video'''
'''Analog Video'''
* Automatic gain calibration
* Automatic gain calibration
Line 38: Line 65:
* Robust composite/S-video decoder with multi-region support (NTSC, PAL, PAL-60, SECAM)
* Robust composite/S-video decoder with multi-region support (NTSC, PAL, PAL-60, SECAM)


<!--T:8-->
'''Scaling'''
'''Scaling'''
* Fully flexible, custom cropping and zooming in the horizontal and vertical space independent of other settings
* Fully flexible, custom cropping and zooming in the horizontal and vertical space independent of other settings
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* RoTATE 90 deg CW or CCW (for 240p, 288p and 360p inputs)
* RoTATE 90 deg CW or CCW (for 240p, 288p and 360p inputs)


<!--T:9-->
'''CRT Simulation'''
'''CRT Simulation'''


<!--T:10-->
* Multiple CRT beam profiles
* Multiple CRT beam profiles
* Fully configurable CRT beam strength and intensity modulation
* Fully configurable CRT beam strength and intensity modulation
* Adjustable CRT masks and strength
* Adjustable CRT masks and strength
Line 53: Line 82:
* LCD simulation patterns that automatically adapt to scaling, including non-integer factors
* LCD simulation patterns that automatically adapt to scaling, including non-integer factors


<!--T:11-->
'''Image Processing'''
'''Image Processing'''


<!--T:12-->
* End to end RGB pipeline with internal 12-bit precision
* End to end RGB pipeline with internal 12-bit precision
* Conventional gamma and approximated modes to minimize quantization error
* Conventional gamma and approximated modes to minimize quantization error
Line 62: Line 93:
* Linear light processing
* Linear light processing


<!--T:13-->
'''User Interface'''
'''User Interface'''
* Advanced OSD menu-based system
* Advanced OSD menu-based system
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* Custom premium remote control
* Custom premium remote control


== Product Contents ==
== Product Contents == <!--T:14-->
A new RetroTINK-4K package will come with the following items:
A new RetroTINK-4K package will come with the following items:


<!--T:15-->
* 1x RetroTINK-4K unit
* 1x RetroTINK-4K unit
* 1x 8GB SD Card, pre-loaded with software and profiles.
* 1x 8GB SD Card, pre-loaded with software and profiles.
* 1x USB-A / USB-C SD Card Reader
* 1x USB-A / USB-C SD Card Reader
* 1x Remote Control
* 1x Remote Control
* 1x USB-A to USB-C Power Cord
* 1x USB-A to USB-C Power Cord<br></br>
{{Note|The package does ''not'' include an AC adapter or HDMI® Cable. For power, we recommend using a 5V 2A USB-A adaptor, similar to what's packaged with modern phone chargers. We do not recommend plugging the RT4K into the USB ports of your display, as they often do not provide enough power and may result in operation errors. For HDMI®, any HDMI® 2.0 or higher cable rated at 18Gbps or more will work with the RT4K. Please make sure you purchase products from reputable vendors.}}


The contents do ''not'' include an AC adaptor. We recommend using a 5V 2A USB-A adaptor, similar to ones like Apple iPad or Samsung phone chargers. We do not recommend plugging the RT4K into the USB ports of your TV, as they often do not provide enough power and may result in operation errors.  
== Getting Started == <!--T:16-->
<youtube>7uzlxvdDyd8</youtube>
[[File:Rt4k basic.png|thumb|Insert SD card with RT4K firmware, HDMI® output, USB-C power and whatever inputs you wish to use.]]


=Getting Started=
[[File:Rt4k basic.png|thumb|Insert SD card with RT4K firmware, HDMI® output, USB-C power and whatever inputs you wish to use.]]
The RetroTINK-4K is designed to be powerful, yet easy to use and quick to set up. Here are some steps to get started using the RetroTINK-4K:
The RetroTINK-4K is designed to be powerful, yet easy to use and quick to set up. Here are some steps to get started using the RetroTINK-4K:
# '''SD Card''' - A card is included with every RetroTINK-4K that includes the launch firmware and profiles. Please make sure this card is inserted in the device, as it is required for proper operation. If you lose the card, any FAT32 SD card 32 GB or less may be substituted.
# '''SD Card''' - A card is included with every RetroTINK-4K that includes the firmware and profiles. Please make sure this card is inserted in the device, as it is required for proper operation. If you lose the card or have any issues with it, any SD card, or microSD card with adapter, formatted with FAT32 SD may be substituted. Up to 1TB cards have been tested after having been formatted with [http://ridgecrop.co.uk/index.htm?guiformat.htm this tool].
# '''USB-C Power''' - Connect a USB-C cable supplying at least 5V/2A to the USB-C power input on the 4K.
# '''USB-C Power''' - Connect a USB-C cable supplying at least 5V/2A to the USB-C power input on the 4K.
# '''Video Output''' - Connect an HDMI® cable (2.0 or higher / 18Gbps+) from the RetroTINK-4K output to your display.
# '''Video Output''' - Connect an HDMI® cable (2.0 or higher / 18Gbps+) from the RetroTINK-4K output to your display.
# '''Video Input''' - Connect your device's signal to any of the RetroTINK-4K's [[RetroTINK-4K#Inputs|inputs]]. More information on supported connections can be found in the [[#Inputs|Inputs]] section.
# '''Video Input''' - Connect your device's output to any of the RetroTINK-4K's [[AV:RetroTINK-4K#Inputs|inputs]]. More information on supported connections can be found in the [[#Inputs|Inputs]] section.
# '''Confirm Video Output''' - By default, the RetroTINK-4K outputs 4K60. If you don't see any picture, confirm that your display supports 4K60, or press the button on the remote that matches the resolution of your display (1080p, 1440p, or 480p). See the [[#Remote|Remote]] and [[#Output|Output]] sections for more information.
# '''Confirm Video Output''' - By default, the RetroTINK-4K outputs 4K60. If you don't see any picture, confirm that your display supports 4K60, or press the button on the remote that matches the resolution of your display (1080p, 1440p, or 480p). See the [[#Remote|Remote]] and [[#Output|Output]] sections for more information.
# '''Select Your Input Source''' - Press the "[[#Inputs|Input]]" button at the top of the remote, then choose the port and signal your game system is using.
# '''Select Your Input Source''' - Press the "[[#Inputs|Input]]" button at the top of the remote, then choose the port and signal your game system is using.
# '''Enjoy''' - Once your video source is visible, you're ready to go! Enjoy the high quality, low latency scaling of the RetroTINK-4K. Time to play the game!
# '''Enjoy''' - Once your video source is visible, you're ready to go! Enjoy the high quality, low latency scaling of the RetroTINK-4K. Time to play the game!
 
=== Basic Analog Calibration === <!--T:17-->
===Basic Analog Calibration===
With your game up and running, you may want to consider two more steps if you're using an analog video source ''(note that HDMI®'' ''video sources do not require calibration)'':
With your game up and running, you may want to consider two more steps if you're using an analog video source ''(note that HDMI®'' ''video sources do not require calibration)'':
{| class="wikitable"
{| class="wikitable"
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|'''Auto Calibrate the Gain''' - The RetroTINK-4K has a function to automatically calibrate the gain, which works well so long as there's a patch of pure white somewhere on the screen. Gain should be applied on a per-console basis.
|'''Auto Calibrate the Gain''' - The RetroTINK-4K has a function to automatically calibrate the gain, which works well so long as there's a patch of pure white somewhere on the screen. Gain should be applied on a per-console basis.


<!--T:18-->
* To quickly use Auto Gain, press the "Gain" button on the remote.
* To quickly use Auto Gain, press the "Gain" button on the remote.


 
<!--T:19-->
Advanced users may want to use the manual gain controls under Advanced Settings > [[RetroTINK-4K#RGB and Component ADC|RGB/Component ADC]], in tandem with the [https://artemiourbina.itch.io/240p-test-suite 240p Test Suite].
Advanced users may want to use the manual gain controls under Advanced Settings > [[AV:RetroTINK-4K#RGB and Component ADC|RGB/Component ADC]], in tandem with the [https://artemiourbina.itch.io/240p-test-suite 240p Test Suite].
|-
|-
|
|
[[File:Tink4k - Auto Crop Example (no crop).png|350px|none]]<br>
[[File:Tink4k - Auto Crop Example (no crop).png|350px|none]]<br>


<!--T:20-->
[[File:Tink4k - Auto Crop Example.png|350px|none]]
[[File:Tink4k - Auto Crop Example.png|350px|none]]
|'''Crop the Picture''' - Cropping the picture is how the RetroTINK-4K scales images to the edges of a screen and centers them. For best results, use a screen that has no black or dark edges. Crops should be applied on a per-game basis.
|'''Crop the Picture''' - Cropping the picture is how the RetroTINK-4K scales images to the edges of a screen and centers them. For best results, use a screen that has no black or dark edges. Crops should be applied on a per-game basis.
Line 111: Line 146:
**'''AUX3''' - "Full Crop to 16:9", cropping all four edges and setting the Aspect Correction to 16:9.
**'''AUX3''' - "Full Crop to 16:9", cropping all four edges and setting the Aspect Correction to 16:9.


 
<!--T:21-->
You can also manually crop and resize the picture if you wish by going to Advanced Controls > [[RetroTINK-4K#Scaling and Cropping|Scaling/Cropping]]. Head to that section to learn more.
You can also manually crop and resize the picture if you wish by going to Advanced Controls > [[AV:RetroTINK-4K#Scaling and Cropping|Scaling/Cropping]]. Head to that section to learn more.
|}
|}


===Tweaks, Filters and Beyond===
=== Tweaks, Filters and Beyond === <!--T:22-->
Of course, there is a lot more you can do with the RetroTINK-4K. Here are some more advanced options to explore:
Of course, there is a lot more you can do with the RetroTINK-4K. Here are some more advanced options to explore:
* [[#Firmware_Updates|Update the Firmware]]
* [[#Firmware_Updates|Update the Firmware]]
* [[#Profiles|Choose an Expert-Crafted Optimal Profile]]
* [[#Profiles|Choose an Expert-Crafted Optimal Profile]]
* [[RetroTINK-4K#Processing and Effects|CRT and Scanline Effects]]
* [[AV:RetroTINK-4K#Processing and Effects|CRT and Scanline Effects]]
*[[#HDR|Improve Image Vividness with HDR]]
*[[#HDR|Improve Image Vividness with HDR]]
* [[#Black_Frame_Insertion_(BFI)|Improve Motion Clarity With Black Frame Insertion]]
* [[#Black_Frame_Insertion_(BFI)|Improve Motion Clarity With Black Frame Insertion]]


== Firmware Updates ==
== Firmware Updates == <!--T:23-->
The RetroTINK-4K can be updated to any firmware, with new firmware releases adding more new features as they are made.
For firmware notes and downloads, please see the [https://retrotink-llc.github.io/firmware/ RetroTINK-4K Firmware GitHub] page.
 
=== Firmware Installation === <!--T:24-->
The RetroTINK-4K can be updated to any firmware (including older firmware), with new releases adding more new features as they are made.


<!--T:25-->
# Power off your RetroTINK-4K and remove the SD card.
# Power off your RetroTINK-4K and remove the SD card.
# Insert the SD card used for your RT4K into the SD card slot on your computer. If your computer doesn't have an SD card slot, you can connect it using the provided USB adaptor.
# Insert the SD card used for your RT4K into the SD card slot on your computer. If your computer doesn't have an SD card slot, you can connect it using the provided USB adaptor.
# Download the latest firmware .zip file from the RetroTINK website.
# Download the .zip file of the firmware you want from the RetroTINK [https://retrotink-llc.github.io/firmware/ firmware website].
# Extract the contents of the .zip file to the SD card's root directory.
# Extract the contents of the .zip file (the ".rbf" and "rt4kup.bin" files)  to the SD card's root directory. Be sure to replace the existing "rt4kup.bin" file on the SD card, as this is used to determine which firmware to install.
#* If you intend to update via the RT4K's menu, ''do not delete the old *.rbf firmware file''. If you do, you'll be forced to update via the Reset button method (see Step 6 below for how to do this).
# Remove the SD card and insert it into the SD card slot on the RetroTINK-4K.  
# Remove the SD card and insert it into the SD card slot on the RetroTINK-4K.  
# There are two methods for initiating the installation of a new firmware. If you have multiple firmware files on the SD card, the RT4K will always pick the most recent one.
# There are two methods for initiating the firmware installation. The RT4K installs firmware based on the "rt4kup.bin" file.
#* Option 1: Power on the RetroTINK-4K, then go to Advanced Settings > OSD/Firmware. In the Firmware update section, select "Check SD Card" to scan for the firmware file, then confirm that you want to install it.
#* Option 1: Power on the RetroTINK-4K, then go to Advanced Settings > OSD/Firmware. In the Firmware update section, select "Check SD Card" to scan for the firmware file, then confirm that you want to install it.
#* Option 2: Hold down the blue Reset button on the back of the RetroTINK-4K, then power it on. The firmware installation will begin automatically.
#* Option 2: Hold down the blue Reset button on the back of the RetroTINK-4K, then power it on. The firmware installation will begin automatically.
#** As of experimental firmware 1.6.0, if you wish to use the reset button method, you must unplug the rt4k from power, hold the reset button, and plug the power back in.
#* If the LED blinks red, an install error has occurred. Check the files on the SD card and try again.
#* If the LED blinks red, an install error has occurred. Check the files on the SD card and try again.
# The RT4K will reboot for about 40 seconds, with the front LED flashing pink and then blue. Once done, it will power on again as normal with a green LED. You're done!
# The RT4K will reboot for about 40 seconds, with the front LED flashing pink and then blue. Once done, it will power on again as normal with a green LED. You're done!
{{Note|text=If you can't power on your RT4K or see the LED blink yellow, you've erased your current .rbf firmware file from your SD card. Please make sure both the .rbf and .bin files are on the root of the SD Card, and use the reset button method noted above.}}


<!--T:26-->
All custom profiles, CSC files, banner images, input modes, mask overlays and modelines will be kept, as those are stored on the SD card instead of on the RT4K itself.
All custom profiles, CSC files, banner images, input modes, mask overlays and modelines will be kept, as those are stored on the SD card instead of on the RT4K itself.


==Remote==
=== Significant New Features === <!--T:27-->
If you've just gotten a RetroTINK-4K, this sections lists the significant features added after launch.
 
<!--T:28-->
* MiSTer DV1 support for auto-decimating and auto-cropping video output from MiSTer cores.
* SEGA Saturn auto-sampling support.
* Rewrite of the 3:2 and 2:2 telecine deinterlacers for improved stability and response time.
* Auto-Cropping for HDMI® input sources.
* Interlaced scanlines can now be added to progressive sources.
* Sleep functions to power off the RT4K after some time with no input detected.
* Fixed various HDMI audio compatibility issues including audio glitches for Atomos recorders and missing HDR infoframes when run through AVRs.
 
== Remote == <!--T:29-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
! colspan="7" style="text-align:center; font-weight:bold;" | RetroTINK-4K Remote Diagram
! colspan="12" style="text-align:center; font-weight:bold;" | RetroTINK-4K Remote Diagram
|- style="font-weight:bold; text-align:center;"
|- style="font-weight:bold; text-align:center;"
| rowspan="18" style="background-color:#ffffff;" | [[File:RetroTINK-4K Remote.png|200px|none]]
| rowspan="18" style="background-color:#ffffff;" | [[File:RetroTINK-4K Remote.png|200px|none]]
| Button
| <u>Button</u>
| Description
| <u>Description</u>
| Button
|<u>IR Code</u>
| Description
|
| Button
| <u>Button</u>
| Description
| <u>Description</u>
|<u>IR Code</u>
|
| <u>Button</u>
| <u>Description</u>
|<u>IR Code</u>
|-
|-
| Power
| '''Power'''
| Powers on / off the RT4K
| Powers on / off the RT4K
| 11
|0xE51AB649
|
| '''11'''
| Profile 11
| Profile 11
| 4K
|0xD926B649
|
| '''4K'''
| Switches to 3840x2160p 60Hz
| Switches to 3840x2160p 60Hz
|0xCF30B649
|-
|-
| INPUT
| '''INPUT'''
| [[RetroTINK-4K#Inputs|Input source selection menu]]
| [[AV:RetroTINK-4K#Inputs|Input source selection menu]]
| 12
|0xEE11B649
|
| '''12'''
| Profile 12
| Profile 12
| 1080p
|0xD827B649
|
| '''1080p'''
| Switches to 1920x1080p 60Hz
| Switches to 1920x1080p 60Hz
|0xCE31B649
|-
|-
| OUT
| '''OUT'''
| [[RetroTINK-4K#HDMI® Output|HDMI® Output menu]]
| [[AV:RetroTINK-4K#HDMI® Output|HDMI® Output menu]]
| MENU
|0xDF20B649
| [[RetroTINK-4K#RetroTINK-4K GUI Map|RetroTINK-4K Main Menu]]
|
| 1440p
| '''MENU'''
| [[AV:RetroTINK-4K#RetroTINK-4K GUI Map|RetroTINK-4K Main Menu]]
|0xA35CB649
|
| '''1440p'''
| Switches to 2560x1440p 60Hz
| Switches to 2560x1440p 60Hz
|0xCD32B649
|-
|-
| SCL
| '''SCL'''
| [[RetroTINK-4K#Scaling and Cropping|Scaling/Cropping menu]]
| [[AV:RetroTINK-4K#Scaling and Cropping|Scaling/Cropping menu]]
| BACK
|0xDE21B649
|
| '''BACK'''
| Back out to previous menu
| Back out to previous menu
| 480p
|0xBD42B649
|
| '''480p'''
| Switches to 720x480p 60Hz
| Switches to 720x480p 60Hz
|0xCC33B649
|-
|-
| SFX
| '''SFX'''
| [[RetroTINK-4K#Processing and Effects|Processing/Effects menu]]
| [[AV:RetroTINK-4K#Processing and Effects|Processing/Effects menu]]
| △
|0xDD22B649
|
| ''''''
| Up
| Up
| RES1
|0xE718B649
| Custom Output Resolution 1
|
| '''RES1'''
| rowspan="4" | Custom Output Resolution 1-4.
See [[AV:RetroTINK-4K#Custom Modelines|Custom Modelines]] for further explanation.
|0xCB34B649
|-
|-
| ADC
| '''ADC'''
| [[RetroTINK-4K#HDMI® Receiver|HDMI® Receiver menu]] if HDMI® In is currently displayed
| [[AV:RetroTINK-4K#HDMI® Receiver|HDMI® Receiver menu]] if HDMI® In is currently displayed
[[RetroTINK-4K#RGB and Component ADC|RGB/Component ADC menu]] if an RGB or Component input is currently displayed
[[AV:RetroTINK-4K#RGB and Component ADC|RGB/Component ADC menu]] if an RGB or Component input is currently displayed
[[RetroTINK-4K#SDP Decoder|SDP Decoder menu]] if a Composite / S-Video input is currently displayed
 
| ◁
<!--T:30-->
[[AV:RetroTINK-4K#SDP Decoder|SDP Decoder menu]] if a Composite / S-Video input is currently displayed
|0xDC23B649
|
| ''''''
| Left
| Left
| RES2
|0xA857B649
| Custom Output Resolution 2
|
| '''RES2'''
|0xCA35B649
|-
|-
| PROF
| '''PROF'''
| [[RetroTINK-4K#Profiles|Profiles menu]]
| [[AV:RetroTINK-4K#Profiles|Profiles menu]]
| ENTER
|0xDB24B649
|
| '''ENTER'''
| Enter
| Enter
| RES3
|0xAC53B649
| Custom Output Resolution 3
|
| '''RES3'''
|0xC936B649
|-
|-
| 1
| '''1'''
| Profile 1
| Profile 1
| ▷
|0xF40BB649
|
| ''''''
| Right
| Right
| RES4
|0xB04FB649
| Custom Output Resolution 4
|
| '''RES4'''
|0xC837B649
|-
|-
| 2
| '''2'''
| Profile 2
| Profile 2
| ▽
|0xF807B649
|
| ''''''
| Down
| Down
| AUX1
|0xEF10B649
|[[RetroTINK-4K#CP Auto Crop|"Vertical Only" Auto Crop]]
|
| '''AUX1'''
|[[AV:RetroTINK-4K#CP Auto Crop|"Vertical Only" Auto Crop]]
|0xC738B649
|-
|-
| 3
| '''3'''
| Profile 3
| Profile 3
| DIAG
|0xFC03B649
| [[RetroTINK-4K#Diagnostic Console|Diagnostic Console screen]]
|
| AUX2
| '''DIAG'''
|[[RetroTINK-4K#CP Auto Crop|"Full Crop to 4:3" Auto Crop]]
| [[AV:RetroTINK-4K#Diagnostic Console|Diagnostic Console screen]]
|0xD728B649
|
| '''AUX2'''
|[[AV:RetroTINK-4K#CP Auto Crop|"Full Crop to 4 by 3" Auto Crop]]
|0xC639B649
|-
|-
| 4
| '''4'''
| Profile 4
| Profile 4
| STAT
|0xF50AB649
| [[RetroTINK-4K#Status|Status screen]]
|
| AUX3
| '''STAT'''
|[[RetroTINK-4K#CP Auto Crop|"Full Crop to 16:9" Auto Crop]]
| [[AV:RetroTINK-4K#Status|Status screen]]
|0xD629B649
|
| '''AUX3'''
|[[AV:RetroTINK-4K#CP Auto Crop|"Full Crop to 16 by 9" Auto Crop]]
|0xC53AB649
|-
|-
| 5
| '''5'''
| Profile 5
| Profile 5
| AUTO-GAIN
|0xF906B649
| [[RetroTINK-4K#Auto Gain|Auto Calibrate Gain]]
|
| AUX4
| '''AUTO-GAIN'''
| [[AV:RetroTINK-4K#Auto Gain|Auto Calibrate Gain]]
|0xD42BB649
|
| '''AUX4'''
|
|
|0xC43BB649
|-
|-
| 6
| '''6'''
| Profile 6
| Profile 6
| AUTO-PHASE
|0xFD02B649
| [[RetroTINK-4K#Auto Phase|Auto Calibrate Phase]]
|
| AUX5
| '''AUTO-PHASE'''
| [[AV:RetroTINK-4K#Auto Phase|Auto Calibrate Phase]]
|0xD22DB649
|
| '''AUX5'''
|
|
|0xC33CB649
|-
|-
| 7
| '''7'''
| Profile 7
| Profile 7
| PLAY/PAUSE
|0xF609B649
| [[RetroTINK-4K#Pause Button|Pause current screen]]
| AUX6
|
|
| '''PLAY/PAUSE'''
| [[AV:RetroTINK-4K#Pause Button|Pause current screen]]
|0xA956B649
|
| '''AUX6'''
|
|0xC23DB649
|-
|-
| 8
| '''8'''
| Profile 8
| Profile 8
| SAFE
|0xFA05B649
|[[RetroTINK-4K#Safe Mode|Safe Mode]]
|
| AUX7
| '''SAFE'''
|[[AV:RetroTINK-4K#Safe Mode|Safe Mode]]
|0xD12EB649
|
| '''AUX7'''
|
|
|0xC13EB649
|-
|-
| 9
| '''9'''
| Profile 9
| Profile 9
| SYNC-GEN
|0xFE01B649
| [[RetroTINK-4K#Sync Lock|Sync Lock - Gen Lock]]
|
| AUX8
| '''SYNC-GEN'''
| [[AV:RetroTINK-4K#Sync Lock|Sync Lock - Gen Lock]]
|0xD32CB649
|
| '''AUX8'''
|
|
|0xC03FB649
|-
|-
| 10
| '''10'''
| Profile 10
| Profile 10
| SYNC-BUF
|0xDA25B649
| [[RetroTINK-4K#Sync Lock|Sync Lock - Triple Buffer]]
|
| style="text-align:center;" | -
| '''SYNC-BUF'''
| [[AV:RetroTINK-4K#Sync Lock|Sync Lock - Triple Buffer]]
|0xD02FB649
|
| style="text-align:center;" | '''-'''
|
|
|
|}
|}
''IR Codes provided by CharlieBeatnik.''
<!--T:31-->
Raw IR Code 0xE51AB649 (NEC protocol) corresponds to address 0x49, command 0x1A.


=== Pause Button ===
=== Pause Button === <!--T:32-->
The Remote features one function that cannot be accessed anywhere else: the Pause function. Pressing this will pause the on the current frame and mute the audio. This frame will even be remembered if you switch to a different input source and back.
The Remote features one function that cannot be accessed anywhere else: the Pause function. Pressing this will pause the on the current frame and mute the audio. This frame will even be remembered if you switch to a different input source and back.


* Perhaps the most useful application of the Pause Button is the [[RetroTINK-4K#Deinterlacer and Film|Deinterlacer/Film]] menu. Here you'll be able to adjust the deinterlacing settings and see their effects more easily in a scene in motion, letting you tweak them to your liking more easily.
<!--T:33-->
 
* Perhaps the most useful application of the Pause Button is the [[AV:RetroTINK-4K#Deinterlacer and Film|Deinterlacer/Film]] menu. Here you'll be able to adjust the deinterlacing settings and see their effects more easily in a scene in motion, letting you tweak them to your liking more easily.<br>
There are a few situations where using the Pause function will have undesirable results, such as loading a different profile, using the cropping tools, or engaging 3:2 Inverse Telecine. Other functions, such as [[RetroTINK-4K#Black Frame Insertion (BFI)|Black Frame Insertion]], won't be visible at all because they require new video frames in order to work. In these cases, simply unpause to resume normal operation.
{{Note|There are a few situations where using the Pause function will have undesirable results, such as loading a different profile, using the cropping tools, or engaging 3:2 Inverse Telecine. Other functions, such as [[AV:RetroTINK-4K#Black Frame Insertion (BFI)|Black Frame Insertion]], won't be visible at all because they require new video frames in order to work. In these cases, simply unpause to resume normal operation.}}


=== Safe Mode ===
=== Safe Mode === <!--T:34-->
Safe Mode is an option accessible by pressing the blue Reset button on the back of the unit, or by holding down the "SAFE" button on the remote for two seconds. This causes the following:
Safe Mode is an option accessible by pressing the blue Reset button on the back of the unit, or by holding down the "SAFE" button on the remote for two seconds. This causes the following:


<!--T:35-->
* Loads the Default profile.
* Loads the Default profile.
* Sets the input to HDMI® In.
* Sets the input to HDMI® In.
* Sets the output to 480p at 59.94 Hz.
* Sets the output to 480p at 59.94 Hz.


<!--T:36-->
Safe Mode is intended for use in troubleshooting, as any display that supports HDMI® should be required to support 480p60. It's also handy as a fall-back in case you need to return the RetroTINK-4K to a default state for any reason.
Safe Mode is intended for use in troubleshooting, as any display that supports HDMI® should be required to support 480p60. It's also handy as a fall-back in case you need to return the RetroTINK-4K to a default state for any reason.


== LED Light ==
== LED Light == <!--T:37-->
The RetroTINK-4K has a front LED light that changes color and behavior to convey information about its operation to the user. Below is a chart for LED light behavior and what they mean.
The RetroTINK-4K has a front LED light that changes color and behavior to convey information about its operation to the user. Below is a chart for LED light behavior and what they mean.
{| class="wikitable"
{| class="wikitable"
Line 296: Line 447:
!Description
!Description
|-
|-
|'''No light'''
|'''No Light'''
|The RT4K has no power. No electrons, no business.
|The RT4K has no power. No electrons, no business.
|-
|-
|'''Slow Red pulse'''
|'''Slow Red Pulse'''
|The RT4K is sleeping, and must be turned on for use.
|The RT4K is sleeping, and must be turned on for use.
|-
|-
Line 308: Line 459:
|The RT4K is on and ready for operation.
|The RT4K is on and ready for operation.
|-
|-
|'''Yellow flash'''
|'''Yellow Flash'''
|System files not found on SD card during boot. Check to see if the SD card is correctly inserted, that it has the .rbf system file, and that the rt4k.bin file matches it.
|System files not found on SD card during boot. Check to see if the SD card is correctly inserted, that it has the .rbf system file, and that the rt4kup.bin file matches it.
|-
|-
|'''Purple-Purple flash'''
|'''Purple-Purple Flash'''
|The RT4K is updating the firmware.
|The RT4K is updating the firmware.
|-
|-
|'''Blue-Blue flash'''
|'''Blue-Blue Flash'''
|Firmware update is successful.
|Firmware update is successful.
|-
|-
|'''Red flash'''
|'''Red Flash'''
|Firmware update error. Check the files on the SD card and try again (the unit is NOT bricked).
|Firmware update error. Check the files on the SD card and try again (the unit is NOT bricked).
|}
|}


==Inputs ==
== Inputs == <!--T:38-->
The RetroTINK-4K features inputs for a wide variety of signals and connector types, which can be selected in the [[#GUI_-_Input_Selection|Input Selection]] menu. These options can be accessed by pressing the Input button at the top of the remote, or by pressing the Menu button and choosing "Input Selection".
The RetroTINK-4K features inputs for a wide variety of signals and connector types, which can be selected in the [[#GUI_-_Input_Selection|Input Selection]] menu. These options can be accessed by pressing the Input button at the top of the remote, or by pressing the Menu button and choosing "Input Selection".


=== HDMI® ===
=== HDMI® === <!--T:39-->
{| class="wikitable"
{| class="wikitable"
|+HDMI® Input
|+HDMI® Input
Line 332: Line 483:
|}
|}


=== Front===
=== Front=== <!--T:40-->
The RetroTINK-4K offers S-Video (over Mini-DIN) and Composite (over RCA) inputs in the front (which can be concealed / revealed by moving the sliding panel). The red and white RCA jacks are stereo audio inputs. Red/White front audio inputs are active when either the Front Composite or S-Video input is selected (assuming audio input override is not used).
The RetroTINK-4K offers S-Video (over Mini-DIN) and Composite (over RCA) inputs in the front (which can be concealed / revealed by moving the sliding panel). The red and white RCA jacks are stereo audio inputs. Red/White front audio inputs are active when either the Front Composite or S-Video input is selected (assuming audio input override is not used).
{| class="wikitable"
{| class="wikitable"
Line 346: Line 497:
|}
|}


===Rear RCA===
===Rear RCA=== <!--T:41-->
The rear RCA jacks support YPbPr (Component), RGsB, and CVBS (aka Composite) inputs.
The rear RCA jacks support YPbPr (Component), RGsB, and CVBS (aka Composite) inputs.
{| class="wikitable"
{| class="wikitable"
Line 366: Line 517:
|}
|}


===SCART===
===SCART=== <!--T:42-->
The SCART port is the large rectangular input on the right-hand side of the device. SCART has many different options for video input using the same connector design, as it was designed to carry a wide array of them using a single cable.
The SCART port is the large rectangular input on the right-hand side of the device. SCART has many different options for video input using the same connector design, as it was designed to carry a wide array of them using a single cable.</br>
* Two M4x0.7 thread screw-holes sit on either side of the SCART port, 70.4mm apart from each other relative to their centers. These allow for a user-made solution to give a more secure fit for the SCART cable (similar to the HD-15 port's screw-holes).
{{Note|Two M4x0.7 thread screw-holes sit on either side of the SCART port, 70.4mm apart from each other relative to their centers. These allow for a user-made solution to give a more secure fit for the SCART cable (similar to the HD-15 port's screw-holes).}}
 
<!--T:43-->
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 384: Line 537:
|-
|-
|'''CVBS on Pin 20'''
|'''CVBS on Pin 20'''
|Composite video sent through Pin 20, usually through a composite to SCART adapter or if your cable uses sync-on-composite video and you wish to use composite instead of RGB. As with all composite signals, only 240p/480i/288p/576p signals are supported.
|Composite video sent through Pin 20, usually through a composite to SCART adapter or if your cable uses sync-on-composite video and you wish to use composite instead of RGB. As with all composite signals, only 240p/480i/288p/576i signals are supported.
|-
|-
|'''CBVS on Green'''
|'''CVBS on Green'''
|Composite video can be sent through the Green pin. This would be useful if you use a component (YPbPr) to SCART adapter, just plug composite (yellow) into the Y RCA jack (Green). As with all composite signals, only 240p/480i/288p/576p signals are supported.
|Composite video can be sent through the Green pin. This would be useful if you use a component (YPbPr) to SCART adapter, just plug composite (yellow) into the Y RCA jack (Green). As with all composite signals, only 240p/480i/288p/576i signals are supported.
|-
|-
|'''Y/C on Pin 20/Red'''
|'''Y/C on Pin 20/Red'''
| S-Video (Y/C) can be sent down Pin 20 (sync) and the Red pins. You will need a S-Video to SCART adapter. As with all S-video signals, only 240p/480i/288p/576p signals are supported.
| S-Video (Y/C) can be sent down Pin 20 (sync) and the Red pins. You will need a S-Video to SCART adapter. As with all S-video signals, only 240p/480i/288p/576i signals are supported.
|}
|}
{| class="wikitable"
{| class="wikitable"
Line 397: Line 550:
|-
|-
| rowspan="21" style="background-color:#ffffff;" | [[File:SCART Connector (female) Numbered.png|120px|none]]
| rowspan="21" style="background-color:#ffffff;" | [[File:SCART Connector (female) Numbered.png|120px|none]]
|Pin #
|'''Pin #'''
|RGBS (75 Ohm)
|'''RGBS (75 Ohm)'''
|RGsB
|'''RGsB'''
|YPbPr
|'''YPbPr'''
|CVBS on Pin 20
|'''CVBS on Pin 20'''
| CBVS on Green
| '''CVBS on Green'''
|Y/C on Pin 20/Red
|'''Y/C on Pin 20/Red'''
|-
|-
| 1
| 1
Line 415: Line 568:
|-
|-
| 4
| 4
| colspan="6" |Ground
| colspan="6" |Ground (Audio)
|-
|-
|5
|5
| colspan="6" |Ground
| colspan="6" |Ground (Blue)
|-
|-
|6
|6
Line 427: Line 580:
|Blue
|Blue
|Pb
|Pb
|
| colspan="3" |Unused
|
|
|-
|-
|8
|8
Line 435: Line 586:
|-
|-
| 9
| 9
| colspan="6" |Ground
| colspan="6" |Ground (Green)
|-
|-
|10
|10
Line 444: Line 595:
|Green+Sync
|Green+Sync
|Y
|Y
|
|Unused
|CVBS
|CVBS
|
|Unused
|-
|-
|12
|12
Line 452: Line 603:
|-
|-
|13
|13
| colspan="6" |Ground
| colspan="5" |Ground (Red)
|Ground (C)
|-
|-
|14
|14
Line 461: Line 613:
| Red
| Red
| Pr
| Pr
|
| colspan="2" |Unused
|
|Chroma (C)
|Chroma (C)
|-
|-
Line 472: Line 623:
|-
|-
|18
|18
| colspan="6" |Ground
| colspan="3" |Ground (Sync)
|Ground (CVBS)
|Unused
|Ground (Y)
|-
|-
|19
|19
Line 479: Line 633:
| 20
| 20
|Sync
|Sync
|
| colspan="2" |Unused
|
| CVBS
| CVBS
|
|Unused
|Luma (Y)
|Luma (Y)
|}
|}


===HD-15===
=== HD-15 === <!--T:44-->
The HD-15 connector (or VGA connector) is commonly associated with PCs, however it's also famously available for the SEGA Dreamcast.
The HD-15 connector (or VGA connector) is commonly associated with PCs, however it's also famously available for the SEGA Dreamcast.
*Unlike SCART, the HD-15 port does ''not'' accept audio. When using HD-15, audio should be input using the RT4K's 3.5mm TRS input (associated with the HD-15 port by default) or the TOSLINK "optical" input.
 
<!--T:45-->
{{Note|Unlike SCART, the HD-15 port does ''not'' accept audio. When using HD-15, audio should be input using the RT4K's 3.5mm TRS input (associated with the HD-15 port by default), or the TOSLINK "optical" input.}}
 
<!--T:46-->
{| class="wikitable"
{| class="wikitable"
|-
|-
! colspan="3" |HD-15 Input
! colspan="3" |HD-15 Input
|-
|-
| rowspan="7" style="background-color:#ffffff;" |[[File:HD-15 (VGA) Input.png|250px|none]]
| rowspan="8" style="background-color:#ffffff;" |[[File:HD-15 (VGA) Input.png|250px|none]]
|RGBHV
|RGBHV
|RGBHV is a form of RGB where information is sent through 5 lines: Red, Green, Blue, Horizontal Sync, and Vertical Sync. The maximum resolution supported is 1920x1080p 60fps, or 148.5 MHz. This is most common for PC sources.
|RGBHV is a form of RGB where information is sent through 5 lines: Red, Green, Blue, Horizontal Sync, and Vertical Sync. The maximum resolution supported is 1920x1080p 60fps, or 148.5 MHz. This is most common for PC sources.
|-
|-
|RGBS
|RGBS
|RGsB sends sync down the green input, using only 3 cables. This RGB format is notably used by the PS2 when in 480p mode via SCART. The maximum resolution supported is 1920x1080p 60fps, or 148.5 MHz
|RGBS is a form of RGB where sync is sent through a discrete line. The RetroTINK-4K accepts the following RGBS signal formats via HD-15: Composite Sync (75 Ohm attenuated or TTL), Sync-on-Luma, and Sync-on-composite. They all work by sending information down the Red, Green, Blue, and "Sync" lines. The maximum resolution supported is 1920x1080p 60fps, or 148.5 MHz
|-
|-
|RGsB
|RGsB
Line 506: Line 663:
|YPbPr is sent through the Green, Blue, and Red pins, respectively. The maximum resolution supported is 1920x1080p 60fps, or 148.5 MHz
|YPbPr is sent through the Green, Blue, and Red pins, respectively. The maximum resolution supported is 1920x1080p 60fps, or 148.5 MHz
|-
|-
|CBVS on Hsync
|CVBS on Hsync
|Composite video sent through the horizontal sync line. As with all composite signals, only 240p/480i/288p/576p signals are supported.
|Composite video sent through the horizontal sync line. As with all composite signals, only 240p/480i/288p/576i signals are supported.
|-
|-
|CBVS on Green
|CVBS on Green
|Composite video can be sent through the Green line.  As with all composite signals, only 240p/480i/288p/576p signals are supported.
|Composite video can be sent through the Green line.  As with all composite signals, only 240p/480i/288p/576i signals are supported.
|-
|-
|Y/C on Green/Red
|Y/C on Green/Red
|S-Video (Y/C) can be send down Green (Y) and the Red (C) pins. As with all S-video signals, only 240p/480i/288p/576p signals are supported.
|S-Video (Y/C) can be sent down Green (Y) and the Red (C) pins. As with all S-video signals, only 240p/480i/288p/576i signals are supported.
|-
|Y/C on G/R (Enc.)
|An enhanced S-Video mode only available on the HD15 connector. (Y/C) can be sent down Green (Y) and the Red (C) pins. As with all S-video signals, only 240p/480i/288p/576i signals are supported. Sampling and Luma calibration is done in the RGB/Comp. ADC Setup menu, and settings noted in the system specific settings apply.
|}
|}
{| class="wikitable"
{| class="wikitable"
Line 520: Line 680:
|-
|-
| rowspan="16" style="background-color:#ffffff;" | [[File:HD-15 Jack (pins numbered).png|250px|none]]
| rowspan="16" style="background-color:#ffffff;" | [[File:HD-15 Jack (pins numbered).png|250px|none]]
|Pin #
|'''Pin #'''
|RGBHV
|'''RGBHV'''
| RGBS
| '''RGBS'''
|RGsB
|'''RGsB'''
| YPbPr
| '''YPbPr'''
|CBVS on Hsync
|'''CVBS on Hsync'''
|CBVS on Green
|'''CVBS on Green'''
|Y/C on Green/Red
|'''Y/C on Green/Red & Enhanced Y/C'''
|Data
|'''Data'''
|-
|-
|1
|1
Line 535: Line 695:
|Red
|Red
|Pr
|Pr
|
| colspan="2" |Unused
|
|Chroma(C)
|Chroma(C)
|
|Unused
|-
|-
| 2
| 2
Line 545: Line 704:
|Green+Sync
|Green+Sync
| Y
| Y
|
|Unused
|CVBS
|CVBS
|Luma(Y)
|Luma(Y)
|
|Unused
|-
|-
|3
|3
Line 555: Line 714:
|Blue
|Blue
|Pb
|Pb
|
| colspan="4" |Unused
|
|
|
|-
|-
|4
|4
Line 564: Line 720:
|-
|-
|5
|5
| colspan="8" |Ground
|Ground (Horizontal Sync)
|Ground (Sync)
| colspan="2" |Unused
|Ground (CVBS)
| colspan="3" |Unused
|-
|-
|6
|6
| colspan="8" |Ground
|Ground (Red)
|Ground (Red)
|Ground (Red)
|Ground (Pr)
| colspan="2" |Unused
|Ground (Chroma/C)
|Unused
|-
|-
|7
|7
| colspan="8" |Ground
|Ground (Green)
|Ground (Green)
|Ground (Green+Sync)
|Ground (Y)
|Unused
|Ground (CVBS)
|Ground (Luma/Y)
|Unused
|-
|-
|8
|8
| colspan="8" |Ground
|Ground (Blue)
|Ground (Blue)
|Ground (Blue)
|Ground (Pb)
| colspan="4" |Unused
|-
|-
|9
|9
Line 579: Line 756:
|-
|-
|10
|10
| colspan="8" |Ground
|Ground (Vertical Sync)
| colspan="7" |Unused
|-
|-
|11
|11
Line 585: Line 763:
|-
|-
|12
|12
|
| colspan="7" |Unused
|
|External Transmit (EXT TX)
|
|
|
|
|
|External Transmit (EXT TX)
|-
|-
| 13
| 13
|Horizontal Sync
|Horizontal Sync
|Sync
|Sync
|
| colspan="2" |Unused
|
| CVBS
| CVBS
|
| colspan="3" |Unused
|
|
|-
|-
|14
|14
|Vertical Sync
|Vertical Sync
|
| colspan="7" |Unused
|
|
|
|
|
|
|-
|-
|15
|15
|
| colspan="7" |Unused
|
|
|
|
|
|
|External Receive (EXT RX)
|External Receive (EXT RX)
|}
|}


===3.5mm TRS Audio===
<!--T:47-->
{| class="wikitable"
{| class="wikitable"
|+ 3.5mm TRS Audio
|-
|style="background-color:#ffffff;"|[[File:Audio in Analog.png|100px|none]]
! colspan="4" | <span id="Enhanced S-Video Wiring">Enhanced S-Video Wiring</span>
|-
| rowspan="5" style="background-color:#ffffff;" | [[File:ESV-Pinout.png|250px|none]]
| '''Signal'''
| '''HD-15 (Female)'''
| '''4-Pin Mini Din (Male)'''
|-
| Luma (Y) Signal
| 2 (Green)
| 3
|-
| Luma (Y) Ground
| 7 (Green Ground)
| 1
|-
| Chroma (C) Signal
| 1 (Red)
| 4
|-
| Chroma (C) Ground
| 6 (Red Ground)
| 2
|}
 
=== 3.5mm TRS Audio === <!--T:48-->
{| class="wikitable"
|+ 3.5mm TRS Audio
|style="background-color:#ffffff;"|[[File:Audio in Analog.png|100px|none]]
|The RetroTINK-4K allows for audio through a 3.5mm TRS input. This accepts stereo analog audio. By default, this is associated with the HD-15 port, as that port does not accept audio signals.
|The RetroTINK-4K allows for audio through a 3.5mm TRS input. This accepts stereo analog audio. By default, this is associated with the HD-15 port, as that port does not accept audio signals.
|}
|}


===Optical Audio===
=== Optical Audio === <!--T:49-->
{| class="wikitable"
{| class="wikitable"
|+Optical Audio
|+Optical Audio
Line 639: Line 823:
|}
|}


===Alternate Audio Inputs===
=== Alternate Audio Inputs === <!--T:50-->
The RetroTINK-4K allows you to reassign audio inputs from their default video source. Go to Advanced Settings, and select "Audio Input" under the "Acquisition" section. The "Input Override" option under "Source" allows the audio for the current input video input to be taken from a different audio source. The only exception is that it is not possible to assign HDMI® audio to a non-HDMI® video source. The reverse, however, is possible.
The RetroTINK-4K allows you to reassign audio inputs from their default video source. Go to Advanced Settings, and select "Audio Input" under the "Acquisition" section. The "Input Override" option under "Source" allows the audio for the current input video input to be taken from a different audio source. The only exception is that it is not possible to assign HDMI® audio to a non-HDMI® video source. The reverse, however, is possible.
*This menu also has the Input Swap option, letting you swap the audio input channels (handy for some third-party Saturn cables), or derive mono audio using the left or right channels (useful for single-channel systems like the NES).
*This menu also has the Input Swap option, letting you swap the audio input channels (handy for some third-party Saturn cables), or derive mono audio using the left or right channels (useful for single-channel systems like the NES).
Line 669: Line 853:
|}
|}


==HDMI® Output==
== HDMI® Output == <!--T:51-->
The RetroTINK-4K '''''<u>only</u>''''' outputs via the HDMI® Out port. Note that the RetroTINK-4K can not output video or audio through any other port.
The RetroTINK-4K '''''<u>only</u>''''' outputs via the HDMI® Out port. Note that the RetroTINK-4K can not output video or audio through any other port.


The HDMI® Output menu allows you to set your output resolution, enable black frame insertion, change your colorspace output (colorimetry), and more.  Here is a breakdown of some key functions:
<!--T:52-->
===Output Resolutions===
The HDMI® Output menu allows you to set your output resolution, enable black frame insertion, change your colorspace output (colorimetry), and more.  Here is a breakdown of the functions in this menu:
 
=== Output Resolutions === <!--T:53-->
The following outputs are readily supported by the RetroTINK-4K, and are provided as the first eleven Output Resolution options at the bottom of the HDMI® Output menu. Which resolutions available by pushing their respective button on the remote are also noted. If you are unsure which resolution to use, use the buttons on the remote to quickly try them.
The following outputs are readily supported by the RetroTINK-4K, and are provided as the first eleven Output Resolution options at the bottom of the HDMI® Output menu. Which resolutions available by pushing their respective button on the remote are also noted. If you are unsure which resolution to use, use the buttons on the remote to quickly try them.
{| class="wikitable"
{| class="wikitable"
Line 681: Line 867:
! Remote Button?
! Remote Button?
|-
|-
|4K60
|'''4K60'''
|Default resolution and framerate for 4k displays, aka 3840x2160p.
|Default resolution and framerate for 4k displays, aka 3840x2160p.
Default Resolution for the RT4K
Default Resolution for the RT4K
|'''<u>Yes</u>'''
|'''<u>Yes</u>'''
|-
|-
|4K50
|'''4K50'''
|Intended for PAL games and 24Hz content.
|Intended for PAL games and 24Hz content.
|No
|No
|-
|-
|1080p60  
|'''1080p60'''
|Default resolution for 1080p displays.  
|Default resolution for 1080p displays.  
|'''<u>Yes</u>'''
|'''<u>Yes</u>'''
|-
|-
| 1080p50
| '''1080p50'''
|Intended for PAL games. and 24Hz content
|Intended for PAL games. and 24Hz content
|No
|No
|-
|-
|1440p60
|'''1440p60'''
| Default resolution and framerate for 1440p monitors, aka 2560x1440p.
| Default resolution and framerate for 1440p monitors, aka 2560x1440p.
|'''<u>Yes</u>'''
|'''<u>Yes</u>'''
|-
|-
|1440p50
|'''1440p50'''
|Intended for PAL games and 24Hz content
|Intended for PAL games and 24Hz content
|No
|No
|-
|-
|1080p100
|'''1080p100'''
|Intended for PAL games and 24Hz content with BFI
|Intended for PAL games and 24Hz content with BFI
|No
|No
|-
|-
|1440p100
|'''1440p100'''
| Intended for PAL games and 24Hz content with BFI
| Intended for PAL games and 24Hz content with BFI
|No
|No
|-
|-
|1080p120
|'''1080p120'''
|Intended for NTSC content with BFI  
|Intended for NTSC content with BFI  
|No
|No
|-
|-
|1440p120
|'''1440p120'''
|Intended for NTSC content with BFI
|Intended for NTSC content with BFI
|No
|No
|-
|-
|480p60
|'''480p60'''
|Minimum suggested output resolution for modern displays, aka 720x480p.
|Minimum suggested output resolution for modern displays, aka 720x480p.
Pressing the Reset button on the back of the unit activates this resolution.
Pressing the Reset button on the back of the unit activates this resolution.
|'''<u>Yes</u>'''
|-
|'''Custom 1'''
| rowspan="4" |Custom resolutions loaded from custom[1-4].txt on the SD card.
See [[AV:RetroTINK-4K#Custom Modelines|Custom Modelines]] for further explanation
|'''<u>Yes</u>'''
|-
|'''Custom 2'''
|'''<u>Yes</u>'''
|-
|'''Custom 3'''
|'''<u>Yes</u>'''
|-
|'''Custom 4'''
|'''<u>Yes</u>'''
|'''<u>Yes</u>'''
|}
|}
{{Notice|text=As of firmware version 1.5.1 the RetroTINK-4K supports interlaced output resolutions, such as 480i, 576i, or 1080i. Interlaced output is intended to turn a progressive input into an interlaced output with the same resolution, or act as a passthrough. E.g. 1080p/i -> 1080i or 480p/i -> 480i.}}


=== HDR ===
=== HDR === <!--T:54-->
HDR is a way for the RetroTINK-4K to output a much more luminous picture for TVs that support it. HDR is intended for use with either [[RetroTINK-4K#Black Frame Insertion (BFI)|Black Frame Insertion]] or [[RetroTINK-4K#Processing and Effects|Scanlines and Masks]], as it helps compensate for the darkened image.
HDR is a way for the RetroTINK-4K to output a much more luminous picture for TVs that support it. HDR is intended for use with either [[AV:RetroTINK-4K#Black Frame Insertion (BFI)|Black Frame Insertion]] or [[AV:RetroTINK-4K#Processing and Effects|Scanlines and Masks]], as it helps compensate for the darkened image.


<!--T:55-->
* Currently, the only option available is "HDR10 [8-bit]".
* Currently, the only option available is "HDR10 [8-bit]".
* You can adjust the brightness of HDR by going to Advanced Settings > Color Correction, then adjusting the "SMPTE 2084 PQ" value. This is useful is you want to play in HDR without scanlines, so that light tones are perceptible instead of being overly bright.


<!--T:56-->
The table below shows two photos of an LG-CX displaying the RT4K using the "PVM 600 TVL" profile, under the HDR CRT Simulation folder. It's impossible to communicate the luminance of HDR in SDR, so here the camera had its exposure set for the HDR photo first, demonstrating the luminance gain compared to the SDR photo.
The table below shows two photos of an LG-CX displaying the RT4K using the "PVM 600 TVL" profile, under the HDR CRT Simulation folder. It's impossible to communicate the luminance of HDR in SDR, so here the camera had its exposure set for the HDR photo first, demonstrating the luminance gain compared to the SDR photo.
{| class="wikitable"
{| class="wikitable"
! colspan="2" |HDR Comparisons - Off-screen Photos
|+HDR Comparisons - Off-screen Photos
!PVM 600 TVL scanlines - SDR
!PVM 600 TVL scanlines - HDR.
|-
|-
|[[File:RT4K - SDR.png|thumb|PVM 600 TVL scanlines - SDR.]]
|[[File:RT4K - SDR.png|PVM 600 TVL scanlines - SDR.|center|frameless]]
|[[File:RT4K - HDR10.png|thumb|PVM 600 TVL scanlines - HDR.]]
|[[File:RT4K - HDR10.png|PVM 600 TVL scanlines - HDR.|center|frameless]]
|}
|}
{{Notice|text=HDR is "intended for use with Scanlines, masks, and BFI." If you are not using any of these features, it is best to turn HDR off. If your picture is too dark, consider adjusting your input [adc adjustments], tweaking your output color space with your colorimetry (see below), or making color corrections [CSC Color Correction]}}
=== Colorimetry === <!--T:57-->
HDMI® Output Colorimetry specifies the color space of the HDMI® output. By default, the Auto setting will select '''Rec. 709''', and toggle to '''Rec. 2100''' when HDR is enabled. You may wish to manually set output to '''Rec. 2020''' (without HDR enabled), '''Adobe RGB''' or '''DCI-P3''' if your display supports a wider color gamut. This may improve the image quality/accuracy when using the settings in the Color Correction menu.
===RGB Range=== <!--T:58-->
Set the HDMI® range to Full or Limited, where is it full by default. One setting is not better than the other, but '''you much make sure your RT4K and display match ranges'''. If your display uses the limited space, consider turning this option to limited. If your display uses the full range, you may leave the setting alone.


===Colorimetry===
=== Sync Lock === <!--T:59-->
HDMI® Output Colorimetry specifies the colorspace of the HDMI® output. By default, the Auto setting will select '''Rec. 709''', and toggle to '''Rec. 2100''' when HDR is enabled. You may wish to manually set output to '''Rec. 2020''' (without HDR enabled), '''Adobe RGB''' or '''DCI-P3''' if your display supports a wider color gamut. This may improve the image quality/accuracy when using the settings in the Color Correction menu.
===Sync Lock===
Sync Lock controls how the RetroTINK-4K synchronizes the output frame rate with the input frame rate, and handles these input changes.
Sync Lock controls how the RetroTINK-4K synchronizes the output frame rate with the input frame rate, and handles these input changes.


<!--T:60-->
Older video game consoles didn't always have perfect video timings, and while CRTs typically had no problems working with them, 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. How the RT4K handles all of this can be chosen in the Sync Lock section.
Older video game consoles didn't always have perfect video timings, and while CRTs typically had no problems working with them, 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. How the RT4K handles all of this can be chosen in the Sync Lock section.


* '''Triple Buffer''' - Operates the output independently from the input, which results in a stable output signal even if the input signal glitches or changes. However, this comes at the cost of a variable lag, usually between a fraction of a frame to a fraction of a frame plus one whole frame. On occasion, you will see judder when frames need to be dropped or repeated in order to maintain sync.
<!--T:61-->
* '''Gen Lock''' - This is the recommended mode as long as your display is compatible with the source's refresh rate. Gen Lock loosely couples the output frame rate with the input frame rate. After a few seconds, the output frame rate will lock with the input frame rate and achieve minimum lag without screen judder. If Gen Lock is giving your equipment trouble, try enabling [[RetroTINK-4K#VRR (Variable Refresh Rate)|VRR]] if they support it.
* '''Triple Buffer''' - Operates the output independently from the input, which results in a stable output signal even if the input signal glitches or changes. However, this comes at the cost of a variable lag, usually between a fraction of a frame to a fraction of a frame plus one whole frame. On occasion, you will see judder when frames need to be dropped or repeated in order to maintain sync. Use this setting for video capture.  
* '''Frame Lock''' - Tightly couples the input and output frame rates. Any change in the input frame rate will cause a disruption in the output signal and a hard re-synchronization.
* '''Gen Lock''' - This is the recommended mode as long as your display is compatible with the source's refresh rate. Gen Lock loosely couples the output frame rate with the input frame rate. After a few seconds, the output frame rate will lock with the input frame rate and achieve minimum lag without screen judder. If Gen Lock is giving your equipment trouble, try enabling [[AV:RetroTINK-4K#VRR (Variable Refresh Rate)|VRR]] if they support it.
* '''Frame Lock''' - Tightly couples the input and output frame rates. Any change in the input frame rate will cause a disruption in the output signal and a hard re-synchronization.<br><br>
{{Note|type=info|text=Note that the '''Gen Lock''' and '''Frame Lock''' Sync Lock selections will display '''''"Gen Out of Range!"''''' and '''''"Fr. Out of Range!"''''' respectively when the video input frame rate is too far from the selected output to operate. An input more than 19% faster than the selected output frame rate or 30% slower than the selected output frame rate will trigger this error. When Gen and Frame Lock sync is out of range, the RetroTINK-4K buffer will fall back to the triple buffer Sync Lock method, using the frame rate specified in the selected modeline.}}{{Note|Triple Buffer, Gen Lock, and Frame Lock are decreasingly compatible, respectively. If you have trouble with Gen Lock or Frame Lock modes, consider going back to Triple Buffer by pressing the BUF button on the remote.}}{{Note|Profiles normally default to Triple Buffer for maximum compatibility. Feel free to test your equipment: switch to Gen Lock by pressing the GEN button on the remote and saving your profile to default to Gen Lock in the future.}}


=== VRR (Variable Refresh Rate) ===
=== VRR (Variable Refresh Rate) === <!--T:62-->
The RetroTINK-4K can flag its output as VRR. While the RetroTINK-4K itself never outputs variable frame rates, settings this flag may be useful to force the display to accept a broader range of refresh rates, including if you're using Gen Lock. It is also useful on some displays to prevent re-buffering and other frame rate changes, which will interfere with the RetroTINK-4K's [[RetroTINK-4K#Black Frame Insertion (BFI)|BFI generator]]. Lastly, some TVs activate a low-lag mode if they detect the VRR flag, which will improve the gameplay experience.
The RetroTINK-4K can flag its output as VRR. While the RetroTINK-4K itself never outputs variable frame rates, settings this flag may be useful to force the display to accept a broader range of refresh rates, including if you're using Gen Lock. It is also useful on some displays to prevent re-buffering and other frame rate changes, which will interfere with the RetroTINK-4K's [[AV:RetroTINK-4K#Black Frame Insertion (BFI)|BFI generator]]. Lastly, some TVs activate a low-lag mode if they detect the VRR flag, which will improve the gameplay experience.


=== Deep Color ===
=== Deep Color === <!--T:63-->
This option changes the bit color depth of the RT4K from 8 bits (Off) to 10-bits (On), increasing the number of colors in the picture. This can be useful if you've used any setting that adjusts the color of the picture.
This option changes the bit color depth of the RT4K from 8 bits (Off) to 10-bits (On), increasing the number of colors in the picture. This can be useful if you've used any setting that adjusts the color of the picture. Note that enabling Deep Color will prompt an on-screen confirmation box requiring the user to select "OK" before enabling the feature. <br>
{{Note|Engaging Deep Color may cause issues with some equipment like TVs or capture cards, since enabling it while using 4K60 output will exceed the HDMI 2.0 bandwidth spec. In this case, your options are to either disable Deep Color, or use a lower output resolution. PAL systems may have better luck if the 4K50 option is chosen instead, so long as HDR is disabled.}}


* Engaging Deep Color may cause issues with some equipment like TVs or capture cards, since enabling it while using 4K60 output will exceed the HDMI 2.0 bandwidth spec. In this case, your options are to either disable Deep Color, or use a lower output resolution. PAL systems may have better luck if the 4K50 option is chosen instead, so long as HDR is disabled.
=== BFI Control === <!--T:64-->
Gives you quick access to the '''Strobe''' and '''Blur''' functions of Black Frame Insertion. For explanations on what these do, as well as more BFI controls, head to the [[AV:RetroTINK-4K#Black Frame Insertion (BFI)|Black Frame Insertion (BFI)]] section.


=== BFI Control ===
=== Audio Output === <!--T:65-->
Gives you quick access to the Strobe and Blur functions of Black Frame Insertion. For more BFI controls, head to the [[RetroTINK-4K#Black Frame Insertion (BFI)|Black Frame Insertion" (BFI)]] section.


== Profiles ==
==== Surround Sound ==== <!--T:66-->
The Profiles section handles all of the profiles provided on the SD card, as well as any you've put there yourself. Profiles allow you to save your settings to load later. This is where you'll find CRT presets, since they're just saved profiles.
The RT4K outputs up to 8 channels LPCM via HDMI®. As of Firmware 1.4.2, and per previous testing all 8 channels are output simultaneously but the channels are correctly routed, so if your receiver reports 7.1 but is only a 5.1 receiver, you should still have correct function from the RT4K.


* For a list of Profiles provided on the SD card by default, head to the [[RetroTINK-4K#Profile Repository|Profile Repository]] section.
<!--T:67-->
* For a collection of Profiles made by the community not provided on the SD card by default, head to the [[RetroTINK-4K#Community Profiles|Community Profiles]] section.
The RT4K also passes through Dolby Surround® and all previous iterations of Dolby Surround®. This encodes surround sound in stereo signals so it is entirely up to your receiver to decode surround from this signal.


=== Load Profile ===
== Profiles == <!--T:68-->
<youtube>YU2VCpm4guI</youtube>


* '''Load From File''' - Selecting this will bring up a menu where you can navigate through the "profiles" folder on the SD card to load up a specific profile.
<!--T:69-->
{{Notice|text=All options should be stored in a single profile. If you load a new profile, consider all previously changed settings lost if you did not save these settings to a new profile. This includes, but is not limited to, inputs, output resolutions, and scanline settings. Consider saving settings for profiles before switching between them for comparison.}}
 
<!--T:70-->
The Profiles section handles all of the profiles provided on the SD card, as well as any you've put there yourself. Profiles allow you to save your settings to load later. This is where you'll find CRT presets, since they're just saved profiles.
 
<!--T:71-->
* For a list of Profiles provided on the SD card by default, head to the [[AV:RetroTINK-4K/profiles|Profiles breakout page]].
* For a collection of Profiles made by the community not provided on the SD card by default, head to the [[AV:RetroTINK-4K#Community Profiles|Community Profiles]] section.
 
=== Load Profile === <!--T:72-->
 
<!--T:73-->
* '''Load From File''' - Selecting this will bring up a menu where you can navigate through the "profile" folder on the SD card to load up a specific profile.
* '''Load Default''' - Loads the Default Profile. The Default Profile can never be deleted or overwritten.
* '''Load Default''' - Loads the Default Profile. The Default Profile can never be deleted or overwritten.
* '''Auto Load DV1''' - Will automatically load a DV1 profile, based on the detected DV1-compatible MiSTer core. Requires the name of the profile to to match the core name, and for the profile to be located in the DV1 folder. <br>
'''Example:''' '''''"sdcard/profile/dv1/core-name.rt4"'''''.


The arrangement of profiles in the Load From File menu matches the internal file structure of the "profiles" folder on the SD card. This means that you can alter the folder structure to your liking if you don't prefer how they're laid out by default.
<!--T:74-->
The arrangement of profiles in the Load From File menu matches the internal file structure of the "profile" folder on the SD card. This means that you can alter the folder structure to your liking if you don't prefer how they're laid out by default.


=== Save Profile ===
=== Save Profile === <!--T:75-->


<!--T:76-->
* '''Save Current''' - Overwrites the currently-loaded profile with the current settings. If selected while using the Default Profile, this will work like "Save As New" instead.
* '''Save Current''' - Overwrites the currently-loaded profile with the current settings. If selected while using the Default Profile, this will work like "Save As New" instead.
* '''Save As New''' - Saves the current profile as a new file named "New Profile X", where X is an ascending number. This will be located in the root "profiles" folder on the SD card, and can be renamed using a PC.
* '''Save As New''' - Saves the current profile as a new file named "New Profile X", where X is an ascending number. This will be located in the root "profile" folder on the SD card, and can be renamed using a PC.


=== Assign Profile ===
=== Assign Profile === <!--T:77-->
This section of the menu allows you to assign one of the twelve number buttons at the top of the remote to a specific profile, using the same SD card navigation menu as the "Load From File" function.
This section of the menu allows you to assign one of the twelve number buttons at the top of the remote to a specific profile, using the same SD card navigation menu as the "Load From File" function.


<!--T:78-->
Additionally, this is where you can assign a profile to be loaded up when the RetroTINK-4K is Powered Up. This is ''not'' the Default Profile, which can never be changed.
Additionally, this is where you can assign a profile to be loaded up when the RetroTINK-4K is Powered Up. This is ''not'' the Default Profile, which can never be changed.


=Advanced Settings=
<!--T:79-->
Assigned profiles can be cleared by highlighting the button you want to edit and pushing ◁ (Left) on the remote.
 
=== Nested Profile Settings===
{| class="wikitable"  
{| class="wikitable"  
|-
|-
|<td valign="top">| saying all kinds of stuff about advanced settings introduction make it look fancy and separate from the first part of the wiki oh yeah
! colspan="3" | Nested Profile Diagram
| [[File:RetroTINK-4K Bare PCB.jpg|300px|none|right]]
|-
| rowspan="2" style="background-color:#ffffff;" | [[File:Tink4k Nested Profile Diagram.png|450px|none]]
| rowspan="2" colspan="2" | The RetroTINK-4K profile system has deeper functionality than might initially appear. By meeting certain conditions, the [[AV:RetroTINK-4K#RGB_and_Component_ADC|"ADC" (RGB/Component ADC)]], [[AV:RetroTINK-4K#Scaling_and_Cropping|"SCL" (Scaling and Crop)]] and [[AV:RetroTINK-4K#Interpolation|"Interpolation" (Processing/Effects Setup - Interpolation)]] can have multiple, unique entries.
 
The criteria that can trigger nested settings include:
* The Selected Input
* Special HDMI Modes (DV1 and A/DAC)
* HDMI Resolution
* Analog Vertical Line Count / Refresh Rate (using RGB/Comp.)
* Video Modes (when using SDP Decoder Inputs) 
* Sample Rate Detection (when active)
 
Please refer to the Nested Profile Settings Diagram for a visual aid to what conditions will trigger unique, nested settings.
 
'''Unique Settings'''
* HDMI Sources can have unique SCL and Interpolation settings based Special HDMI Modes (DV1 or A/DAC), as well as unique values for each resolution within special or normal HDMI sources.
* RGB/Component sources have unique ADC, Interpolation and SCL settings based on the input's detected vertical lines and refresh rate.
* SDP Decoder inputs have a common SDP ADC setting, but can have unique Interpolation and SCL settings based on detected 240p, 480i, 288p and 576i video modes.
* Sample Rate Detection (when enabled) has unique Scaling/Cropping (SCL) settings per unique horizontal resolution detected.
|-
|}
|}




{{Note|type=info|text=Note that Every setting, included nested settings, are able to be saved within the profile (".rt4" file).}}


==Scaling and Cropping==
== Scaling and Cropping == <!--T:80-->
The Scaling / Crop Setup menu is where you can crop and resize the image. Unlike the RetroTINK-5X, by default the RT4K sizes and positions the image based on the cropping, but this can be overridden with the [[RetroTINK-4K#Scaling Mode|Scaling Mode]] setting.
The Scaling / Crop Setup menu is where you can crop and resize the image. Unlike the RetroTINK-5X, by default the RT4K sizes and positions the image based on the cropping, but this can be overridden with the [[AV:RetroTINK-4K#Scaling Mode|Scaling Mode]] setting.


===Input Crop===
===Input Crop=== <!--T:81-->
The RetroTINK-4K has robust controls to adjust size, positioning and cropping:
The RetroTINK-4K has robust controls to adjust size, positioning and cropping:


<!--T:82-->
* '''"Top Trim"''' and '''"Bottom Trim"''' will effectively scale the image up and down in most Scaling Modes.
* '''"Top Trim"''' and '''"Bottom Trim"''' will effectively scale the image up and down in most Scaling Modes.
** To more easily see the edges ''''Italic text''''of the Top and Bottom Trims, set the Scaling Mode to "Auto Fill Integer".
** To more easily see the edges of the Top and Bottom Trims, set the Scaling Mode to "Auto Fill Integer".
* '''"Left Trim"''' and '''"Right Trim"''' will adjust the centering of the image, as the RT4K automatically centers the image based on these settings.
* '''"Left Trim"''' and '''"Right Trim"''' will adjust the centering of the image, as the RT4K automatically centers the image based on these settings.
** To shift the image left and right, increase the Left or Right trim to push the image in the opposite direction.
** To shift the image left and right, increase the Left or Right trim to push the image in the opposite direction.


===Vertical Pre-Scale===
===Vertical Pre-Scale=== <!--T:83-->
The RetroTINK-4K features the ability to "Pre-Scale" video content, or discard scanlines, at a fractional increment of the source input. Discarding vertical lines results in a loss of vertical resolution. This loss can be useful under certain circumstances, such as creating more accurate scanline rendering for 240p visual content output from consoles that run at higher resolutions (such as the Dreamcast or Wii).
The RetroTINK-4K features the ability to "Pre-Scale" video content, or discard scanlines, at a fractional increment of the source input. Discarding vertical lines results in a loss of vertical resolution. This loss can be useful under certain circumstances, such as creating more accurate scanline rendering for 240p visual content output from consoles that run at higher resolutions (such as the Dreamcast or Wii).
===RoTATE===
===RoTATE===
Line 823: Line 1,081:
|}The RoTATE mode will only work if the samples per line of your video source is lower than 1024 samples per line (visible in the RGB/Component ADC menu).
|}The RoTATE mode will only work if the samples per line of your video source is lower than 1024 samples per line (visible in the RGB/Component ADC menu).


<!--T:84-->
* Because the video of Composite and S-Video is locked to 858 samples per line, no additional tweaking is required when using these input sources.
* Because the video of Composite and S-Video is locked to 858 samples per line, no additional tweaking is required when using these input sources.
* Further, RoTATE mode will only work with 240p, 288p or 360p resolutions. This is important for titles that mix them with 480i.
* Further, RoTATE mode will only work with 240p, 288p or 360p resolutions. This is important for titles that mix them with 480i.


If you're using RGB or YPbPr input, visit the [[RetroTINK-4K#RGB and Component ADC|RGB/Component ADC]] section of this page for information on ADC and decimation settings to meet the 1024 samples per line requirement. Similar limits apply when using HDMI® sources: use the Input Decimation settings in the "HDMI® Receiver" menu if the horizontal samples exceed 1024 (for example, MiSTer cores that use pixel repetition).
If you're using RGB or YPbPr input, visit the [[AV:RetroTINK-4K#RGB and Component ADC|RGB/Component ADC]] section of this page for information on ADC and decimation settings to meet the 1024 samples per line requirement. Similar limits apply when using HDMI® sources: use the Input Decimation settings in the "HDMI® Receiver" menu if the horizontal samples exceed 1024 (for example, MiSTer cores that use pixel repetition).
===CP Auto Crop===
===Auto Crop=== <!--T:85-->
The RetroTINK-4K can automatically crop and set aspect ratio for an input if it is fed a sufficient game screen (although this only works with RGB and Component sources).
The RetroTINK-4K can automatically crop and set aspect ratio for an input if it is fed a sufficient game screen. This feature works with '''RGB''','''Component''' and '''HDMI™''' sources. Auto Crop looks for the black edges of a game image and crops to them, so use a picture that clearly shows the edges of the video for best results.</br>
 
{{Note|Screens that have any dark edges, as well as letterboxed, pillar-boxed, and window-boxed screens, are not recommended as they will fool the Auto Crop into thinking those are the edges of the image, resulting in an incorrect crop.}}
Autocrop looks for the black edges of a game image and crops to them, so use a picture that clearly shows the edges of the video for best results. Screens that have any dark edges, as well as letterboxed, pillar-boxed, and window-boxed screens, are not recommended as they will fool the Auto Crop into thinking those are the edges of the image, resulting in an incorrect crop.
{| class="wikitable"
{| class="wikitable"
|+ CP Auto Crop Settings
|+ CP Auto Crop Settings
Line 849: Line 1,107:
|Automatically adjusts Left, Right, Top, and Bottom Trim to the image, and changes Aspect Correction to "16:9 (PAR)"
|Automatically adjusts Left, Right, Top, and Bottom Trim to the image, and changes Aspect Correction to "16:9 (PAR)"
|}
|}
=== Scaler===
 
=== Scaler=== <!--T:86-->
The Scaler section in the RetroTINK-4K is where you'll find the tools that allow you to manipulate the geometry of the image.
The Scaler section in the RetroTINK-4K is where you'll find the tools that allow you to manipulate the geometry of the image.


==== Aspect Correction ====
==== Aspect Correction ==== <!--T:87-->
The Aspect Correction setting chooses the '''Pixel Aspect Ratio''', or "PAR", of the image. This is important because it needs to match the aspect ratio of the display the game is expecting to be seen on, referred to as the '''Display Aspect Ratio''', or "DAR".
The Aspect Correction setting chooses the '''Pixel Aspect Ratio''', or "PAR", of the image. This is important because it needs to match the aspect ratio of the display the game is expecting to be seen on, referred to as the '''Display Aspect Ratio''', or "DAR".</br>
 
{{Note|The Aspect Correction controls are only available when the current Input (analog or HDMI®) is a resolution with a variable PAR factor, such as 240p, 288p, 480i/p, and 576i/p. Most other resolutions will lock the Aspect Correction setting to their expected PAR, no matter the input. For example, 720p over the PS3's Component cables will lock Aspect Correction to "1:1 (Sq. Pixel)", while 480p over PS3's HDMI® cables will let you choose yourself.
* '''NOTICE''' - The Aspect Correction controls are only available when the current Input (analog or HDMI®) is a resolution with a variable PAR factor, such as 240p, 288p, 480i/p, and 576i/p. Most other resolutions will lock the Aspect Correction setting to their expected PAR, no matter the input. For example, 720p over the PS3's Component cables will lock Aspect Correction to "1:1 (Sq. Pixel)", while 480p over PS3's HDMI® cables will let you choose yourself.
* If the Aspect Correction controls are locked, you can still transform the image using the [[AV:RetroTINK-4K#Scaling Factors (Transform Tools)|Scaling Factors]] tools.}}
** If the Aspect Correction controls are locked, you can still transform the image using the [[RetroTINK-4K#Scaling Factors (Transform Tools)|Scaling Factors]] tools.


<!--T:88-->
The options that are available are:
The options that are available are:
{| class="wikitable"
{| class="wikitable"
Line 878: Line 1,137:
If you're using a device that can use more than one Pixel Aspect Ratio, it's important that you set said device to correctly dovetail with the RT4K, so that the game will be shown correctly once it gets to your display.
If you're using a device that can use more than one Pixel Aspect Ratio, it's important that you set said device to correctly dovetail with the RT4K, so that the game will be shown correctly once it gets to your display.


==== Scaling Mode ====
==== Scaling Mode ==== <!--T:89-->
Scaling Mode allows you to select automatic scaling modes or change aspect ratio constraints on manual scaling:
Scaling Mode allows you to select automatic scaling modes or change aspect ratio constraints on manual scaling:


<!--T:90-->
* '''Auto Fill''' - Fills the screen based on the selected Aspect Correction aspect ratio.
* '''Auto Fill''' - Fills the screen based on the selected Aspect Correction aspect ratio.
* '''Proportional''' - Allows the Vertical Factor to be adjusted while automatically adjusting the Horizontal Factor to keep the aspect ratio selected in Aspect Correction.
* '''Proportional''' - Allows the Vertical Factor to be adjusted while automatically adjusting the Horizontal Factor to keep the aspect ratio selected in Aspect Correction.
* '''Free-Form''' - Untethers the Vertical Factor and Horizontal Factor to allow values outside of the Aspect Correction setting. This setting lets you use the [[RetroTINK-4K#Scaling Factors (Transform Tools)|Vert. Factor and Hori. Factor]] settings to freely transform the image, like on the RetroTINK-5X.
* '''Free-Form''' - Untethers the Vertical Factor and Horizontal Factor to allow values outside of the Aspect Correction setting. This setting lets you use the [[AV:RetroTINK-4K#Scaling Factors (Transform Tools)|Vert. Factor and Hori. Factor]] settings to freely transform the image, like on the RetroTINK-5X.
* '''Auto Fill Integer''' - Scales the Vertical Factor and Horizontal Factor to the highest possible integer value without exceeding the screen boundaries, while also respecting the ratio selected in Aspect Correction. We highly recommend using the [[RetroTINK-4K#Input Crop|cropping tools]] to ensure the picture can be as large as possible while using this scaling mode.
* '''Auto Fill Integer''' - Scales the Vertical Factor and Horizontal Factor to the highest possible integer value without exceeding the screen boundaries, while also respecting the ratio selected in Aspect Correction. We highly recommend using the [[AV:RetroTINK-4K#Input Crop|cropping tools]] to ensure the picture can be as large as possible while using this scaling mode.


==== Scaling Factors (Transform Tools) ====
==== Scaling Factors (Transform Tools) ==== <!--T:91-->
The '''Horizontal Factor''' and '''Vertical Factor''' settings allow you to stretch and transform the image, either horizontally or vertically. Each factor diplays the multiplier value, the input resolution, and output resolution respectively.
The '''Horizontal Factor''' and '''Vertical Factor''' settings allow you to stretch and transform the image, either horizontally or vertically. Each factor diplays the multiplier value, the input resolution, and output resolution respectively.


Which of these are available depends on what option the [[RetroTINK-4K#Scaling Mode|Scaling Mode]] is set to. Proportional unlocks the Vert. Factor, while Free-Form unlocks both Vert. and Hori. Factors.
<!--T:92-->
Which of these are available depends on what option the [[AV:RetroTINK-4K#Scaling Mode|Scaling Mode]] is set to. Proportional unlocks the Vert. Factor, while Free-Form unlocks both Vert. and Hori. Factors.


The function can be expressed as a simple formula: ''[Input Resolution] X [Multiplier] = [Output Resolution]''.
The function can be expressed as a simple formula: ''[Input Resolution] X [Multiplier] = [Output Resolution]''.
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|2945
|2945
|}
|}
===Buffer===
====Buffer Length==== <!--T:93-->
The RetroTINK-4K allows users to set how much video to buffer before outputting to your screen. The buffer, in conjunction with the [[#Sync_Lock|Sync Lock]] mode, are the main determining factors for overall latency.
The RetroTINK-4K allows users to set how much video to buffer before outputting to your screen. The buffer, in conjunction with the [[#Sync_Lock|Sync Lock]] mode, are the main determining factors for overall latency.
* '''Min. Lag''' - Sets the buffer to only store to bare minimum number of video lines. This option provides the lowest latency.
* '''Min. Lag''' - Sets the buffer to only store to bare minimum number of video lines. This option provides the lowest latency.
* '''1/2 Frame''' - Always buffers half a frame.
* '''1/2 Frame''' - Always buffers half a frame.
* '''1 Frame''' - Always buffers a full frame.
* '''1 Frame''' - Always buffers a full frame.
Min. Lag is typically compatible, but if you encounter an edge case with screen tearing, try setting this to "1/2 Frame" or "1 Frame".
Min. Lag is typically compatible, but if you encounter an edge case with screen tearing, try setting this to "1/2 Frame" or "1 Frame".<br>
{{Note|Certain movie modes, such as Inverse Telecine, will automatically force the RetroTINK-4K to buffer a full frame.}}


''Note that certain movie modes, such as Inverse Telecine, will automatically force the RetroTINK-4K to buffer a full frame.''
====Blank Resolution Change====
Blank Resolution Change will add a black frame between resolution changes to mask image glitching. This can be helpful to smooth out transitions in games that commonly switch between 480i and 240p. Famous examples include Chrono Cross and Silent Hill on PS1. Blank Resolution change can be set to "On" or "Off".


===Masking Color===
===Masking Color=== <!--T:94-->
The masking colour settings allow you to adjust the colour of the mask that displays in the Scaling/Crop menu. By default, the values a 0 Red, 0 Green and 31 Blue. You can also change whether the masking colour is displayed in the cropping menu only, or always (even when the RT4K menu isn't displayed).
The masking colour settings allow you to adjust the colour of the mask that displays in the Scaling/Crop menu. By default, the values a 0 Red, 0 Green and 31 Blue. You can also change whether the masking colour is displayed in the cropping menu only, or always (even when the RT4K menu isn't displayed).


== Processing and Effects ==
== Processing and Effects == <!--T:95-->
The Processing / Effects Setup menu is where you can adjust the pixel interpolation, as well as add Scanlines and CRT Masks.
The Processing / Effects Setup menu is where you can adjust the pixel interpolation, as well as add Scanlines and CRT Masks.


==== Where are the Scanline Presets? ====
==== Where are the Scanline Presets? ==== <!--T:96-->
If you're a regular user of the RetroTINK-5X, you may be surprised to enter this menu and find that there's no Presets available to choose from. This is because they are stored as Profiles on the SD card.
If you're a regular user of the RetroTINK-5X, you may be surprised to enter this menu and find that there's no Presets available to choose from. This is because they are stored as Profiles on the SD card.


<!--T:97-->
* To load an included CRT Preset, head to the main menu, then go Profiles > Load from File > HDR CRT Simulation, then pick one you want to use.
* To load an included CRT Preset, head to the main menu, then go Profiles > Load from File > HDR CRT Simulation, then pick one you want to use.


The "bundling" of CRT Presets as Profiles may seem odd to users of the RetroTINK-5X (where CRT Presets could easily be applied to optimal sampling profiles), however this shouldn't have much impact on the final result. CRT displays are inherently a bit blurry as part of their aesthetic (even PVMs and BVMs), so generic sampling is perfectly acceptable to use for them. If you're using a digital source and decimating it (like Nintendo Switch Online or an HDMI® modded system), you may want to simulate the blur using the [[RetroTINK-4K#Interpolation|Horizontal Interpolation Kernel]], and / or the [[RetroTINK-4K#Horizontal Blur|Horizontal Blur]] function.  
<!--T:98-->
The "bundling" of CRT Presets as Profiles may seem odd to users of the RetroTINK-5X (where CRT Presets could easily be applied to optimal sampling profiles), however this shouldn't have much impact on the final result. CRT displays are inherently a bit blurry as part of their aesthetic (even PVMs and BVMs), so generic sampling is perfectly acceptable to use for them. If you're using a digital source and decimating it (like Nintendo Switch Online or an HDMI® modded system), you may want to simulate the blur using the [[AV:RetroTINK-4K#Interpolation|Horizontal Interpolation Kernel]], and / or the [[AV:RetroTINK-4K#Horizontal Blur|Horizontal Blur]] function.  


<!--T:99-->
The only exception to the above is when you're using the LCD scanlines, as the thin lines dividing each pixel won't appear correctly without scaling the image up by a flat number (such as 4.000x or 5.000x).  
The only exception to the above is when you're using the LCD scanlines, as the thin lines dividing each pixel won't appear correctly without scaling the image up by a flat number (such as 4.000x or 5.000x).  


=== Interpolation ===
===== RetroTINK-5X Equivalent Scanlines =====
The following profiles are analogous to similar presets on the RetroTINK-5X, these can be found in the '''''\profile\_CRT Emulation\Basic HDR CRT\''''' folder on the RT4K SD Card
 
The profiles on the RT4K use HDR and these screenshots may not appear correctly on your monitor. '''<u>''We strongly encourage you to click on the image and zoom in to see the shape and color of the effects''</u>'''. All screenshots were taken with default settings on both presets and profiles, so you may need to adjust settings to your taste.
{| class="wikitable"
|+
!If you liked this preset on the 5x
!Then You should try this profile on the RT4K
|-
![[File:Snip Slot Mask.png|center|thumb|Slot Mask]]
![[File:Hi-Res Dot Mask Snip.png|center|thumb|Hi-Res Slot Mask]]
|-
![[File:Snip BVM.png|center|thumb|BVM]]
![[File:BVM 1000 TVL Snip.png|center|thumb|BVM 1000 TVL]]
|-
![[File:Snip PVM-600.png|center|thumb|PVM-600]]
![[File:PVM 600 TVL Snip.png|center|thumb|PVM 600 TVL]]
|-
![[File:Snip FV310.png|center|thumb|FV310]]
![[File:Consumer Trinitron Snip.png|center|thumb|Consumer Trinitron]]
|-
![[File:Snip Consumer-1.png|center|thumb|Consumer-1]]
![[File:Consumer Slot Mask Snip.png|center|thumb|Consumer Slot Mask]]
|-
![[File:Snip LCD.png|center|thumb|LCD]]
![[File:LCD Mono 1 Snip.png|center|thumb|LCD Mono 1 Scanline Setting]]
|}
 
=== Interpolation === <!--T:100-->
====Vertical and Horizontal Kernel====
====Vertical and Horizontal Kernel====
Interpolation in relation to video processing is a technique to create more visual information on the output that is given on the input. These processes help make a more visually cohesive image, and reduce effects such as shimmering when the image is scrolling. The RetroTINK-4K offers a handful of interpolation options that can be applied independently across the vertical and horizontal axis.
Interpolation in relation to video processing is a technique to create more visual information on the output that is given on the input. These processes help make a more visually cohesive image, and reduce effects such as shimmering when the image is scrolling. The RetroTINK-4K offers a handful of interpolation options that can be applied independently across the vertical and horizontal axis.
* '''Bilinear Sharp''' - The image is scaled up the maximum integer factor that is within the output size using Nearest Neighbor followed by a bilinear scale to the final output size. This option provides sharp pixels without shimmer at non-integer scaling factors.
* '''Bilinear Sharp''' - The image is scaled up the maximum integer factor that is within the output size using Nearest Neighbor followed by a bilinear scale to the final output size. This option provides sharp pixels without shimmer at non-integer scaling factors.
* '''Bilinear Medium''' - The image is scaled up 2x using Nearest Neighbor followed by a bilinear scale to the final output size. This option is somewhat softer than Bilinear Sharp but still sharper than regular Bilinear.
* '''Bilinear Medium''' - The image is scaled up to the closest integer that is smaller or equal to the output pixels divided by 2 using Nearest Neighbor followed by a bilinear scale to the final output size. This option is somewhat softer than Bilinear Sharp but still sharper than regular Bilinear.
* '''Bilinear Std''' - The image is scaled using conventional bilinear filtering.
* '''Bilinear Std''' - The image is scaled using conventional bilinear filtering.
* '''Bilinear Soft''' - This performs linear interpolation over 4 pixels instead of the standard 2 pixels resulting in a very soft image. This may be desirable to produce horizontal blur for CRT effects
* '''Bilinear Soft''' - This performs linear interpolation over 4 pixels instead of the standard 2 pixels resulting in a very soft image. This may be desirable to produce horizontal blur for CRT effects
* '''Cubic''' - Interpolation using the bicubic spline kernel which outputs an image sharper than bilinear but softer than Lanczos.
* '''Cubic''' - Interpolation using the bicubic spline kernel which outputs an image sharper than bilinear but softer than Lanczos.
* '''Lanczos2''' and '''Lanczos3''' - Interpolation using the Lanczos family of scaling algorithms. Lanczos is a popular algorithm that provides good results for natural imagery (i.e. movies) and most 3D games.
* '''Lanczos2''' and '''Lanczos3''' - Interpolation using the Lanczos family of scaling algorithms. Lanczos is a popular algorithm that provides good results for natural imagery (i.e. movies) and most 3D games.
* '''None''' - The image is scaled using Nearest Neighborfor completely sharp pixels, but may shimmer if the [[RetroTINK-4K#Scaling Factors (Transform Tools)|Scaling Factors]] are not set to even multipliers (ie set to non-integer factors).
* '''Nearest Neighbor''' - The image is scaled using Nearest Neighbor for completely sharp pixels, but may shimmer if the [[AV:RetroTINK-4K#Scaling Factors (Transform Tools)|Scaling Factors]] are not set to even multipliers (ie set to non-integer factors).


====Anti-Ringing====
====Anti-Ringing==== <!--T:101-->
Anti-Ringing is a toggleable option (On / Off) to reduce the appearance of ringing artefacts when using the Lanczos family of interpolation kernels. By default this setting is set to On, but even then it won't actually be engaged unless you're using Lanczos2 or Lanczos3.
Anti-Ringing is a toggleable option (On / Off) to reduce the appearance of ringing artefacts when using the Lanczos family of interpolation kernels. By default this setting is set to On, but even then it won't actually be engaged unless you're using Lanczos2 or Lanczos3.


====Linear Light====
====Linear Light==== <!--T:102-->
Linear Light is a method of image color and brightness reproduction that may provide more accurate scaling and blending. Linear Light will also alter the appearance of scanline effects, which users may consider an improvement or not based on subjective preferences.
Linear Light is a method of image color and brightness reproduction that may provide more accurate scaling and blending. Linear Light will also alter the appearance of scanline effects, which users may consider an improvement or not based on subjective preferences.
*'''Linear Light On''' - The RetroTINK-4K performs inverse gamma mapping at the start of the scaler pipeline and performs all operations in the ''linear light'' domain. The output is gamma encoded for SDR modes and PQ encoded for HDR modes.
*'''Linear Light On''' - The RetroTINK-4K performs inverse gamma mapping at the start of the scaler pipeline and performs all operations in the ''linear light'' domain. The output is gamma encoded for SDR modes and PQ encoded for HDR modes.
*'''Linear Light Off''' - The RT4K performs all scaler operations in the gamma domain and only performs inverse gamma at the output if needed for color gamut transforms.
*'''Linear Light Off''' - The RT4K performs all scaler operations in the gamma domain and only performs inverse gamma at the output if needed for color gamut transforms.


<!--T:103-->
Assuming default SDR settings, for linear light to function properly, you have to manually set input factor and output factor to 2.4 in the Color Correction-> Gamma/PQ menu.<br>
Assuming default SDR settings, for linear light to function properly, you have to manually set input factor and output factor to 2.4 in the Color Correction-> Gamma/PQ menu.<br>
Enabling HDR in HDMI® Output->Transmitter, Enabling Color Space Conversion in Color Correction->Color Space Conversion, or Adobe RGB/P3 in HDMI® Output->Colorimetry will adjust Gamma/PQ settings by default to properly allow Linear Light processing.
Enabling HDR in HDMI® Output->Transmitter, Enabling Color Space Conversion in Color Correction->Color Space Conversion, or Adobe RGB/P3 in HDMI® Output->Colorimetry will adjust Gamma/PQ settings by default to properly allow Linear Light processing.


<!--T:104-->
More information on the benefits of linear light can be found [https://www.panotools.org/dersch/gamma/gamma.html here].
More information on the benefits of linear light can be found [https://www.panotools.org/dersch/gamma/gamma.html here].


=== Scanlines ===
=== Scanlines === <!--T:105-->
The RetroTINK-4K has customizable scanline generation which can recreate the look of various displays, including early LCD displays.
The RetroTINK-4K has customizable scanline generation which can recreate the look of various displays, including early LCD displays.
Scanlines are an effect that simulates the appearance of blank scanlines on a display, similar to what you might see on older cathode ray tube (CRT) monitor or television screens. The effect creates generates black spaces between each visible scanline of video, simulating how lower resolution progressive signals would be presented on higher resolution (480i) displays.
Scanlines are an effect that simulates the appearance of blank scanlines on a display, similar to what you might see on older cathode ray tube (CRT) monitor or television screens. The effect creates generates black spaces between each visible scanline of video, simulating how lower resolution progressive signals would be presented on higher resolution (480i) displays.


<!--T:106-->
Since scanlines are part of the image drawn by a CRTs red, green and blue electron gun, they scale with the image's pixels, and it's for this reason that the RetroTINK-4K's scanlines behave the same. This means that scanlines will appear thinner depending on the resolution of the input source; 240p scanlines are much thicker than scanlines placed on a 1080p input.
Since scanlines are part of the image drawn by a CRTs red, green and blue electron gun, they scale with the image's pixels, and it's for this reason that the RetroTINK-4K's scanlines behave the same. This means that scanlines will appear thinner depending on the resolution of the input source; 240p scanlines are much thicker than scanlines placed on a 1080p input.


* For clarity, on a CRT, ''every'' line drawn on the display is a scanline. 240p however only uses half of these, resulting in blank scanlines every second row. This causes the scanlines to be perceptible, hence why these blank lines are called "scanlines" despite not being anything at all.
<!--T:107-->
 
* For clarity, on a CRT, ''every'' line drawn on the display is a scanline. 240p however only uses half of these, resulting in blank scanlines every second row. This causes the scanlines to be perceptible, hence why these blank lines are called "scanlines" despite not being anything at all.<br></br>
''Note: Proper simulation of CRT and LCD effects involves many more factors than just the scanline settings, such as but not limited to: [[RetroTINK-4K#Scaling|Scaling]], [[RetroTINK-4K#RGB and Component ADC|ADC Sampling]], [[RetroTINK-4K#Processing and Effects|Interpolation / Filter]] and [[RetroTINK-4K#Color Correction|Color Correction]]. If this is overwhelming, please try one of the pre-made profiles first (included on the RetroTINK-4K SD card).''
{{Note|Proper simulation of CRT and LCD effects involves many more factors than just the scanline settings, such as but not limited to: [[AV:RetroTINK-4K#Scaling|Scaling]], [[AV:RetroTINK-4K#RGB and Component ADC|ADC Sampling]], [[AV:RetroTINK-4K#Processing and Effects|Interpolation / Filter]] and [[AV:RetroTINK-4K#Color Correction|Color Correction]]. If this is overwhelming, please try one of the pre-made profiles first (included on the RetroTINK-4K SD card).}}{{Notice|text=If your effects don't look correct on your display, your display may not be using 4:4:4 chroma. The methods of enabling this will vary, but solutions include enabling a setting on your TV such as Ultra Deep Color or changing the name and / or icon of the selected input to PC. If no solution is available, setting both the Vert. and Hori. Scaling Factors to even multipliers (such as 4.000x or 5.000x) may help.}}


====Blank / Black Scanlines====
====Blank / Black Scanlines==== <!--T:108-->
This scanline function determines what formula is used by the scanline generator to translate the replaced video scanline to a "blank / black" scanline.  
This scanline function determines what formula is used by the scanline generator to translate the replaced video scanline to a "blank / black" scanline.  
*'''Off''' - Disables the scanline generator. Further settings in the Scanlines section will not have an effect if Off is selected.
*'''Off''' - Disables the scanline generator. Further settings in the Scanlines section will not have an effect if Off is selected.
Line 978: Line 1,275:
* '''Box''' - A scanline pattern similar to old style emulator scanlines, with no blending from bright to dark. The scanline pattern is either completely on or completely off.
* '''Box''' - A scanline pattern similar to old style emulator scanlines, with no blending from bright to dark. The scanline pattern is either completely on or completely off.


You can adjust the scanlines with the next two settings:
<!--T:109-->
You can adjust the scanlines with the next settings:


<!--T:110-->
* '''Strength''' - Adjusts the maximum width of the scanline effect.
* '''Strength''' - Adjusts the maximum width of the scanline effect.
* '''Modulation''' - Adjust how much the thickness of the scanline effect will change depending on brightness. Specifically, the higher this value, the thicker the black scanlines will be around dark areas of the picture.
* '''Modulation''' - Adjust how much the thickness of the scanline effect will change depending on brightness. Specifically, the higher this value, the thicker the black scanlines will be around dark areas of the picture.
If you're inputting an interlaced signal, you should consider going to the [[RetroTINK-4K#Deinterlacer and Film|Deinterlacer/Film]] menu and setting the Algorithm to [[RetroTINK-4K#CRT Simulation|"CRT Simulation"]]. This will cause the scanlines to move up and down every frame, giving a look authentic to how these interlaced signals appear on a real CRT.
*'''Pseudo Interlace''' - Draws scanlines with an interlaced order even if the source is progressive. 2x (i.e. 480p → 960i) doubles the resolution so that no vertical detail is lost but results in thinner scanlines. 1x (i.e. 480p → 480i) results in thicker scanlines but loses half the vertical resolution.
 
<!--T:111-->
If you're inputting an interlaced signal, you should consider going to the [[AV:RetroTINK-4K#Deinterlacer and Film|Deinterlacer/Film]] menu and setting the Algorithm to [[AV:RetroTINK-4K#CRT Simulation|"CRT Simulation"]]. This will cause the scanlines to move up and down every frame, giving a look authentic to how these interlaced signals appear on a real CRT.


====LCD Effects====
====LCD Effects==== <!--T:112-->
The '''LCD''' functions behave differently than the "blank / black" functions, and are instead designed to simulate the appearance of older LCD displays.
The '''LCD''' functions behave differently than the "blank / black" functions, and are instead designed to simulate the appearance of older LCD displays.
* '''LCD Mono''' - Will place a 1x1 pixel border around every upscaled pixel in the image.
* '''LCD Mono''' - Will place a 1x1 pixel border around every upscaled pixel in the image.
* '''LCD RGB''' - Simulates RGB subpixels per each upscaled pixel (similar to how the CRT masks simulate phosphor artifacts).
* '''LCD RGB''' - Simulates RGB subpixels per each upscaled pixel (similar to how the CRT masks simulate phosphor artifacts).
LCD effects will not look correct unless the both the [[RetroTINK-4K#Scaling Factors (Transform Tools)|Vert. and Hori. Scaling Factors]] have been set to even multipliers (such as 4.000x or 5.000x). LCD RGB looks best if both the Vert. and Hori. factors are ''the same'' multiplier.
With LCD functions selected, the Strength and Modulation options change to "LCD Subpixel Str." and "LCD Vert Str.", respectively, and will retain their values. Despite being available for both LCD functions, they only have any effect on the LCD RGB effect.
With LCD functions selected, the Strength and Modulation options change to "LCD Subpixel Str." and "LCD Vert Str.", respectively, and will retain their values. Despite being available for both LCD functions, they only have any effect on the LCD RGB effect.


* '''LCD Subpixel Str.''' - Sets how strong the LCD subpixel masking is. Lower values will more strongly "tint" the subpixels the colour of the upscaled pixel they represent.
* '''LCD Subpixel Str.''' - Sets how strong the LCD subpixel masking is. Lower values will more strongly "tint" the subpixels the colour of the upscaled pixel they represent.
* '''LCD Vertical Str.''' - Controls the size of the horizontal line under each pixel.
* '''LCD Vertical Str.''' - Controls the size of the horizontal line under each pixel.
 
====Color Bleed==== <!--T:113-->
====Color Bleed====
Color bleed simulates some of the imperfections of how colors were presented on a CRT. These won't do anything unless a scanline generator is enabled; these won't work with the LCD effects.
Color bleed simulates some of the imperfections of how colors were presented on a CRT. These won't do anything unless a scanline generator is enabled; these won't work with the LCD effects.
* '''Red Bleed:''' Enabling Red Bleed simulates a common CRT effect where the Red beam is softer and less focused than Blue and Green.  
* '''Red Bleed:''' Enabling Red Bleed simulates a common CRT effect where the Red beam is softer and less focused than Blue and Green.  
Line 1,001: Line 1,300:
* '''Blue Convergence:''' Adjusts a vertical offset of the blue data within the scanline effect. Can be adjusted from a -10 to 10 offset.
* '''Blue Convergence:''' Adjusts a vertical offset of the blue data within the scanline effect. Can be adjusted from a -10 to 10 offset.


=== Masks ===
=== Masks === <!--T:114-->
Masks apply effects equivalent to the shadow masks on a CRT (as well as the similar aperture grilles and slot masks). Since these masks were metal plates that spanned the entire surface of a CRTs glass screen, they're independent of the image drawn by the red, green and blue electron guns. For this reason, masks on the RetroTINK-4K behave the same, and so ''will NOT'' adhere to the subpixels of the input you've selected.
Masks apply effects equivalent to the shadow masks on a CRT (as well as the similar aperture grilles and slot masks). Since these masks were metal plates that spanned the entire surface of a CRTs glass screen, they're independent of the image drawn by the red, green and blue electron guns. For this reason, masks on the RetroTINK-4K behave the same, and so ''will NOT'' adhere to the subpixels of the input you've selected.


The RetroTINK-4K accomplishes the mask effect by tiling an image across the entire screen at 1:1 sizing. Because of this, reducing the RT4K's [[RetroTINK-4K#Output Resolutions|output resolution]] will increase the size of the masks.
<!--T:115-->
The RetroTINK-4K accomplishes the mask effect by tiling an image across the entire screen at 1:1 sizing. Because of this, reducing the RT4K's [[AV:RetroTINK-4K#Output Resolutions|output resolution]] will increase the size of the masks.


<!--T:116-->
* '''Enable''' - Turns masks Off or On.
* '''Enable''' - Turns masks Off or On.
* '''Strength''' - Adjusts the strength of the masks. "+0" is the neutral value, "+10" is the maximum value, while "-10" is equivalent to turning Masks off.
* '''Strength''' - Adjusts the strength of the masks. "+0" is the neutral value, "+10" is the maximum value, while "-10" is equivalent to turning Masks off.
* '''Load from File''' - Takes you to the "masks" folder of the SD card  
* '''Load from File''' - Takes you to the "masks" folder of the SD card  


If you want to make your own masks, head for the [[RetroTINK-4K#Custom CRT Masks|Custom CRT Masks]] section of this page.
<!--T:117-->
If you want to make your own masks, head for the [[AV:RetroTINK-4K#Custom CRT Masks|Custom CRT Masks]] section of this page.


=== Horizontal Blur ===
=== Horizontal Blur === <!--T:118-->
The Horizontal Blur function approximates the horizontal blurring present in some CRTs, looking rather like the right-to-left smearing on "3CHIP" Super Nintendos.
The Horizontal Blur function approximates the horizontal blurring present in some CRTs, looking rather like the right-to-left smearing on "3CHIP" Super Nintendos.


<!--T:119-->
* '''Function''' - Can be set to "Off" or "IIR LPF".
* '''Function''' - Can be set to "Off" or "IIR LPF".
* '''Cut-Off Freq''' - Adjusts the strength of the horizontal blur.
* '''Cut-Off Freq''' - Adjusts the strength of the horizontal blur.


If you're wanting to blur the image in a more "traditional" sense, you'll want to use the [[RetroTINK-4K#Vertical and Horizontal Kernel|Interpolation Kernels]] in the [[RetroTINK-4K#Processing and Effects|Processing/Effects]] menu.
<!--T:120-->
If you're wanting to blur the image in a more "traditional" sense, you'll want to use the [[AV:RetroTINK-4K#Vertical and Horizontal Kernel|Interpolation Kernels]] in the [[AV:RetroTINK-4K#Processing and Effects|Processing/Effects]] menu.


== Color Correction ==
=== Smoothing === <!--T:121-->
The Color Correction Setup menu is where you can adjust the color values and interpretation of the video signal.
Example 1: No smoothing Wxample 2 yes smoiot


''clean this up''


=== Gamma and PQ ===
<!--T:122-->
Input Factor Can be adjusted between 0.99 and 5.00.<br>
The RetroTINK-4K offers an XBR-style smoothing algorithm to interpolate pixel edges for a smoother look. While intended for 2d-content, it can also help reduce visible aliasing with 3d content.


Input Lift Can be adjusted between -1.00 and 1.00.<br>
<!--T:123-->
* '''Algorithm''' - Selects between "Off", "XBR Level 1", and "XBR Level 2".
* '''Noise Threshold''' - Selects between "Off", "Low", "Medium" and "High" settings.


Input Gain Can be adjusted between 0.00 and 10.00.<br>
== Color Correction == <!--T:124-->
 
{| class="wikitable"
Output Factor Can be adjusted between 0.10 and 5.00.<br>
|-
 
! colspan="2" | Color Correction Example
SMPTE 2048 PQ information<br>
|-
 
!Before Color Correction
The PQ stands for "Perceptual Quantizer".
!After Color Correction
|-
|
[[File:Csc-bad-example.png|400px|Golden Sun on Game Boy Advance / GBI Without Color Correction|center|frameless]]
|
[[File:Csc-good-example.png|400px|Golden Sun using csc/Game Boy Interface/Game Boy Advance.txt|center|frameless]]
|-
|Golden Sun on Game Boy Advance / GBI Without Color Correction
|Golden Sun using csc/Game Boy Interface/Game Boy Advance.txt
|}
The Color Correction Setup menu controls the advanced color gamut correction and adjustment options on the RetroTINK-4K. The '''''Apply Preset''''' can be used to quickly load Color Correction profiles, such as the ones included on the 1.0 SD Card (more info on 1.0 CSC Profiles [[AV:RetroTINK-4K/profiles|here]]).  


=== Color Space Conversion ===
=== Gamma and PQ === <!--T:125-->
Apply Preset
The input controls adjust how incoming RGB signals are converted from gamma space to linear light.
Custom Matrix
* '''Input Factor:''' Factor used to convert the input from gamma space to linear light. Input factor is the inverse gamma exponent. Can be adjusted between 0.10 and 5.00.
Prevent Clipping
* '''Input Lift:''' Lift adds an offset (raises or lowers black level) to the input gamma conversion. Can be adjusted between -1.00 and 1.00.
Saturation
* '''Input Gain:''' Gain multiplies the output of the input gamma conversion. Can be adjusted between 0.00 and 10.00.
RetroTINK-4K Custom Color Matrix Instructions
* '''Output Factor:''' Available only in SDR, this is the factor used to re-encode the linear ligh output of the video pipeline back to gamma space. Can be adjusted between 0.10 and 5.00.
Custom color gamut correction factors can be loaded by the user. Each file is a set of csv values describing gamma and Input RGB -> XYZ transforms. The RT4K will automatically apply the correct XYZ -> Output RGB matrix depending on the specified HDMI output colorimetry.
* '''SMPTE 2048 PQ:''' Available only in HDR, where the RT4K uses a perceptual quantizer instead of simple gamma, in order to tonemap the linear light signal into an HDR signal. The control sets the maximum brightness of the PQ in units of nits, which represents the maximum brightness of the tone mapping. Normally this is set to your TVs maximum nit level, however this function can be useful to dim the brightness of an HDR picture. Can be adjusted from 250 to 10,000.


The csv file has 14 entries (all floating point) on a single line:
=== Color Space Conversion === <!--T:126-->
* '''Apply Preset:''' Opens the '''Load CSC Matrix''' menu, where users can load any saved CSC profiles from the SD card. Most use cases will involve simply applying a preset from the SD card, for example, to apply a color gamut correction to emulate a PVM. The RetroTINK-4K 1.0 SD Card release includes many presets. <br>
You can explore the included CSC presets [[AV:RetroTINK-4K/profiles|here]].<br>
Information on the Custom Color Matrix preset format can be found [[#Custom Color Matrix|here]].


1. Input Gamma
<!--T:127-->
* '''Custom Matrix:''' Allows the user to turn ''On'' or ''Off'' CSC by enabling/disabling the Input RGB to XYZ conversion matrix and settings applied to the Gamma/PQ.
* '''Prevent Clipping:''' Automatically scale the CSC matrix so that highlights are not lost at the cost of making the image dimmer. Can be set to On or Off.
* '''Saturation:''' Controls the color intensity. Lowering it turns the image black and white. Raising it makes the colors more intense. Can be set from -1.0 to +1.0.'''


2. Input Lift
=== Input RGB to XYZ === <!--T:128-->
The user can manually adjust the matrix used to convert the input RGB data into XYZ colorspace. The RT4K automatically chains to correct conversion from XYZ to output RGB depending on the specified output colorimetry (e.g., BT709, BT2020, Adobe RGB, etc.). Each of the conversion functions can be adjusted between -1.75000 to +1.75000.


3. Input Gain
=== Advanced Controls === <!--T:129-->
* '''Transfer Function:''' Can be set to "sRGB 0.055", "Rec.601/709 0.099", "SMPTE 240M 0.1115" or "Gamma". The various transfer functions linearize the low-end of the gamma curve to avoid bit loss. "Gamma" uses a simple gamma encoding.
* '''Bit Crush:''' Lowers the number of colors in the core video signal by reducing the number of bits per color. This is primarily intended for removing rounding errors that can occur in the original signal, e.g. when using GBI, as well as potentially removing noise in some limited cases. Alternatively, it can be used for aesthetic purposes to create a posterization or limited-color mode effect.
* '''Dithering:''' Can be set to "On" or "Off". Adds visually imperceptible random noise to the HDMI output to avoid banding and quantization artifacts due to the limit of 8-bit precision.


4. Output Gamma
== Black Frame Insertion (BFI) == <!--T:130-->
{{Notice|text=BFI is for adding motion clarity. This does not interpolate frames like various settings on modern displays.}}
{{Notice|text=Please use caution when using BFI. This setting may not be great for people who are sensitive to strobing lights.}}
Black Frame Insertion (BFI) is a technique to improve motion clarity with high refresh rate monitors. As an example, a 60fps video source played on a 120hz monitor could have a black frame interstitially placed between every frame. The resulting "image-black-image-black" pattern can increase the perception of motion and fine details. If you have a higher refresh rate monitor, a customizable example can be viewed over at [https://www.testufo.com/blackframes Blur Busters].


5. Transfer Function (0 = sRGB, 1 = Rec. 601/709, 2 = SMPTE 240, 3 = Conventional Gamma)
<!--T:131-->
 
The use-case for Black Frame Insertion is to approximate the appearance of a CRT display, which would draw every line left-to-right, with the pixels dimming until they're replaced again for the next frame. Modern displays don't do this and never darken the pixels like this in the drawing process; this gives the effect of "blur" on moving parts of the picture. Black Frame Insertion is a crude but effective method of replicating the feel of looking at a CRT display, and gives the impression of better motion clarity.
6-14. Input RGB -> XYZ Matrix Coefficients
 
 
Thanks to Dan Mons, Keith Raney (https://github.com/danmons/colour_matrix_adaptations/tree/main) and Extrems (https://www.gc-forever.com/wiki/index.php?title=Game_Boy_Interface) for providing technical assistance and example data.
 
=== Input RGB to XYZ ===
Xo[Rin]:<br>
Xo[Gin]:<br>
Xo[Bin]:<br>
Yo[Rin]:<br>
Yo[Gin]:<br>
Yo[Bin]:<br>
Zo[Rin]:<br>
Zo[Gin]:<br>
Zo[Bin]:
 
=== Advanced Controls ===
Transfer Function:<br>
Bit Crush:
 
== Black Frame Insertion (BFI) ==
Black Frame Insertion (BFI) is a technique to improve motion clarity with high refresh rate monitors. As an example, a 60fps video source played on a 120hz monitor could have a black frame interstitially placed between every frame. The resulting "image-black-image-black" pattern can increase the perception of motion and fine details. If you have a higher refresh rate monitor, a customizable example can be viewed over at [https://www.testufo.com/blackframes Blur Busters].


<!--T:132-->
BFI cannot be enabled unless the following two requirements are met:
BFI cannot be enabled unless the following two requirements are met:
* '''Set a supported [[RetroTINK-4K#Output Resolutions|Output Resolution]]''' '''and frame rate''' - Due to bandwidth constraints, BFI is limited to 1440p or lower resolution output. This also must be a high frame rate: either 100hz or 120hz.  
* '''Set a supported [[AV:RetroTINK-4K#Output Resolutions|Output Resolution]]''' '''and frame rate''' - Due to bandwidth constraints, BFI is limited to 1440p or lower resolution output. This also must be a high frame rate: either 100hz or 120hz.  
* '''Set a supported [[RetroTINK-4K#Sync Lock|Sync Lock]] Mode''' - BFI also cannot be enabled unless you are in '''Gen''' or '''Frame''' Sync Lock mode.
* '''Set a supported [[AV:RetroTINK-4K#Sync Lock|Sync Lock]] Mode''' - BFI also cannot be enabled unless you are in '''Gen''' or '''Frame''' Sync Lock mode.
If both of these requirements are met, the BFI options will be unlocked.
If both of these requirements are met, the BFI options will be unlocked.


'''LCD Saver:''' LCD display panels may suffer from image retention when using BFI. The LCD Saver helps prevent against this by inverting the order of (video frame)-(inserted frame) at the timer value set. LCD Saver can be set to '''0, 1, 5,''' and '''10 Minutes'''. When the frame order is inverted, it may create a momentary glitch in the video output. Note that setting the time value to '''0''' will display a message screen warning the user of possible LCD panel image retention.
<!--T:133-->
* '''LCD Saver:''' LCD display panels may suffer from image retention when using BFI. The LCD Saver helps prevent this by inverting the order of (video frame)-(inserted frame) at the timer value set. LCD Saver can be set to '''0, 1, 5,''' and '''10 Minutes'''. When the frame order is inverted, it may create a momentary glitch in the video output. Note that setting the time value to '''0''' will display a message screen warning the user of possible LCD panel image retention.
* '''Min. BFI Limit:''' Can be set to "On" or "Off". Default "On". Disabling will disable safety limits for BFI strobe effects. Will prompt an additional warning screen when set to "Off".


=== BFI Control ===
=== BFI Control === <!--T:134-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
Line 1,095: Line 1,404:
| rowspan="2" style="background-color:#ffffff;" | [[File:BFI_Example_Diagram.png|300px|none]]
| rowspan="2" style="background-color:#ffffff;" | [[File:BFI_Example_Diagram.png|300px|none]]
| rowspan="2" colspan="2" | '''Strobe:''' Strobe controls how the output frame rate is divided into the input frame rate. As depicted in the diagram, with Strobe 1, the 60Hz input frame is flashed one time at 240 Hz. At Strobe 2, the 60Hz input frame is flashed twice at 240Hz, with black frames in between. Alternatively, a 60Hz source within a 120Hz output would display for 1/2 of the time 120Hz output window.
| rowspan="2" colspan="2" | '''Strobe:''' Strobe controls how the output frame rate is divided into the input frame rate. As depicted in the diagram, with Strobe 1, the 60Hz input frame is flashed one time at 240 Hz. At Strobe 2, the 60Hz input frame is flashed twice at 240Hz, with black frames in between. Alternatively, a 60Hz source within a 120Hz output would display for 1/2 of the time 120Hz output window.
'''Blur:''' Blur is a duty cycle modifier that works in relation to Strobe to change how many frames the source video is presented in relation to the black frames. In the example diagram (60Hz Source inside a 240Hz output), a Blur of 1 would display the source video 1/4 of the 120Hz window, a Blur of 2 would display the source video 2/4 of the 120Hz window, and a Blur of 3 would display the source video 3/4 of the 120Hz window. Some relationships of Blur and Stobe are locked, such as a 60Hz video source in a 120Hz output window, which would only allow a Blur of 1 (1/2 of the output 120Hz window).
'''Blur:''' Blur is a duty cycle modifier that works in relation to Strobe to change how many frames the source video is presented in relation to the black frames. In the example diagram (60Hz Source inside a 240Hz output), a Blur of 1 would display the source video 1/4 of the 240Hz window, a Blur of 2 would display the source video 2/4 of the 240Hz window, and a Blur of 3 would display the source video 3/4 of the 240Hz window. Some relationships of Blur and Stobe are locked, such as a 60Hz video source in a 120Hz output window, which would only allow a Blur of 1 (1/2 of the output 120Hz window).
|-
|-
|}
|}


<!--T:135-->
More information about BFI can be found at [https://blurbusters.com/ Blur Busters].
More information about BFI can be found at [https://blurbusters.com/ Blur Busters].


=== BFI Color ===
=== BFI Color === <!--T:136-->
The BFI Color settings allows the user to change how the inserted frame appears.
The BFI Color settings allows the user to change how the inserted frame appears.


<!--T:137-->
The '''Blending Mode''' setting selects between the following functions:
The '''Blending Mode''' setting selects between the following functions:
* '''Solid:''' Creates a grayscale inserted frame that can be adjusted with any of the Red, Green or Blue ''BFI Color'' settings. A lower BFI Color numerical value is darker, higher is brighter.
* '''Solid:''' Creates a grayscale inserted frame that can be adjusted with any of the Red, Green or Blue ''BFI Color'' settings. A lower BFI Color numerical value is darker, higher is brighter.
Line 1,110: Line 1,421:
* '''Alpha Color:''' Inserts a duplicated video frame with an alpha color overlay. The color of the alpha-blended frame is set from the R-G-B ''BFI Color'' values.<br>
* '''Alpha Color:''' Inserts a duplicated video frame with an alpha color overlay. The color of the alpha-blended frame is set from the R-G-B ''BFI Color'' values.<br>


<!--T:138-->
The '''Red''', '''Green''' and '''Blue''' BFI Color values allow for customizable colors in the ''Solid Color'' and ''Alpha Color'' modes, and are an interlocked numerical valued for ''Solid'' and ''Alpha'' blending modes (R-G-B values cannot be adjusted separately).
The '''Red''', '''Green''' and '''Blue''' BFI Color values allow for customizable colors in the ''Solid Color'' and ''Alpha Color'' modes, and are an interlocked numerical valued for ''Solid'' and ''Alpha'' blending modes (R-G-B values cannot be adjusted separately).


== Deinterlacer and Film ==
== Deinterlacer and Film == <!--T:139-->
The Deinterlacer / Film Mode Setup menu allows you to adjust settings for use on interlaced sources, such as deinterlacing methods and Inverse Telecine.
The Deinterlacer / Film Mode Setup menu allows you to adjust settings for use on interlaced sources, such as deinterlacing methods, apply LCD blending to progressive sources and setup Inverse Telecine.


While tweaking the options under the Mode and Motion Adaptive Settings sections, we suggest using the [[RetroTINK-4K#Pause Button|Pause Button]] to pause the video on a frame with motion. This will allow you to see the effects of the deinterlacing more easily.
<!--T:140-->
While tweaking the options under the Mode and Motion Adaptive Settings sections, we suggest using the [[AV:RetroTINK-4K#Pause Button|Pause Button]] to pause the video on a frame with motion. This will allow you to see the effects of the deinterlacing more easily.


=== Mode ===
=== Mode === <!--T:141-->
There are six deinterlacing algorithms to choose from:
There are six deinterlacing algorithms to choose from:


* '''Motion Adaptive''' - Uses an algorithm to determine whether to use Bob deinterlacing for areas of the screen that change, or Weave deinterlacing for areas that stay the same. Can be further tweaked in the [[RetroTINK-4K#Motion Adaptive Settings|Motion Adaptive Settings]] section.
<!--T:142-->
* '''Motion Adaptive''' - Uses an algorithm to determine whether to use Bob deinterlacing for areas of the screen that change, or Weave deinterlacing for areas that stay the same. Can be further tweaked in the [[AV:RetroTINK-4K#Motion Adaptive Settings|Motion Adaptive Settings]] section.
* '''Weave''' - The current field remains on-screen while the next field is drawn, 'weaving' the two fields together. This is the same as 'disabled' in video players such as VLC, and will result in combing artifacts.
* '''Weave''' - The current field remains on-screen while the next field is drawn, 'weaving' the two fields together. This is the same as 'disabled' in video players such as VLC, and will result in combing artifacts.
* '''Bob''' - Doubles the vertical height of each line to fill the full frame. This causes the image to appear as if it's moving up and down, since the two fields are not aligned in the interlaced signal, but preserves temporal resolution of interlaced video.
* '''Bob''' - Doubles the vertical height of each line to fill the full frame. This causes the image to appear as if it's moving up and down, since the two fields are not aligned in the interlaced signal, but preserves temporal resolution of interlaced video.
* '''Linear''' - Linear interpolated Bob (i.e., rather than a pure linedouble, line 2 is the average of lines 1 and 3, line 4 is the average of lines 3 and 5, etc.).
* '''Linear''' - Linear interpolated Bob (i.e., rather than a pure linedouble, line 2 is the average of lines 1 and 3, line 4 is the average of lines 3 and 5, etc.).
* '''Blend''' - The frame is created by averaging lines from the two most recent fields. Produces ghosting.
* '''Blend''' - The frame is created by averaging lines from the two most recent fields. Produces ghosting.
* '''CRT Simulation''' - Similar to Bob, but additionally changes scanline behavior to match that of interlaced content on a real CRT. If [[RetroTINK-4K#Scanlines|Scanlines]] have not been enabled, this mode will appear identical to Bob. [[RetroTINK-4K#CRT Simulation|See below]] for more details on this algorithm.
* '''CRT Simulation''' - Similar to Bob, but additionally changes scanline behavior to match that of interlaced content on a real CRT. If [[AV:RetroTINK-4K#Scanlines|Scanlines]] have not been enabled, this mode will appear identical to Bob. [[AV:RetroTINK-4K#CRT Simulation|See below]] for more details on this algorithm.
* '''LCD Blending''' - (Progressive sources) Averages the current frame and the previous frame. Produces ghosting that can blend flickering objects. (Interlaced sources) Averages the current field and previous same field, skipping the other field. Eliminates NTSC composite artifacts if the picture is completely still. Not recommended for gaming.


==== CRT Simulation ====
==== CRT Simulation ==== <!--T:143-->
The CRT Simulation algorithm is unique enough to warrant its own section. It's used to to simulate the way 480i content is displayed on a real CRT: each frame of a 480i image is actually only 240 lines, and each new frame switches to using lines that were unused in the previous frame. Because of this, CRT Simulation will appear identical to Bob deinterlacing unless you use one of the Scanline functions enabled in the [[RetroTINK-4K#Processing and Effects|Processing / Effects]] menu (since they simulate the unused lines), and are viewing interlaced content.
The CRT Simulation algorithm is unique enough to warrant its own section. It's used to to simulate the way 480i content is displayed on a real CRT: each frame of a 480i image is actually only 240 lines, and each new frame switches to using lines that were unused in the previous frame. Because of this, CRT Simulation will appear identical to Bob deinterlacing unless you use one of the Scanline functions enabled in the [[AV:RetroTINK-4K#Processing and Effects|Processing / Effects]] menu (since they simulate the unused lines), and are viewing interlaced content.


<!--T:144-->
CRT Simulation will also cause your crop settings to be displayed incorrectly, so be prepared to redo your crop after enabling this feature.
CRT Simulation will also cause your crop settings to be displayed incorrectly, so be prepared to redo your crop after enabling this feature.
{{Note|The output frame rate of the RT4K ''must'' match the input signal's frame rate in order for the effect to be displayed correctly. This is important if you're using a PAL system, which run at 50 frames per second: if the RT4K is outputting at 60fps (as it usually does by default), the CRT Simulation will ''not'' appear correctly for PAL content!}}


* There is one thing to keep in mind when using this feature: the output frame rate of the RT4K ''must'' match the input signal's frame rate in order for the effect to be displayed correctly. This is important if you're using a PAL system, which run at 50 frames per second: if the RT4K is outputting at 60fps (as it usually does by default), the CRT Simulation will ''not'' appear correctly for PAL content!
=== Motion Adaptive Settings === <!--T:145-->
Motion Adaptive settings apply only to the Motion Adaptive Deinterlacing mode, allowing you to adjust how the Motion Adaptive Deinterlacing operates. 


=== Motion Adaptive Settings ===
<!--T:146-->
Motion Adaptive settings apply only to the Motion Adaptive Deinterlacing mode, allowing you to adjust it to your liking.
*'''Sensitivity:''' Adjusts the sensitivity of Motion Adaptive, between "Min", "Medium", "High" and "Max". The higher this is set, the more weaving will be present for moving parts of the screen, at the benefit of a stabler look for static parts of the screen. Many games will look just fine on the Min. setting, however several games may require Medium or higher. For example, ''Burnout 3: Takedown'' on PlayStation 2 has a subtle flickering and noise-like dithering that throws off the Motion Adaptive Deinterlacer for still parts of the screen.
*'''Noise Threshold:''' Adjusts how much low-level changes are ignored, so that the deinterlacer doesn't fall back to Bob deinterlacing unnecessarily. Useful for content that has noise and / or dithering present.
*'''Interpolator:'''Controls how the Bob function of the deinterlacer is calculated. The bob is either taken from the line above (Upper Field), line below (Lower Field) or the Average of the upper and lower lines.
*'''Detector:''' Can be set to "Zero-Lag", which favors the most current field. "Symmetric" favors the previous field, but allows for symmetric motion detection, which may provide cleaner results.


*'''Sensitivity''' - Adjusts the sensitivity of Motion Adaptive, between "Min", "Medium", "High" and "Max". The higher this is set, the more weaving will be present for moving parts of the screen, at the benefit of a stabler look for static parts of the screen. Many games will look just fine on the Min. setting, however several games may require Medium or higher. For example, ''Burnout 3: Takedown'' on PlayStation 2 has a subtle flickering and noise-like dithering that throws off the Motion Adaptive Deinterlacer for still parts of the screen.
=== Bob Settings === <!--T:147-->
*'''Noise Threshold''' - Adjusts how much low-level changes are ignored, so that the deinterlacer doesn't fall back to Bob deinterlacing unnessecarily. Useful for content that has noise and / or dithering present.
 
=== Bob Settings ===
The only Bob Setting here is the '''Bob Offset''', which adjusts adjusts how far apart each field is from each other. It can be set between "-3" and "+3". This setting is useful for 240p games that were poorly ported to run at 480i, such as ''Mega Man Anniversary Collection'' on PlayStation 2.
The only Bob Setting here is the '''Bob Offset''', which adjusts adjusts how far apart each field is from each other. It can be set between "-3" and "+3". This setting is useful for 240p games that were poorly ported to run at 480i, such as ''Mega Man Anniversary Collection'' on PlayStation 2.


=== Film Mode ===
=== Film Mode === <!--T:148-->
The settings under Film Mode contain options to help process video content.<br>
The settings under Film Mode contain options to help process video content.  


<!--T:149-->
'''Inverse Telecine:'''  
'''Inverse Telecine:'''  
* '''3:2''': In this mode, video content that was ''24hz sources converted to 60hz interlaced signal'' will play back in a reconstructed 24 fps. This helps applicable video content play with its intended cinematic framerate.<br>
* '''3:2''' - In this mode, video content that was from a 24 Hz source converted to a 60 Hz signal will play back in a reconstructed 24 fps. This helps applicable video content play with its intended cinematic framerate.
* '''2:2''' In this mode, the deinterlacer will rebuild progressive video output from 480i games that run at reliable/stable 30 fps, which can effectively convert 480i into 480p. This will result in an increase in visual resolution and clarity. This is especially useful for PlayStation 2 where much of the library is 480i only.<br>
* '''2:2''' - In this mode, the deinterlacer will rebuild progressive video output from 480i games that run at reliable/stable 30 fps, which effectively converts 480i into 480p. This will result in an increase in visual resolution and clarity. This is especially useful for PlayStation 2 where much of the library is 480i only.<br>


'''Dejudder 24hz:'''
<!--T:150-->
'''Dejudder 24 Hz:''' This mode treats telecine material as a virtual 24 Hz source when using Gen Lock and Frame Lock Sync Lock, allowing for true 24 Hz output when combined with a 24 Hz output modeline. It can also be used with a 48, 72 or 120 Hz output modeline. This option only applies when a 3:2 source is successfully detected / deinterlaced.


=== Cadence Detection ===
=== Cadence Detection === <!--T:151-->
* '''Motion Digital:'''
The cadence detection menu offers controls to adjust the RetroTINK-4K's detection of content to pass to the the inverse telecine functions. 
* '''Motion CP:'''
* '''Motion Digital, Motion CP''', and '''Motion SDP:''' These values change the noise threshold for HDMI inputs, component/RGB inputs and composite/S-video inputs, respectively. Adjusting the noise threshold higher will decrease the detection of false positives, but may miss weaker or nosier telecine signals. Adjusting the threshold lower may increase false readings but allow less stable signals to be processed. Each value can be set from a range of 0 to 500.
* '''Motion SDP:'''
* '''Threshold:''' Once a signal passes the check of the ''Motion'' thresholds, the '''Threshold''' number sets how many consecutive detections of a telecine pattern are required before the deinterlacer function activates. This may be helpful for noiser sources such as VHS to further filter out false detections.
* '''Threshold:'''


== HDMI® Receiver ==
== HDMI® Receiver == <!--T:152-->
The HDMI® Receiver Setup menu is where you control how the RT4K handles HDMI® In video. This menu is only functional when the HDMI® In port is the currently selected Input. If it is, this menu can be quickly accessed by pressing the ADC button at the top of the remote when HDMI® is selected as the input.
The HDMI® Receiver Setup menu is where you control how the RT4K handles HDMI® In video. This menu is only functional when the HDMI® In port is the currently selected Input. If it is, this menu can be quickly accessed by pressing the ADC button at the top of the remote when HDMI® is selected as the input.


=== Input Decimation ===
=== Input Decimation === <!--T:153-->
* '''Input Pixels:'''
{| class="wikitable"
* '''Output Pixels:'''
|-
* '''Initial Phase:'''
! colspan="3" | Input Decimation
|-
| style="background-color:#ffffff;" | [[File:Input Decimation Example.png|350px|none]]
| colspan="2" | Input decimation is a function to reduce the horizontal resolution of a given HDMI input. This works by taking the current input horizontal resolution, and reducing it as a division between the '''Input Pixels''' and '''Output Pixels''' settings. A display of the final output resolution after decimation has occurred is shown in parenthesis at the end of the Input Pixels field.
 


=== Colorspace ===
<!--T:154-->
* '''4:2:2 Upsampler'''
* '''Input Pixels:''' Sets the number of sample width pixels to generate a decimation from.
* '''Input Range'''
* '''Output Pixels:''' Sets how many pixels to divide the sample width into.
* '''Initial Phase:''' Sets the phase offset for the decimation, determining which pixels are preserved and which pixels are removed.
|}


=== Misc ===
=== Colorspace === <!--T:155-->
* '''A/DAC Mode:'''
Colorspace has options to assign what colorspace the HDMI® input is using, as well as what method to use for 4:2:2 upsampling.
* '''4:2:2 Upsampler:''' Determines how to process digital inputs that are using 4:2:2 chroma subsampling.  Can be set to '''"Linear"''', which uses a bilinear filter for a smoother appearance,  or '''"Nearest"''', which uses a nearest neighbor filter for a sharper look (but with more obvious aliasing).
* '''Input Range: '''Determines what color range to process the incoming digital signal as. "'''Auto"''' should be used unless there is a specific colorspace mismatch. Other settings include '''"RGB Lim."''', '''"RGB Full"''', '''"YCbCr 601"''', '''"YCbCr 709"''', '''"xvYCC 601"''', '''"xvYCC 709"''', '''"YCbCr 601 (Full)"''' or '''"YCbCR 709 (Full)"'''.
{{Notice|text=This setting is independent of the HDMI range in the output menu. This should be consistent with the HDMI range of your console's output (e.g., the Wii U outputs Limited Range, so you set this to Limited Range, but you do not necessarily have to change the HDMI range in the output menu.}}


== RGB and Component ADC ==
===MiSTer DV1=== <!--T:156-->
The RGB / Component ADC Setup menu is where you control how the RT4K handles analog inputs, such as the RCA, S-Video, HD-15 and SCART ports. This menu is only functional when an RGB or Component input is in use. If that is the case, this menu can be brought up by pressing the ADC button at the top of the remote when YPbPr, RGBS, RGsB, or RGBHV is selected as the input.
The RetroTINK-4K is compatible with the MiSTer's DirectVideo (aka DV1) video output mode. Compatible cores can output DV1 video over HDMI, which aims to preserve the original content's pixel-accurate video. To work within the HDMI standard, DV1 can often require resolution padding padding (black bars) and pixel multiplication. By including the padding and multiplication info in the HDMI transmission itself (via the HDMI SPD Infoframe), compatible devices can recreate a pixel-accurate image by cropping the frame and decimating any pixel duplication.


=== Sampling (ADC) ===
* '''Auto-Decimate:''' When set to "Infoframe" (''recommended when using DV1''), the RetroTINK-4K will use the DV1 infoframe data to set the correct decimation factor. "Measure" will try to guess the best decimation setting based on the characteristics of the image. Auto-Decimate can be disabled by selecting "Off".
* '''Samples per Line:'''
*'''Auto-Crop:''' When set to "On", the RetroTINK-4K will use the DV1 infoframe data to automatically crop any black borders. Auto-Crop can be disabled by choosing "Off".
* '''Decimation Factor:'''
* '''Decimation Phase:'''
* '''Sub-Phase:'''
* '''Anti-Alias LPF:'''


=== Sync (ADC) ===
Note that DV1 input can also automatically trigger profile changes, using the [[AV:RetroTINK-4K#Load_Profile|Auto Load DV1 Profile]] function.
* '''SoG Threshold:'''
* '''Pre-coast:'''
* '''Post-coast:'''
* '''Slow-lock:'''


=== Gain ===
===A/DAC=== <!--T:157-->
* '''Pre-ADC:'''
* '''A/DAC Mode:''' Allows Analogue consoles that support the Analogue DAC to output an unscaled image to the RT4K. For more information, please visit the [[AV:RetroTINK-4K/System Specific Settings#Analogue DAC Support (HDMI Input)|Analogue Consoles section of the System Specific Settings]] page.
* '''Red:'''
** '''Off:''' The Analogue console sees the RT4K as a regular HDMI display.
* '''Green:'''
** '''NTSC:''' The Analogue console sees the RT4K as an Analogue DAC with the region switch set to NTSC.
* '''Blue:'''
** '''PAL:''' The Analogue console sees the RT4K as an Analogue DAC with the region switch set to PAL.
{{Note|'''<u>PLEASE NOTE</u>:''' While using A/DAC mode, the connected Analogue console will output 240p with horizontal variable pixel repetition, in order to allow for cases such as SNES 512-column mode to be rendered correctly. This may cause some scaling settings to not behave how you expect. Nothing is broken, please adjust [[AV:RetroTINK-4K#Input Decimation|Input Decimation]] and [[AV:RetroTINK-4K#Scaling and Cropping|Scaling/Cropping]] until you get the desired image, noting that the initial horizontal scale is 4x what you are probably expecting (2x if you're playing a game that uses 512-column mode), and '''THIS MAY CHANGE IN THE FUTURE.''' Additionally, A/DAC Mode when set to PAL will require manual aspect ratio adjustment, and when set to either NTSC or PAL will require significant cropping when used with the Mega Sg due to the Mega Sg's output having a significantly exaggerated overscan area. Due to limitations both with Analogue hardware and with our understanding of the Analogue DAC, none of these issues can be addressed automatically at this time. Finally, please also note that, like with the actual Analogue DAC, changing the A/DAC mode setting while your Analogue console is connected and turned on will result in improper operation from your Analogue console, and is not recommended.}}


=== Offset ===
== RGB and Component ADC == <!--T:158-->
The RGB / Component ADC Setup menu is where you control how the RT4K handles analog inputs, such as the RCA, S-Video, HD-15 and SCART ports. This menu is only functional when an RGB or Component input is in use. If that is the case, this menu can be brought up by pressing the ADC button at the top of the remote when YPbPr, RGBS, RGsB, or RGBHV is selected as the input.


=== Auto Calibrate ===
=== Sampling (ADC) === <!--T:159-->
{| class="wikitable"
|-
! colspan="3" | Sampling (ADC)
|-
|style="background-color:#ffffff;" | [[File:ADC Decimation Example.png|250px|none]]
| colspan="2"|
* '''Samples per Line:''' Adjusts the total number of samples taken per line of video.  When  Samples per Line is set to a multiple of the pixels per line in a particular video source, the image will appear sharper as the pixel edge boundaries are aligned with the ADC sample rate. The parenthetical information after the Samples per Line shows the active, visible samples.


==== Auto Phase ====
<!--T:160-->
Any game screen is sufficient for automatic phasing, but it is recommended to use the [https://artemiourbina.itch.io/240p-test-suite 240p Test Suite] or other sufficiently patterned screen for eyeballing results. whether you've set automatic sample detection using that menu, or you manually selected Decimation Factor in the ADC page, selecting Auto-Calibrate Phase makes the RetroTINK-4K automatically select the best Decimation Phase and Sub-Phase for your current picture and should give you the sharpest results. It is recommended you run this 3-5 times to make sure the same factors and phases are consistently chosen.
* '''Decimation Factor:''' Decimation divides the ''Samples per Line'' by the '''Decimation Factor''' value. For instance, if your Samples per Line is 1716, a Decimation Factor of 2 would leave 858 remaining samples. The parenthetical number after the Decimation Factor displays how many samples are remaining after decimation.


==== Auto Gain ====
<!--T:161-->
The Auto Gain function will calibrate the gain levels for the current input, however it only works for RGB and YPbPr sources.
* '''Decimation Phase:''' Phase determines which set of samples is preserved when Decimation is active, and which set of samples is discarded. The selection will be a single instance of the Decimation Factor, I.E, If Decimation Factor was 3, you could choose between 1,2 or 3 Decimation Phase selections. Decimation Phase is disabled if Decimation Factor is off.


* To use Auto Gain, go to a game screen which has a patch of colour that should be pure white. When you enable the Auto Gain function, the RT4K automatically calibrates the Gain levels based on that white patch.
<!--T:162-->
* '''Sub-Phase:'''A fine-tuning calibration to control the exact timing for when samples are taken. A calibrated Sub-Phase will result in a sharper image. This can be manually set or the alignment can be set with the Auto Phase function. Sub-Phase can be a value of  0 to 348.75 degrees, with 11.25 degree increment selections.  


Auto Gain only works in calibrating the overall brightness Gain, ''not'' the individual color gain. You may need to manually adjust the individual colors a few ticks more for in the [[RetroTINK-4K#Gain|Gain]] section to get the true RGB code (255) for a given color. We highly recommend the use of the [https://artemiourbina.itch.io/240p-test-suite 240p Test Suite] for this task.
<!--T:163-->
* '''Anti-Alias LPF:''' Applies a low pass filter the incoming analog signal before the signal is sampled by the ADC. This can help eliminate analog signal interference in the video, but may result in a less sharp image at higher settings. Auto setting will attempt to apply an appropriate setting based on the signal's sampling rate. Can be set to '''"Auto"''', '''"9MHz (Strong)"''', '''"16 MHz (Med)"''', "'''35 MHz (Light)"''', '''"95 MHz (Min.)"''' and '''"Off"'''.
|}


Auto Gain must be calibrated on a per-console basis, meaning it will need to be set between different systems. This applies even across different units of the same system, such as two Super Nintendos, as their picture output will have degraded slightly differently.
=== Sync (ADC) === <!--T:164-->
* '''SoG Threshold:''' Sets the voltage level used to slice the video signal and generate a digital sync pulse. Adjusting this level may help with problematic sources. The voltage can be set between "0.00 mV" and "327.42 mV" in  in 11.29 increments.
* '''Pre-coast:'''  Sets the number of lines before vertical sync to switch from syncing with video source to internally generated sync. Can be set between 1 and 31 lines.
* '''Post-coast:''' Sets the number of lines after vertical sync to switch from syncing with video source to internally generated sync. Can be set between 1 and 31 lines.


== Sample Rate Detection ==
<!--T:165-->
The Sample Rate Detection menu is where you control how the RT4K automatically detects the sample rate of a given analog source. This menu is only functional when an RGB or Component input is in use.
The coast settings create a padding area away from the vertical sync pulse, so syncing to the horizontal doesn't encounter errors from off-spec signals or glitchy signal transitions. Adjusting Pre-coast and Post-cost values may be helpful when processing off-spec video sources.


=== Sample Rate Detection Overview ===
<!--T:166-->
The RetroTINK-4K can take advantage of sampling and scaling algorithms to seamlessly change settings when it detects a horizontal resolution change. This is useful for many analog retro gaming consoles, but requires knowledge of their "Master Sampling Rate." Please consult the table below to see which resolutions are available for consoles where automatic sampling detection is recommended.
* '''Wide Tolerance:''' Enables extra sync processing to help with 240p and 288p sources, such as arcade boards or NEOGEO, that may have sync issues due to malformed sync pulses. This should be turned off for normal use as it may cause artifacts for other systems.
 
=== Gain === <!--T:167-->
* '''Pre-ADC:''' Changes the amount of analog gain applied to the signal before the ADC, functioning as a coarse contrast adjustment. Can be set between -0.7 and +0.8.
* '''Red''','''Green''', and '''Blue''' allows fine adjustment of the individual color channel digital gain, functioning as a finer contrast adjustment per color channel. Can be adjusted between 1.000 and 1.996.
 
=== Offset === <!--T:168-->
* '''Red''','''Green''', and '''Blue''' offset provides per color black level / brightness adjustment. Values can be set between -100 and +100.
 
=== Auto Calibrate === <!--T:169-->
 
==== Auto Phase ==== <!--T:170-->
Any game screen is sufficient for automatic phasing, but it is recommended to use the [https://artemiourbina.itch.io/240p-test-suite 240p Test Suite] or other sufficiently patterned screen for eyeballing results. whether you've set automatic sample detection using that menu, or you manually selected Decimation Factor in the ADC page, selecting Auto-Calibrate Phase makes the RetroTINK-4K automatically select the best Decimation Phase and Sub-Phase for your current picture and should give you the sharpest results. It is recommended you run this 3-5 times to make sure the same factors and phases are consistently chosen.
 
==== Auto Gain ==== <!--T:171-->
The Auto Gain function will calibrate the gain levels for the current input, however it only works for RGB and YPbPr sources.
 
<!--T:172-->
* To use Auto Gain with an RGB source, go to a game screen which has a patch of that should be pure 100% white.  To use it with a YPbPr source, you will need the colors used in the 100% SMPTE color bars. When you enable the Auto Gain function, the RT4K automatically calibrates the Gain levels based on that white patch.
 
<!--T:173-->
Auto Gain only works in calibrating the overall brightness Gain, ''not'' the individual color gain. You may need to manually adjust the individual colors a few ticks more for in the [[AV:RetroTINK-4K#Gain|Gain]] section to get the true RGB code (255) for a given color. We highly recommend the use of the [https://artemiourbina.itch.io/240p-test-suite 240p Test Suite] for this task.
 
<!--T:174-->
Auto Gain must be calibrated on a per-console basis, meaning it will need to be set between different systems. This applies even across different units of the same system, such as two Super Nintendos, as their picture output will have degraded slightly differently.
 
<!--T:175-->
To use this feature on Enhanced S-Video sources you will need firmware 1.2.3 or above. On earlier firmware, the RT4K will try to calibrate Pb and Pr despite Enhanced S-Video's use of the SDP Decoder for color. Please calibrate gain on Green manually for Luma/Y only for any firmware earlier than 1.2.3.
 
== Sample Rate Detection == <!--T:176-->
The Sample Rate Detection menu is where you control how the RT4K automatically detects the sample rate of a given analog source. This menu is only functional when an RGB or Component input is in use.
 
=== Sample Rate Detection Overview === <!--T:177-->
The RetroTINK-4K can take advantage of sampling and scaling algorithms to seamlessly change settings when it detects a horizontal resolution change. This is useful for some analog retro gaming consoles, but requires knowledge of their "Master Sampling Rate." Please consult the table below to see which resolutions are available for consoles where automatic sampling detection is recommended.
 
<!--T:178-->
If you do not see your console here, consider going to their [https://consolemods.org/wiki/AV:RetroTINK-4K/System_Specific_Settings System Specific Settings] page and look for more information. Some consoles do not use this feature and will not be shown here.
{| class="wikitable"
{| class="wikitable"
|+Master Sampling Rate Chart (NTSC)
|+Master Sampling Rate Chart (NTSC)
Line 1,229: Line 1,600:
!1/4
!1/4
|-
|-
|Super NES
|[[AV:RetroTINK-4K/System Specific Settings#Super NES / Super Famicom|Super NES]]
|3410
|3410
|341 (256)
|341.000 (256)
|
|
|
|
|
|
|682 (512)
|682.000 (512)
|
|
|-
|-
|Sega Genesis/Mega Drive
|[[AV:RetroTINK-4K/System Specific Settings#SEGA Genesis / Mega Drive|Sega Genesis/Mega Drive]]
|3420
|3420
|342( 256)
|342.000 (256)
|427.5 (320)
|427.500 (320)
|
|
|
|
Line 1,247: Line 1,618:
|
|
|-
|-
|Sega Saturn (WIP)
|[[AV:RetroTINK-4K/System Specific Settings#TurboGrafx-16 / PCEngine|Turbo Grafx 16/PCEngine]]
|
|
|
|
|
|
|
|-
|Turbo Grafx 16/PCEngine
|2730
|2730
|
|
|341.25 (256)
|341.250 (256)
|
|
|
|455.000 (368)
|
|
|682.5 (512)
|682.500 (512)
|-
|-
|Sony PlayStation
|[[AV:RetroTINK-4K/System Specific Settings#Sony PlayStation|Sony PlayStation]]
|3413
|3413
|341.3 (256)
|341.300 (256)
|426.625 (320)
|426.625 (320)
|487.57 (384)
|487.571 (384)
|
|
|682.6 (512)
|682.600 (512)
|853.25 (640)
|853.250 (640)
|-
|-
|Sony PlayStation 2
|[[AV:RetroTINK-4K/System Specific Settings#Sony PlayStation 2|Sony PlayStation 2]]
|3432
|3432
|343.2 (256)
|343.200 (256)
|429 (320)
|429.000 (320)
|490.29 (384)
|490.286 (384)
|
|
|686.4 (512)
|686.400 (512)
|858 (640)
|858.000 (640)
|}
|}
{| class="wikitable"
{| class="wikitable"
Line 1,296: Line 1,658:
!1/4
!1/4
|-
|-
|Sega Genesis/Mega Drive
|[[AV:RetroTINK-4K/System Specific Settings#Sony PlayStation|Sony PlayStation]]
|
|3406
|(256)
|340.600 (256)
|(320)
|425.750 (320)
|
|486.571 (384)
|
|
|
|
|681.200 (512)
|851.500 (640)
|-
|-
|Sega Saturn (WIP)
|[[AV:RetroTINK-4K/System Specific Settings#Sony PlayStation 2|Sony PlayStation 2]]
|3456
|345.6 (256)
|432 (320)
|493.714 (384)
|
|
|
|691.2 (512)
|
|
|
|
|
|-
|Turbo Grafx 16/PCEngine
|
|
|(256)
|
|
|
|(512)
|-
|Sony PlayStation
|
|(256)
|(320)
|(384)
|
|(512)
|(640)
|-
|Sony PlayStation 2
|3456
|345.6 (256)
|432 (320)
|493.71 (384)
|
|691.2 (512)
|864 (640)
|864 (640)
|}
|}
Once you know the master sampling rate of your console, set that console's ADC Sample rate in the "Sample Rate Detection" menu under ADC Sample Rate, and turn both "Auto Dec. Factor" and "Auto Dec. Phase" to "On." Once you enable those options, if you know which resolutions you'll use, scroll down to that resolution to enable that horizontal resolution's detection and the RetroTINK-4K should automatically switch to a different set of settings whenever it detects that particular resolution is used. This process will help automatically set Decimation Factor and Decimation Phase in the ADC setup.
Once you know the master sampling rate of your console, set that console's ADC Sample rate in the "Sample Rate Detection" menu under ADC Sample Rate, and turn both "Auto Dec. Factor" and "Auto Dec. Phase" to "On." Once you enable those options, if you know which resolutions you'll use, scroll down to that resolution to enable that horizontal resolution's detection and the RetroTINK-4K should automatically switch to a different set of settings whenever it detects that particular resolution is used. This process will help automatically set Decimation Factor and Decimation Phase in the ADC setup.


Note: You may be tempted to turn on every resolution, but if you know your console won't use it, consider turning that resolution off to help with the detection speed.
<!--T:179-->
 
{{Notice|You may be tempted to turn on every resolution, but if you know your console won't use it, consider turning that resolution off to help with the detection speed.}}
=== Control ===


=== Progressive Detection ===
=== Control === <!--T:180-->
* '''Auto Dec. Factor:''' Turns on Sample Rate Detection
* '''Auto Dec. Phase:''' Turning this on makes the RT4K select phase for you. This disables the Decimation Phase setting in the ADC menu.
* '''Detection Mode:''' Can be set to "Generic Console" or "Saturn". Generic Console covers most systems since they have a fixed video clock. A special Saturn mode is needed due to the Saturn's variable master video clock.
* '''ADC Sample Rate:''' Tells the RT4K how many samples to take in each line.


=== Interlaced Detection ===
=== Progressive Detection & Interlace Detection === <!--T:181-->
Each line shows the result of the ADC Sample Rate divided by a different Decimation Factor: 10, 8, 7, 6, 5, and 4, respectively.


== SDP Decoder ==
== SDP Decoder == <!--T:182-->
The SDP Decoder Setup menu is where you control how the RT4K handles Composite and S-Video. This menu can be quickly accessed by pressing the ADC button at the top of the remote when S-Video or Composite are selected as inputs.
The SDP Decoder Setup menu is where you control how the RT4K handles Composite and S-Video. This menu can be quickly accessed by pressing the ADC button at the top of the remote when S-Video or Composite are selected as inputs.


=== Gain and Balance ===
=== Gain and Balance === <!--T:183-->
* '''Brightness:''' Adjusts the brightness of the image. Can be set between "-100" and "+100".
* '''Contrast:''' Adjusts the contrast of the image. Can be set between "-100" and "+100".
* '''Chroma:''' Adjust the saturation of the image. Can be set between "-100" and "+100".
* '''Phase:''' Adjusts the tint of the image.
* '''Blue Only:''' Displays a greyscale depiction of the blue colour values, with white being full blue and black being no blue.
* '''Setup:''' Can be set between 0 IRE and 7.5 IRE.


* '''Brightness''' - Adjusts the brightness of the image. Can be set between "-100" and "+100".
=== Processing === <!--T:184-->
* '''Contrast''' - Adjusts the contrast of the image. Can be set between "-100" and "+100".
These controls will adjust how the RT4K handles the processing of the Composite video signal.
* '''Chroma''' - Adjust the saturation of the image. Can be set between "-100" and "+100".
* '''Phase''' -
* '''Blue Only''' - Displays a greyscale depiction of the blue colour values, with white being full blue and black being no blue.
* '''Setup''' - Can be set between 0 IRE and 7.5 IRE.


=== Processing ===
====2D Processing==== <!--T:185-->
These controls will adjust how the RT4K handles the processing of the Composite signal.
* '''2D Y/C Filter:''' For composite video to be displayed, the "chroma" (color) and "luma" (black and white) parts of the signal must be separated. The RetroTINK-4K offers a variety of filter functions to perform this signal separation. The 2D functions available are '''"2D Adaptive"''', '''"2D Fixed"''' and '''"Notch"'''.
* '''2D Bandwidth:''' 2D bandwidth determines how much detail to try to preserve when separating luma and chroma components. Higher bandwidth maintains more detail but also introduces more artifacts. Can be toggled between "Low" and "High" settings.
* '''Chroma Bandwidth:'''  Controls a low pass filter on the chroma signal, may help to remove rainbowing and other artifacts.
* '''Sharpness:''' Artificially sharpens the image. Can be set between "0" and "15".
* '''CTIE:''' Can be set between "0" to "3". CTIE sharpens the chroma channels using the luma channel as a guide.


* '''Y/C Filter''' - Can be set to "2D Adaptive", "2D Fixed" and "Notch"
====3D Processing==== <!--T:186-->
* '''Comb Bandwidth''' -
*'''3D Comb Enable''': When set to "On", this will enable the RetroTINK-4K's 3D Comb Y/C Filter. The 3D Comb filter will analyze three consecutive fields of the same location in the video. If there is no detected motion across these 3 samples, the filter can operate with very high accuracy, effectively replicating the quality of S-Video. When changes across the sampled fields are detected, the algorithm will fall back to 2D Comb filtering, a technique that does not rely on previous frames of video to inform the filter. This "3D when the screen is still, 2D when in motion" is similar to the methods employed when using Motion Adaptive Deinterlacing. 3D Comb can be adjusted further with the ''Noise Threshold'' setting.
* '''Chroma Bandwidth''' -
* '''Noise Threshold:''' Adjusts the 3D Comb sensitivity to bias 2D or 3D filtering. "Low" will quickly fall back to 2D filtering when motion is detected, while the Medium and High settings will bias the 3D filtering. "Default" is calibrated between "Low" and "Medium".
* '''Sharpness''' - Artificially sharpens the image. Can be set between "0" and "15".
* '''CTIE''' - Can be set between "0" to "3".


=== Sync (SDP) ===
=== Sync (SDP) === <!--T:187-->
Adjusts how the RetroTINK-4K syncs and locks onto the Composite signal.
Adjusts how the RetroTINK-4K syncs and locks onto the Composite signal.


* '''H-Lock Speed''' - Can be set to "Auto", "Slow", "Medium" and "Fast".
* '''H-Lock Speed:''' Can be set to "Auto", "Slow", "Medium" and "Fast".
* '''Standard''' - Changes the analog signal standard. Can be set to "Auto", "NTSC", "PAL", "SECAM", "NTSC-443", "PAL-M", "PAL-N" and "PAL-60".
* '''Standard:''' Changes the analog signal standard for composite video decoding. Can be set to "Auto", "NTSC", "PAL", "SECAM", "NTSC-443", "PAL-M", "PAL-N" and "PAL-60".
=== Enhanced S-Video === <!--T:188-->
<youtube>N6rPibOKOfg</youtube>
{| class="wikitable"
|+Enhanced S-Video Example
!S-Video
!Enhanced S-Video w/ Optimizations
|-
|
[[File:Tink4k-example-normal-svideo-mario64.png|center|frameless]]
|
[[File:Tink4k-example-enhanced-svideo-mario64.png|center|frameless]]
|}
The RetroTINK-4K offers a special mode for processing S-Video ''(Y/C)'' video signals known as Enhanced S-Video. By bringing S-Video into the 4K's HD15 port, the signal can be fed through the SD and High-Resolution analog-to-digital converters simultaneously. This method offers higher resolution luma digitization, while enabling [[AV:RetroTINK-4K#Input_Decimation|Decimation]] and [http://AV:RetroTINK-4K#Auto_Calibrate Auto Phase] on S-Video sources. To enable Enhanced S-Video, Y/C must be connected to the HD-15's Green/Red pins respectively, and the RetroTINK-4K's input must be set to [[AV:RetroTINK-4K#HD-15|Y/C on G/R (Enc.)]].
 
<!--T:189-->
See [[#Enhanced S-Video Wiring|Enhanced S-Video Wiring]] for more detailed information on how to bring S-Video into the HD-15 input.


== Audio Input ==
<!--T:190-->
The Audio Input Setup menu is where you'll find options regarding the RT4K's handling of audio., such as the sampling rate and overriding which audio input is in use.
* '''Chroma Shift:''' Adjusts the horizontal alignment of the chroma signal when using Enhanced S-Video mode. Can be set from "-100" to "100" Default is "0".


=== Sampling (Audio) ===
== Audio Input == <!--T:191-->
The Audio Input Setup menu is where you'll find options regarding the RT4K's handling of audio, such as the sampling rate and overriding which audio input is in use. More information can be found in the [[#Alternate_Audio_Inputs|Alternate Audio Inputs]] and [[#Inputs|Inputs]] section.


=== Sampling (Audio) === <!--T:192-->
* '''Sample Rate:''' Set the RetroTINK-4K's audio output sample rate. You can choose either '''''48khz''''' and '''''96khz'''''.
* '''Pre-amp Gain:''' Boost or attenuate the audio output gain. Can be set from '''''-24dB''''' to '''''+28dB'''''.
=== Source ===
=== Source ===
* '''Input Override:''' Here you can override the current audio source with an alternate input, choosing between ''RCA, HD-15, SCART, Front S/PDIF'' or ''Off''.
* '''Input Swap''': Allows you to enable mono to stereo function (1 signal to two speakers) with '''''Mono (left)''''' and '''''Mono (right)''''' selections, or swap the left and right audio channels with the '''''L/R Swap''''' selection.
=== Surround Sound Input and Support === <!--T:193-->
If your console is using Dolby Surround, it is likely using compressed surround sound encoded in Stereo Audio. There is no setting to adjust for this as it is entirely up to your receiver to decode Dolby Surround. The RetroTINK-4K simply passes this information through.
<!--T:194-->
If your console outputs via Optical Audio, it will send compressed surround sound, which is properly decoded to the output.
<!--T:195-->
If your console outputs LPCM via HDMI®, the RetroTINK-4K will simply pass through up to 8 channels of surround sound to its HDMI® output.


== System ==
== System == <!--T:196-->
The System selection of menus relate to the RetroTINK-4K itself, including the On-screen display, firmware updates, and displaying various status screens.
The System selection of menus relate to the RetroTINK-4K itself, including the On-screen display, firmware updates, and displaying various status screens.


=== OSD and Firmware ===
=== OSD and Firmware === <!--T:197-->


==== Banner Image ====
==== Banner Image ==== <!--T:198-->
This menu allows you to load in your own Banner. The SD card comes pre-loaded with a default RetroTINK-4K banner, FirebrandX's banner displaying Firebrand from Demon's Crest, and two moon banners (both of which intentionally do not display the moon in a perfect circle).
This menu allows you to load in your own banner. The default banner is the RetroTINK-4K banner, but community banners are also included, like FirebrandX's banner displaying Firebrand from Demon's Crest, and moon banners (which intentionally do not display the moon in a perfect circle).


<!--T:199-->
Here's some information on how banners work on the RT4K:
Here's some information on how banners work on the RT4K:


<!--T:200-->
* Banners are stored in the "image" folder of the SD card.
* Banners are stored in the "image" folder of the SD card.
* Banners must be 24-bit BMPs in order to work with the RT4K.
* Banners must be 24-bit BMPs in order to work with the RT4K.
* 320 x 128 is the recommended pixel dimensions. It can be larger, however only the upper-left 320x128 pixels of the image will be drawn.
* 320 x 128 is the recommended pixel dimensions. It can be larger, however only the upper-left 320x128 pixels of the image will be drawn.
* An RGB value of "255, 0, 255" (a pink colour) will be treated as transparency.
* An RGB value of "255, 0, 255" (magenta colour) will be treated as transparency.
* If a Profile doesn't have a banner image specified, the file named "default.bmp" will be loaded instead. This lets you determine your own default banner image.
* Banners are saved as part of the profile.
* If a profile doesn't have a banner image specified, the file named "default.bmp" will be loaded instead. This lets you determine your own default banner image.


==== On Screen Display ====
==== On Screen Display ==== <!--T:201-->
This section allows you to adjust facets of the On Screen Display, including the menu.
This section allows you to adjust facets of the On Screen Display, including the menu.
* '''Position''' - This lets you set whether the menu is displayed on the Left side of the screen, the Center, or the Right side of the screen. This is set to "Left" by default.
* '''Position''' - This lets you set whether the menu is displayed on the Left side of the screen, the Center, or the Right side of the screen. This is set to "Left" by default.
Line 1,408: Line 1,785:
* '''Enable Debug OSD''' - This option allows you to permenantly display one of the three Status Pages or the Diagnostic Console.
* '''Enable Debug OSD''' - This option allows you to permenantly display one of the three Status Pages or the Diagnostic Console.


==== Firmware Update ====
==== Firmware Update ==== <!--T:202-->
This option allows you to Check the SD card for the two files needed for installing new firmware to the RetroTINK-4K. For more information on how to install new firmware, head to the [[RetroTINK-4K#Firmware Updates|Firmware Updates]] section.
This option allows you to Check the SD card for the two files needed for installing new firmware to the RetroTINK-4K. For more information on how to install new firmware, head to the [[AV:RetroTINK-4K#Firmware Updates|Firmware Updates]] section.


=== Status ===
=== Status === <!--T:203-->
Displays the Status menu, letting you learn more about the current status of the RetroTINK-4K. For more information, visit the [[RetroTINK-4K#GUI - Device|Device]] section of our [[RetroTINK-4K#RetroTINK-4K GUI Map|GUI Map]].
Displays the Status menu, letting you learn more about the current status of the RetroTINK-4K. For more information, visit the [[AV:RetroTINK-4K#GUI - Device|Device]] section of our [[AV:RetroTINK-4K#RetroTINK-4K GUI Map|GUI Map]].


=== Diagnostic Console ===
=== Diagnostic Console === <!--T:204-->
Shows the 30 most recent actions in the RetroTINK-4K's operations. Or something?
Shows the 30 most recent actions in the RetroTINK-4K's operations. Or something?


=== About ===
=== About === <!--T:205-->
Displays the About Page, containing the following information:
Displays the About Page, containing the following information:


<!--T:206-->
* '''About'''
* '''About'''
** '''Device''' - Displays information about the RT4K's hardware version.
** '''Device''' - Displays information about the RT4K's hardware version.
Line 1,429: Line 1,807:
** '''Wiki''' - [http://www.consolemods.org/rt4k consolemods.org/rt4k]
** '''Wiki''' - [http://www.consolemods.org/rt4k consolemods.org/rt4k]
* '''Special Thanks To:'''
* '''Special Thanks To:'''
** RetroRGB - GameSack - FirebrandX - Wobbling Pixels - Extrems - CouryC - John Linneman - Try4ce - Artemio - Blur Busters - Voultar - Old Kid - MinotaurZombie - teen Nick - Chungo - Mr. Moro - Guspaz - SquidHominid - Mizox - blizzz - Supercowabunga - KBABZ - Jeff Chen - pram0d - atrac17 - Cyo - 8bitesquire - Fenris Wolf Retro - Ace - Kuro Houou - ScarletSprites - wizzo - CGQ - TechnicalMonkey - EposVox -Derf - IceStrike256
** RetroRGB - GameSack - FirebrandX - Wobbling Pixels - Extrems - CouryC - John Linneman - Try4ce - Artemio - Blur Busters - Voultar - Old Kid - MinotaurZombie - teen Nick - Chungo - Mr. Moro - Guspaz - SquidHominid - Mizox - blizzz - Supercowabunga - Jeff Chen - pram0d - atrac17 - Cyo - 8bitesquire - Fenris Wolf Retro - Ace - Kuro Houou - ScarletSprites - wizzo - CGQ - TechnicalMonkey - EposVox - Derf - IceStrike256 - RegentOfOrigin - Kjeld - cobhc - KBABZ
*** Names are ordered to favour formatting, and are otherwise in no particular order.
*** Names are ordered to favour formatting, and are otherwise in no particular order.<br>


=System-Specific Methodology=
== SD Card and Profiles == <!--T:207-->
The System-Specific Methodology section is all about highlighting how you can use the RetroTINK-4K's various features to improve the experience of using your video game systems beyond just plugging them in. This can range from setting 1:1 pixel aspect ratio for Super Game Boy on the SNES, to dovetailing with the Sharpscale Plugin on the PlayStation TV.
The RetroTINK-4K includes an SD card with a set of '''Profiles''', '''CRT Masks''', '''Color Correction Profiles''' and more from the talents of FirebrandX, Wobbling Pixels, Exrems, Kuro Houou, pram0d, Cyo, MrMoro, austinbroth, Chungo, and (anyone else I'm forgetting). This area includes a mirror to download the stock RetroTINK-4K 1.0 Full SD Card, as well as a comprehensive list of every profile included with the release.
 
{| class="wikitable"
=== NES / Famicom ===
!Name
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 on the front, so simply read that to tell which one yours is (particularly useful regarding the top-loading redesigns). These systems render games in 256x224.
!Description
|-
|'''[[:File:Rt4k 10rc26.zip|SD Card Version 1.0]]'''
|A downloadable.zip copy of the 1.0 launch SD Card, including the stock firmware and included Profiles.
|-
|'''[[AV:RetroTINK-4K/profiles|Profiles Version 1.0]]'''
|A comprehensive breakout page detailing every Profile included with the 1.0 launch SD Card.
|}
New SD cards, firmware, and profiles are now available in the [https://retrotink-llc.github.io/firmware/ Firmware Repository].


* The NES family renders and outputs all audio in mono via the white RCA jack (left speakers). To account for this, go to Advanced Settings > Audio Setup, then set Input Swap to "Mono (Left)".
== System Specific Settings == <!--T:208-->
* Some NES family games, like Super Mario Bros. 3, have visual errors visible on the left and right sides of the screen. These can be removed from view using the cropping tools.
System Specific Settings is all about highlighting how you can use the RetroTINK-4K's various features to improve the experience of using your video game systems beyond just plugging them in. This can range from setting 1:1 pixel aspect ratio for Super Game Boy on the SNES, to dovetailing with the Sharpscale Plugin on the PlayStation TV.


The NES / Famicom can only output either Composite video or RF (with one rare exception). You will need at least a composite signal to connect directly to the RT4K. Use the list below to tell which one your system outputs:
<!--T:209-->
* Due to its sheer size, this section has been broken out into its own subpage, which can be found [[AV:RetroTINK-4K/System_Specific_Settings|here]].<br>


* '''Composite''' signals are supported by the RetroTINK-4K. This can be used on either the front yellow plug, or the rear green plug.
== Additional Guides == <!--T:210-->
** Original "Front-loading" NES (NES-001).
** 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-4K. These models support RF output:
** 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-001, which has softer sound compared to the the sharper Composite output.


=== Super NES / Super Famicom ===
=== Custom CRT Masks === <!--T:211-->
{| class="wikitable"
The RT4K allows for the use of custom CRT Mask overlays via the [[AV:RetroTINK-4K#Masks|Masks]] menu. This is primarily intended to give an effect similar to CRT shadow, slot and aperture masks that stretch across the screen (as opposed to scanlines, which affect the picture underneath). The RT4K uses mask images and tiles them across the screen to replicate the effect.
|+Super NES Settings (NTSC & PAL)
! colspan="3" |Sample Rate Detection
|-
|Auto Dec. Factor
| colspan="2" |Yes
|-
|Audo Dec Phase
| colspan="2" |Yes
|-
|ADC Sample Rate
| colspan="2" |3410
|-
|Progressive Detection
|341.000
|682.000
|-
! colspan="3" |Manual Sample Detection (256)
|-
! colspan="3" |RGB/Component ADC Setup (256)
|-
|Samples per Line
| colspan="2" |3410 (2861 Act)
|-
|Decimation Factor
| colspan="2" |10 (341.000)
|-
! colspan="3" |Scaling/Crop Setup (NTSC 256)
|-
|Top Trim
| colspan="2" | -8
|-
|Bottom Trim
| colspan="2" | -8
|-
|Left Trim
| colspan="2" | -16
|-
|Right Trim
| colspan="2" | -14
|-
! colspan="3" |Manual Sample Detection (512)
|-
! colspan="3" |RGB/Component ADC Setup (512)
|-
|Samples per Line
| colspan="2" |3410 (2861 Act)
|-
|Decimation Factor
| colspan="2" |5 (682.000)
|-
! colspan="3" |Scaling/Crop Setup (NTSC 512)
|-
|Top Trim
| colspan="2" | -8
|-
|Bottom Trim
| colspan="2" | -8
|-
|Left Trim
| colspan="2" | -31
|-
|Right Trim
| colspan="2" | -29
|}
The majority of Super NES / Famicom games run in 256x224 resolution, while a select few games run with a mix of the following: 512x224 in the whole screen for menus, 256x224 for most of the image while running 512x224 over certain parts of the screen to create transparency effects, or the same but using 512x224 resolution to allow sharper text on the screen. It is recommended to run the Super NES in 512x224p mode to make sure you get all available detail. (https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#512_%22Hi_Res%22_Games)


We recommend using a Super NES model number SNS-001, or Super Famicom model number SHVC-001, and an RGB SCART cable wired for Sync-on-Luma, as this works with both of the aforementioned models. There are internal revisions of these models, noted as "1-Chip" on the motherboard, and the 1-Chip-03 does not work with Composite Sync. There is a revised model, SNS-101 and SHVC-101, also known as the Super Nintendo Junior. This model only supports composite video.
<!--T:212-->
* To easily make your own CRT Mask, we recommend using [https://infine.st/rt4k-mask-editor/# infinest's Mask Editor tool].


As noted, there are revisions of the original model Super NES, noted by the "1-chip" on the motherboard. The 1-chip boards have sharper yet brighter video, while the non-1-chip boards have a "smeared" and slightly darker look. We encourage using the auto-gain functions in the ADC to correct the video on both models.
<!--T:213-->
{| class="wikitable"
Here's what you need to know when it comes to making your own CRT Mask:
|+Super NES 1-Chip vs Non-1-Chip
![[File:MMX 1 Super NES non-1-chip ADC Yes.png|center|thumb|Non-1-Chip]]
![[File:MMX 1 Super NES 1-chip ADC Yes.png|center|thumb|1-Chip]]
|}
Profile included for automatic switching between 512 and 256 in Display Aspect Ratio, for both SCART and HDRV YPbPr cables.


==== Super Game Boy ====
<!--T:214-->
{| class="wikitable"
* Custom CRT Masks ''must'' be saved as 32-bit .BMP files.
|+Super Game Boy Settings
* The maximum dimensions of a CRT Mask image is 16 x 16 pixels. They can be smaller, which will result in denser tiling of the mask across the screen.
! colspan="2" |RGB/Component ADC Setup
* A color value of 128 will be neutral, while 0 will completely black out the corresponding pixel. 255 will double the input value (although this will be clamped).
|-
* Custom CRT Mask images should be stored in the "mask" folder on the SD card.
|Samples Per Line
{{Note|CRT masks will NOT adhere to the pixel grid like the RT4K's scanlines will. If you want them to adhere to the pixel grid, you'll need to have your shadow mask image match the dimensions of a single upscaled pixel, but this will vary depending on many factors, and so should be paired with a specific Profile you have in mind. Since Mask images have a maximum size of 16x16 pixels, this inherently means that the upscaled pixels of the input image cannot exceed 16x16 pixels in RT4K's output resolution.}}
|3410 (2861 Act.)
|-
|Decimation Factor
|10 (341.000)
|-
! colspan="2" |Scaling/Crop Setup
|-
|Top Trim
| -8
|-
|Bottom Trim
| -9
|-
|Left Trim
| -16
|-
|Right Trim
| -14
|-
|Aspect Correction
|1:1 (Sq. Pixel)
|-
|Scaling Mode
|Auto Fill Integer or Proportional
|}
The Super Game Boy Cartridge allows you to play original style Game Boy and Game Boy Color cartridges on your TV using the Super Nintendo, and adds borders. Once dialed in, Game Boy games are rendered in a 160x144p window inside a 256x239p canvas. However, Game Boy games were expected to be displayed on the square pixels of their screens, unlike the rectangular CRT pixels that the SNES expects.


* For correct Super Game Boy pixels, go to Advanced Settings > Scaling/Cropping, then set Aspect Correction to "1:1 (Sq. Pixel)".
=== Custom Color Matrix === <!--T:215-->
{| class="wikitable"
RetroTINK-4K Custom Color Matrix Instructions - Custom color gamut correction factors can be loaded by the user. Each file is a set of csv values describing gamma and Input RGB → XYZ transforms. The RT4K will automatically apply the correct XYZ → Output RGB matrix depending on the specified HDMI output colorimetry.
|+Super Gameboy Settings
![[File:Kirby SGB 09x.png|center|thumb|Kirby's Dream Land on Super Game Boy 09x]]
![[File:Kirby 1 SuperGB Def.png|center|thumb|Kirby's Dream Land on Super Game Boy 15x]]
|}


<!--T:216-->
The csv file has 14 entries (all floating point) on a single line:
* '''1: Input Gamma'''
* '''2: Input Lift'''
* '''3: Input Gain'''
* '''4: Output Gamma'''
* '''5: Transfer Function''' (0 = sRGB, 1 = Rec. 601/709, 2 = SMPTE 240, 3 = Conventional Gamma)
* '''6-14: Input RGB → XYZ Matrix Coefficients'''


Profile included to maximize the Game Boy window to the screen.
Thanks to Dan Mons, Keith Raney (https://github.com/danmons/colour_matrix_adaptations/tree/main) and Extrems (https://www.gc-forever.com/wiki/index.php?title=Game_Boy_Interface) for providing technical assistance and example data.
===Custom Modelines=== <!--T:217-->


=== Nintendo 64 ===
<!--T:218-->
Unfortunately, no stock Nintendo 64s support RGB without modding. All stock N64s support Composite, all NTSC N64s support S-Video, French N64s support SECAM S-Video, and some PAL N64s do not support S-Video at all.
The RetroTINK-4k supports user generated modelines for custom output resolutions, these are accessible by the RES1-RES4 buttons directly on the remote control.


All N64s have 3 levels of video processing that keep it from being as sharp as the PlayStation and Saturn:
<!--T:219-->
These can be edited on the SD card in the modelines folder, these are named custom1.txt, custom2.txt, custom3.txt, and custom4.txt (corresponding to the remote buttons)


# All games scale their image to 640 pixels wide. Many games were rendered at different resolutions but the N64 will scale to 640.
<!--T:220-->
#* Many games render at 320 pixels wide and, as a trick, you can double your ADC Decimation factor to "correctly" render games in their original resolution. This trick only works for games that render at 320 pixels wide, and do not work for games that render at other resolutions that are not 320 or 640 pixels wide.
Modelines are stored as a single line of 12 comma separated values. For example:
# Software level anti-aliasing. This can be disabled by patching ROMs or using a Gameshark to disable the effect.
# Hardware level anti-aliasing. This can't be disabled without a physical mod.
[Picture Here: AA enabled vs AA disabled]


[Picture Here: a 320 game with the trick used vs left at 640 (should be the same)]
<!--T:221-->
1690, 130, 184, 624, 1, 1420, 3, 10, 60, 1, 69.420, "1420p60"


[Picture Here: a non-640 or 320 game with the trick used (should look worse)]
<!--T:222-->
*1. Horizontal Active Pixels
*2. Horizontal Front Porch Pixels
*3. Horizontal Sync Pixels
*4. Horizontal Total Blank Pixels (Front Porch + Sync + Back Porch)
*5. Horizontal Sync Polarity (1 = positive, 0 = negative)
*6. Vertical Active Lines
*7. Vertical Front Porch Lines
*8. Vertical Sync Lines
*9. Vertical Total Blank Lines (Front Porch + Sync + Back Porch)
*10. Vertical Sync Polarity (1 = positive, 0 = negative)
*11. Nominal Frame Rate (floating point value) when in Triple Buffer mode
*12. String Text Name (not used currently)


==== Pokemon Stadium Game Boy Tower ====
Interlaced output resolutions only:
Pokemon Stadium's Game Boy Tower allows you to play Pokemon games on your TV, similar to a Super Game Boy, and even uses the Super Game Boy borders. The issue, however, is the scaling noted above. These games render at 160x144p inside a 256x239p canvas, which is then scaled to 640 pixels wide. You will not get a sharp picture out of this setup due to that factor alone. It is recommended to play in a generic or default profile.
*13. 1 (Also values 7, 8 and 9 should use the smaller set of numbers for the two different fields. See example below.)


[Picture Here: SGB vs Pokemon Stadium]


=== Nintendo GameCube ===
<!--T:223-->
For the purposes of use with the RetroTINK-4K, it is highly recommended to use a DOL-001 GameCube, which has the digital out port, and an Insurrection Industries Carby which outputs crisp digital video and can connect to the HDMI® input port of the RT4K. If you insist on buying YPbPr cables, we can only recommend the OEM D-Terminal cable with a D-Terminal to Component adapter, or the OEM component cable.  
'''To easily make your own custom modelines, we recommend using Guspaz's [https://guspaz.github.io/video_timings_calculator RetroTINK 4K Video Timings Calculator].'''


Most GameCube Games will run at 480p, a progressive mode is activated by holding B when the GameCube boots up a game.


==== Swiss, the Anti-Flicker Filter, and Horizontal Frame buffer Width ====
<!--T:224-->
While Most GameCube games run at 480p and progressive mode is relatively easy to access, many GameCube games use an "anti-flicker-filter" by default, which will soften the image. Most of these filters can't be turned off in-game, but the homebrew software Swiss will allow you to boot games, including your own disks, with the anti-flicker filter turned off. As an added bonus, newer versions of Swiss automatically turn the filter off and boot your game in 480p.
For example, users of 1536p displays like the iPad lcd monitors can use the following modeline:<br>
2048, 48, 32, 160, 1, 1536, 3, 4, 44, 0, 60.0, "1536p"


[Picture Here: game with anti-flicker filter on vs off]
'''Disclaimer''': Custom modeline compatibility depends on your display, YMMV. With 1080p input the output is limited to ≤120 Hz (144 Hz output may work with 24 Hz input).


[Video here: Smash Bros Melee turning the flicker filter on and off]
==== Interlaced Modelines ====


A few GameCube games scale their image to fit the console's frame buffer before output. Swiss allows you to turn this off and shows the image at its original framebuffer width, and you can use the RT4K to scale it back, for a small sharpness gain.
{{Note|Interlaced output is intended to turn a progressive input into an interlaced output with the same resolution, or act as a passthrough. E.g. 1080p/i -> 1080i or 480p/i -> 480i. Set the scaling mode to Free-Form. Interlaced output does not support scaling.}}
480i: 720, 16, 62, 138, 0, 480, 4, 3, 22, 0, 59.94, "720x480i59.94", 1


[picture here: Framebuffer width left alone and the framebuffer width option turned on, with the RT4K used to scale back to the intended resolution] (I don't know what game to use)
576i: 720, 12, 63, 144, 0, 576, 3, 3, 24, 0, 50.00, “720x576i50.00”, 1


==== 240p Games ====
1080i: 1920, 88, 44, 280, 1, 1080, 2, 5, 22, 1, 59.94, "1920x1080i59.94", 1
There are two GameCube games that run at 240p: Megaman X Collection, and the NES games in the Zelda Collector's Edition Promotional Disc. This means you do not have to enable 480p to run those games and can sharply scale these games on the RT4K.


[Picture Here: Megaman X on Super NES vs GameCube]


==== Game Boy Player + Game Boy Interface ====
To convert a progressive modeline to interlaced output, simply divide values 7, 8 and 9 from the progressive modeline by 2, rounding down. Then add a 1 as the final value.
{| class="wikitable"
Example for 480p:  
|+Game Boy Interface Settings
!
{| class="wikitable"
! colspan="2" |HDMI® Output
|-
|Sync Lock:
|Frame
|-
! colspan="2" |HDMI® Receiver Setup
|-
|Input Pixels
|2 (Output: 240)
|-
|4:2:2 Upsampler
|Nearest
|-
|Input Range
|RGB Lim.
|-
! colspan="2" |Scaling/Crop Setup
|-
|Vert. Prescale
|1/2
|-
|Aspect Correction
|1:1 (Sq. Pixel)
|-
|Scaling Mode
|Auto Fill Integer
|-
! colspan="2" |Color Correction Setup
|-
|Input Factor
|2.40
|-
|Output Factor
|2.40
|-
|Bit Crush
|3 bits Removed
|}
![[File:M LSS GBI.png|thumb|GBIHF-RT4K-HDMI Playing a GBA Game|center]]
![[File:LoZOoA 3 GBI.png|thumb|GBIHF-RT4K-HDMI Playing a GBC Game|center]]
|}
The Game Boy Player is a popular add-on to the GameCube that allows you to play Game Boy, Game Boy Color, and Game Boy Advance games on your TV. The Game Boy Player Disk does not sharply render games onto the screen, but you can use the homebrew software Game Boy Interface to sharply render games into the RT4K. A specific flavor of GBI was created to take advantage of the Insurrection Industries Carby and the TINK 4K's HDMI® Input. Please use files <code>gbihf-rt4k-HDMI.cli</code>, <code>gbihf-rt4k-HDMI.dol+cli</code> or <code>gbihf-rt4k-HDMI.gci</code> included with GBI and follow the instructions noted [https://www.gc-forever.com/wiki/index.php?title=Game_Boy_Interface/High-Fidelity_Edition#RetroTINK-4K here].


Profiles included for 13x scaled GBA games and 15x scaled GBC games.
720, 16, 62, 138, 0, 480, 9, 6, 45, 0, 59.94, "720x480p59.94" -> 720, 16, 62, 138, 0, 480, 4, 3, 22, 0, 59.94, "720x480i59.94", 1


=== Nintendo Wii ===
==== Custom Modelines Tutorial ==== <!--T:225-->
{| class="wikitable"
{{Note|This is not an exact science. There are many variations of modelines and display technologies, and your particular display may not agree with the modeline you are trying to feed it, despite timings falling under 600MHz and your display's feature claims. Unfortunately every combination of display and modeline cannot be tested by Mike alone and we depend on the community to help give information regarding modelines and particular displays.}}
|+Wii Settings (240p, 480i, 480p)
Follow these steps to correctly use the Custom Modelines Feature. For this example a 1080p180 modeline will be used for a monitor that cannot reach 240fps, but a 2-1 BFI cadence is still possible.
! colspan="2" |RGB/Component ADC Setup
 
|-
<!--T:226-->
|Samples per Line
# Find the resolution and framerate of your display. For this example: 1920x1080p is the resolution and 180fps is the framerate.
|3432 (2880 Act.)
# Visit the [https://guspaz.github.io/video_timings_calculator RT4K Video Timings Calculator]
|-
# Enter your desired Horizontal Pixels, Vertical Pixels, and Refresh Rate (Hz). In this example, 1920 goes into horizontal pixels, 1080 goes into vertical pixels, and 180 goes into the refresh rate.
|Decimation Factor
# Click into another field to update the Timings chart.
|4 (858.000)
# Note that the Timings chart will show some values in green and some values in red. Green Values indicate the timing is within the 600MHz output clock of the RT4K. Red means the timing exceeds the 600MHz output and the RT4K will not work with it.
|}
# Make your way down to "RT4K Custom modelines" and note the text for the modelines that are green. In this example you want the following bits of text
{| class="wikitable"
#* 1920, 176, 208, 768, 0, 1080, 3, 5, 122, 1, 179.98, "1920x1080p179.98"
|+Wii Settings (288p, 576i)
#* 1920, 48, 32, 160, 1, 1080, 3, 5, 98, 0, 179.98, "1920x1080p179.98"
! colspan="2" |RGB/Component ADC Setup
#* 1920, 8, 32, 80, 1, 1080, 84, 8, 98, 0, 180, "1920x1080p180"
|-
#* 1920, 8, 32, 80, 1, 1080, 84, 8, 6, 0, 180, "1920x1080p180"
|Samples per Line
# Take your SD Card out of your RT4K and connect it to your computer. Enter the "modelines" folder in the root of your SD Card. You should note there are 5 files: "_Mode Line Instructions.html" has the information noted in the above section. "Cutom[number].txt stores modeline data.
|3456 (2880 Act.)
# Open '''each''' modeline file and put '''one''' modeline noted above into each file. If you have more than 4 you will have to come back to this step, as the RT4K can only use 4 at a time.
|-
# Save each file. Place your SD Card back into your RT4K.
|Decimation Factor
# With your RT4K on, press the Res1, Res2, Res3, and Res4 on the remote until you find a modeline that is stable.
|4 (864.000)
# You may have to repeat this tutorial and tweak your values until you find something your display agrees with. As an example, a 180Hz modeline may not work with a Super NES, which would need a Refresh Rate of 180.03Hz for its unique refresh rate.
|}
 
The Nintendo Wii is a very versatile console: it plays GameCube Games, Wii Games, and many classic retro titles through emulators as part of the Virtual Console lineup. The Wii also has easy to find YPbPr component cables and can easily support 480p across all Wii software through its component cables, making it a popular option for playing GameCube games. The Wii only supports 3 resolutions: 720x240p, 720x480i, and 720x480p. Please read on for more information on getting the sharpest possible picture from a Wii.
===Custom Input Modes=== <!--T:227-->
Custom input mode definitions improve the handling of input sources that are detected as "Unknown" by the RetroTINK-4K. Unknown input sources are often displayed as a small strip in the middle of the screen, with parts of the image missing. With the correct definition the image will be automatically cropped and scaled to the desired aspect ratio. Up to 24 definitions can be added to the "input_database.txt" text file in the "inputmodes" folder on the SD card.
 
 
<!--T:228-->
The parameters for each custom input mode is a single line of csv values with the format:
 
1. Minimum acceptable frame rate (floating point)<br>
2. Maximum acceptable frame rate (floating point)<br>
3. Minimum acceptable number of lines per frame (integer, note interlaced signals are treated on a frame, not field basis, so 525 for 480i or 625 for 576i)<br>
4. Maximum acceptable number of lines per frame (integer)<br>
5. Horizontal Sync Polarity (integer, 0 = don't care, 1 = negative, 2 = positive)<br>
6. Vertical Sync Polarity (integer, 0 = don't care, 1 = negative, 2 = positive)<br>
7. Interlaced (integer, 0 = expect progressive, 1 = expect interlaced)
8. Horizontal Sync + Back Porch Pixels (integer)<br>
9. Horizontal Active Pixels (integer)<br>
10. Horizontal Total (Front Porch + Sync + Back Porch + Active) Pixels (integer)<br>
11. Vertical Sync + Back Porch Lines (integer)<br>
12. Vertical Active Lines (integer)<br>
13. Vertical Total (Front Porch + Sync + Back Porch + Active) Lines (integer)<br>
14. Actual Horizontal Sampling Pixels (integer)<br>
15. PAR Factor (float)<br>
16. Desired Slot Number in Profile (integer 1-24)<br>
17. String Name for Mode


Profile included for basic generic output. It is recommended you use this for basic Wii use.


==== Virtual Console ====
Many Virtual Console games output at 240p when the Wii is in SDTV mode, and they will line double to output at 480p in EDTV mode. All virtual console games scale the image to 640 pixels wide, so it is recommended you use the default or generic profiles for playing virtual console games. Also of note: NES Virtual console games are rendered many shades darker than an original console, as an anti-epilepsy measure.
{| class="wikitable"
|+Wii Virtual Console
!Original Console Optimized
!Virtual Console Default Settings
|-
![pending Screenshot
Castlevania NES]
![[File:CV Wii Default 4x3.png|center|thumb|Wii Virtual Console Version]]
|-
![[File:DKC 1 Super NES 1-Chip ADC Yes.png|center|thumb|Super NES Version]]
![[File:DKC Wii 480p no Fix.png|center|thumb|Wii Virtual Console Default]]
|-
|Genesis Space Harrier
|Wii VC Space Harrier
|-
|TG16 Rondo of Blood
|Wii Rondo of Blood
|-
|NEO GEO Game
|NEO GEO Game
|}


==== USBLoader GX, and Counteracting the Anti-Flicker Filter, 480p LPF, and the Framebuffer Video Width ====
<!--T:229-->
Homebrew called USBLoader GX allows you to activate or deactivate code before running games, even on your disks.
If an RGB or YPbPr signal does not match an existing known definition, the RT4K will attempt to find a match from the database file using parameters 1-7. If a match is found, parameters 8-15 are then used for sampling and cropping the signal. The save slot inside the profile file that is used for this custom input mode is set by parameter 16. The final parameter is the name for the custom input mode, which is shown in the RT4K menu and input detection popup.


Most Wii games will apply an anti-flicker filter, even at 480p, which results in a softer picture. Use USBLoader GX's options to turn this off for Wii Games. If you wish to run GameCube games, you will need to turn the anti-flicker filter off separately in either Nintendont or Devolution, but USB-Loader GX does have these options in its menu.


[Video here: Super Smash Bros Brawl's settings menu turning the anti-flicker filter on and off]
<!--T:230-->
Examples:


There is an option in USBLoader GX called the "480p pixel fix" which makes the game look much sharper. It only works with RVL-001 models with the internal CPU-01 motherboard.
<!--T:231-->
This is the input mode definition for a standard 480i signal:
"55.0, 65.0, 523, 527, 0, 0, 1, 122, 720, 858, 18, 240, 263, 1716, 0.90909, 10, 480iCustom"


[Picture here: Wii game with 480p pixel fix off vs on]
<!--T:232-->
Input mode defintion for Sega NAOMI provided by Aru:
"59.0, 61.0, 529, 531, 1, 1, 0, 122, 749, 858, 34, 480, 495, 2200, 0.90909, 11, Sega Naomi"


You can get even sharper picture from the Wii by enabling the "Video Width: Framebuffer" option in USBLoader GX. This will make games output in their original rendering resolution, which you can then rescale using the RT4K to get a much sharper picture than originally intended at the "correct" aspect ratio. As an added bonus, NES and Super NES games will render at 512x224p with this option turned on, which you can use a doubled decimation factor to treat a game like its original 256x224 resolution, and get picture on par with their original consoles.
{| class="wikitable"
|+
![[File:MMX 1 Super NES 1-chip ADC Yes.png|thumb|Super NES Game Optimal Sampling DAR|center]]
! colspan="3" |[[File:MMX 4 Wii Optimized 10x.png|thumb|Wii Virtual Console, Video: Framebuffer|center]]
|}


=== Nintendo Wii U ===
<!--T:233-->
It is highly recommended to use the Wii U's HDMI® output instead of its Component output. This is because the analog video is duller, and has less sharpness (even compared to Component from the PS3 and 360). 
Notes:


[Insert Picture: HDMI Vs YPbPr] 
<!--T:234-->
*Parameters 8-13 can be determined either from technical documentation of the source system, or by trial and error.
*The actual sample rate (parameter 14) can be different from the "canonical" sample rate (item 10) for the input mode.
*BT.656 480i signals are conventionally sampled with 858 pixels/per line with a PAR of 10/11 (0.9090). However, the modeline specifies that the RT4K should actually sample at 1716 pixels per line (which will result in improved image quality due to oversampling). The RT4K will use the "canonical" sample rate, the PAR factor and the actual sample rate such that the final image is scaled correctly.


* The Wii U's HDMI® only outputs in limited range. To account for this, go to Advanced Settings > HDMI® Receiver, then set Input Range to "RGB Lim.".
=== Preparing your TV for use with the RT4K === <!--T:235-->
Try these options to prepare your TV for use with the RT4K. You may need to do a google search for [your tv model number] and the setting you are looking for, as every manufacturer uses a different name for the feature.


=== Nintendo Switch ===
<!--T:236-->
* Turn off [https://www.rtings.com/tv/tests/motion/motion-interpolation-soap-opera-effect Motion Interpolation]. This is a very big contributor to latency. Disabling this also helps make sure post processing effects render correctly
* Turn off every setting if it has an off switch. Smart TV settings typically add to latency.
* Turn on Game Mode. This helps turn most off most options, but you may need to manually turn off other settings. Game mode should instruct the display to let the RT4K drive the display rather than letting the display dictate how to handle colors and effects. Turning game mode on is usually the best way to lower latency.
* Turn on PC Mode. This typically forces the PC to display all colors and disables chroma subsampling on a TV. PC mode on and off is the difference between post processing effects looking correct and not rendering correctly. See below for an example.
* Locate your TV's [https://www.rtings.com/tv/tests/motion/image-flicker Black Frame Insertion] feature. If your TV has BFI you may want to implement that while the RT4K renders in 4K to reap the benefits of 4K post processing and keeping your resolution high.
* Enable HDR and make sure all previous steps are repeated. Some displays will turn previously unselected options back on when you enable HDR.


==== Nintendo Switch Online Games ====
<!--T:237-->
it is highly recommended to use 1080p output for the NSO emulators and turning on "Pixel Perfect" in their settings under "Game Screen" and to also turn off "Show controls in game" under "Control Display," and to turn off "reproduce classic feel" on the Game Boy and Game Boy Advance apps. This way, all games output a perfectly integer scaled, line-multiplied output for their games.
{| class="wikitable"
{| class="wikitable"
|+Nintendo Switch Online
|+PC Mode Demonstration: Aperture Grill Dense Mask
|-
!PC Mode On
! colspan="3" |NES, Super NES, and Genesis Games 256 Pixels Wide
!PC Mode Off
|-
|[[File:DKC 1 Super NES 1-Chip ADC Yes.png|center|thumb|Super NES]]
|[[File:DKC Switch Default Pixel Perfect.png|center|thumb|Switch NSO 1:1]]
|[[File:DKC Switch Optimized 10x.png|center|thumb|Switch NSO DAR]]
|-
|[Pending Ristar Genesis DAR Screenshot]
|[[File:Ristar Switch Default Pixel Perfect.png|center|thumb|Switch NSO 1:1]]
|[[File:Ristar Switch Optimized 10x.png|thumb|Switch NSO DAR|center]]
|-
|[[File:M LSS GBI.png|center|thumb|GameBoy Interface 13x Scale]]
|[[File:M LSS Switch Default.png|center|thumb|NSO Default Settings]]
|[[File:M LSS Switch Optimized.png|center|thumb|Switch NSO Cropped & Scaled 13x]]
|-
|-
|[[File:LoZOoA 3 GBI.png|center|thumb|GameBoy Interface 15x Scale]]
|[[File:PC Mode On.jpg|center|frameless]]
|[[File:LoZOoA Switch Default.png|center|thumb|NSO Default Settings]]
|[[File:PC Mode Off.jpg|center|frameless]]
|[[File:LoZOoA Switch Optimized.png|center|thumb|NSO Cropped & Scaled 15x]]
|}
|}
=== SEGA Master System ===
The original model of the Master System supports Composite and RGB output (S-Video is not supported without mods). The second model, the "Master System II", cannot be used with the RetroTINK-4K without modding, as it only supports RF output.


* Master System games are infamous for having borders of solid colour around the game graphics. These can be removed by going to Advanced Settings > Scaling/Cropping and using the Input Crop trim tools, but be mindful! Master System games can use two horizontal resolutions: 248 pixels and 256 pixels, and some games will use both of them. The safest option is to crop to a 256 pixels wide screen, which will leave a column on the left-hand side of 248 pixels wide screens. You could also have an additional profile just for 248 pixels wide screens.
=== Custom EDID Instructions ===
** The Auto Crop tools will not work here, as they will consider the coloured border to be part of the image (it technically is, if still unsightly).
The RT4K normally loads its default EDID for the HDMI® input port unless the file ‘edid.bin’ is present in the root of the SD card.
* The Master System also has rather dim video output compared to other systems. You can fix this by going to Advanced Settings > RGB/Component ADC and adjusting the Gain while using the [https://artemiourbina.itch.io/240p-test-suite 240p Test Suite]. You can also use the Auto Calibrate Gain feature, which works best if there's a patch of solid, pure white somewhere on the screen.
 
The 'edid.bin' should be a direct binary dump of a 256-byte EDID structure. You can use a tool such as:
 
https://www.analogway.com/emea/products/software-tools/aw-edid-editor/ or https://www.monitortests.com/forum/Thread-Custom-Resolution-Utility-CRU
 
to generate a custom EDID in this format.
 
==Community Resources== <!--T:238-->
This section provides a list of helpful resources and additions to the RetroTINK-4K. Click the link in the name to go directly to an item's page.


=== SEGA Genesis / Mega Drive ===
===Accessories=== <!--T:239-->
{| class="wikitable"
{| class="wikitable"
|+Genesis/Mega Drive Settings (NTSC)
!Name
! colspan="3" |Sample Rate Detection
!Author(s)
!Description
|-
|-
|Auto Dec. Factor
|'''[https://github.com/jeffqchen/RetroTINK-4K-SCART2VGA-Adapter/ SCART2VGA Adapter]'''
| colspan="2" |On
|jeffqchen
|A 3D-printed adapter for the RT4K's SCART port, turning it into a second rear HD-15 port.
|-
|-
|Auto Dec. Phase
|'''[https://kytor.com/store/product/rt4k-scart-lock/ SCART-Lock]'''
| colspan="2" |Auto
|Kytor Industries
|A sleeve that fits over most angled SCART connector heads. Has two screws that go into the screwholes flanking the RT4K's SCART port for a secure fit, much like the HD-15 port.
|-
|-
|ADC/Sample Rate
|'''[https://www.printables.com/model/669812-retrotink-4k-vertical-stand Vertical Stand]'''
| colspan="2" |3420 dots/line
|Retro Frog
|A vertical stand for the RT4K, with a holder for the remote control. Available as a .stl file for 3D printing.
|-
|-
|Progressive Detection
|'''[https://www.laserbear.net/products/retrotink-4k-5x-remote-mount?dt_id=584523%3Bap%3A504784 Remote Mount]'''
|342
|Laser Bear Industries
|426.5
|A mount for the RT4K's remote so it can be mounted on a wall or other flat surface. Also works with the RT5X's remote!
|-
|-
! colspan="3" |Manual Sample Detection (256)
|'''[https://www.laserbear.net/products/retrotink-4k-wall-mount-kit?dt_id=584523%3Bap%3A422633 Wall Mount Kit]'''
|Laser Bear Industries
| A wall mount for the RT4K, including VESA mounting holes and cable strain relief brackets.
|-
|-
! colspan="3" |RGB/Component ADC Setup (256)
|'''[https://www.laserbear.net/products/retrotink-4k-fan-mount-kit?dt_id=584523%3Bap%3A422634 Fan Mount Kit]'''
|Laser Bear Industries
|A fan kit that replaces the white cover on the left side of the unit ([https://www.laserbear.net/products/noctua-nf-a4x10-5v-retail-packaging fan sold separately]). While the RT4K does not need a fan for normal operation, one may be handy if the device does not have good airflow.
|-
|-
|Samples per Line
|'''[https://www.laserbear.net/products/retrotink-4k-db15-to-s-video-and-cvbs-adapter?dt_id=584523%3Bap%3A520769 DB15 to S-Video and CVBS Adapter]'''
| colspan="2" |3432 (2850 Act.)
|Laser Bear Industries
|An adaptor that allows S-Video and CVBS (Composite) signals to be fed into the DB15 port. Do note that the DB15 port does not accept audio, which must instead be fed into the 3.5mm jack.
|-
|-
|Decimation Factor
|[https://github.com/zaxour/YC2VGA/tree/main '''YC2VGA''']
| colspan="2" |10 (342.000)
|Zaxour
|An open source adaptor that allows S-Video and CVBS (Composite) signals to be fed into the DB15 port. Do note that the DB15 port does not accept audio, which must instead be fed into the 3.5mm jack. Also has 3D print files available for an enclosure.
|}
 
=== Downloads and Web Pages=== <!--T:240-->
Various downloads and websites for use with the RT4K, including 3D printed files and custom modelines.
{| class="wikitable"
!Name
!Author(s)
!Description
|- '''[http://ridgecrop.co.uk/index.htm?guiformat.htm]'''
|[http://ridgecrop.co.uk/index.htm?guiformat.htm '''Fat32format (GUI)''']
|Ridgecrop Consultants
|A utility to format SD and microSD cards larger than 32GB with FAT32, as needed for the RetroTINK 4K.
|-
|-
! colspan="3" |Scaling/Crop Setup (256)
| '''[https://retrotink-llc.github.io/firmware/ RetroTINK Firmware Repository]'''
|Squid Hominid
|A collection of all release and experimental firmware for RetroTINK devices, as well as SD card images with updated firmware and profiles.
|-
|-
|Top Trim
|'''[[:File:RT4K CAD and Schematics.zip|RT4K Schematics]]'''
| colspan="2" |
| Mike Chi
|A .zip file containing the RT4K schematics with dimension measurements, and a .step CAD model. These are ideal for designing your own shell or other parts that need to physically interact with the device in some way.
|-
|-
|Bottom Trim
| '''[https://guspaz.github.io/video_timings_calculator Video Timings Calculator]'''
| colspan="2" |
|Guspaz
|Generates custom Output modelines.
|-
|-
|Left Trim
|'''[https://infine.st/rt4k-mask-editor/# Mask Editor]'''
| colspan="2" |
|infinest
|Lets you manually create, load, and export your own CRT Mask images for use on the RT4K.
|}
 
===Community Profiles=== <!--T:241-->
Helpful Profiles created by the RetroTINK-4K community. These are ''not'' contained on the SD Card by default: to add them, connect the RT4K's SD card to your computer, then drag the profile's .rt4 file into the "profile" folder on the SD card.
{| class="wikitable"
!Name
!Author(s)
! Description
|-
|-
|Right Trim
|'''[https://drive.google.com/drive/folders/1vMn27wOXiCCT9tSqCKr89IhdP3nXP-V5 RetroTINK 4K NTSC & PAL Profiles]'''
| colspan="2" |
|Wobbling Pixels
|A link to the latest updated version of the Wobbling Pixels RetroTINK 4K profiles. IMPORTANT: Read the "How to install and update profiles" txt file.
|-
|-
! colspan="3" |Manual Sample Detection (320)
|'''[https://drive.google.com/file/d/1iRriJ2ExFbI59XC3n50GMMcpFIvdqtCL/view?usp=sharing Prof_gLX RT4K Profiles]'''
|Prof_gLX
|Current profiles include 3DO via RGB in 240p and 480i modes, Atari 2600 Composite, GBA Consolizer, Neo Geo MVS, Hi-Def NES (HDMI Mod). Up to date as of 2023-12-17. See "Readme - Prof_gLX Profiles.txt" for details.
|-
|-
|Samples per Line
|'''[https://drive.google.com/drive/folders/1P5nDvmuvUKHSBNIXZRUfynsua4hyadmv?usp=drive_link RegentOfOrigin Profile Packs]'''
| colspan="2" |3432 (2850 Act.)
|RegentOfOrigin
|N64 NTSC HD Retrovision profiles and a collection of 7th and 8th Gen simple HDMI profiles. Up to date as of 2023-12-26.
|-
|-
|Decimation Factor
|'''[https://www.consolemods.org/wiki/images/b/b0/VHS_Capture_2024-03-09.zip VHS Capture Profile]'''
| colspan="2" |8 (4290.000)
|Bob from RetroRGB
|-
|The default RT4K profile tweaked for the purposes of VHS tape video capture.using the front Composite / S-Video ports.
! colspan="3" |Scaling/Crop Setup (320)
|-
|Top Trim
| colspan="2" |
|-
|Bottom Trim
| colspan="2" |
|-
|Left Trim
| colspan="2" |
|-
|Right Trim
| colspan="2" |
|}
|}
Recommended output: RGB
{{Note|All community profiles can now be found on the firmware repository. These are rounded up and released with every stable firmware release. https://retrotink-llc.github.io/firmware/4k-sdcards.html}}
 
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-4K is concerned, outside of NTSC and PAL standards.
 
* The SEGA Genesis has three "240p" output resolutions: 320x224, 256x224. A third resolution, 480i, is only known to be used in the 2 Player VS modes of Sonic the Hedgehog 2 and Combat Cars.


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. You can hide them by going to Advanced Settings > Scaling/Cropping and adjusting the Bottom Trim value. You should not use Auto Crop, as it will consider the CRAM dots to be the bottom edge of the picture.
===Community Masks === <!--T:242-->
 
Comunity masks can be found in the SD Card Images on the [https://retrotink-llc.github.io/firmware/4k-sdcards.html Firmware Repository] under Masks.
Composite effects. see this portion of the 5x wiki https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#Genesis_Dithering
=== Community Banners ===
 
Banners made by the RetroTINK-4K community. These should be placed into the "banners" folder on the SD card. Refer to the [[AV:RetroTINK-4K#OSD_and_Firmware|OSD and Firmware]] section for more information on how to select a banner for your profile.
==== SEGA CD ====
 
==== SEGA 32x ====
 
==== Master System Games on Genesis ====
 
=== SEGA Saturn ===
Recommended output: RGB
 
=== SEGA Dreamcast ===
Recommended Output: RGBHV
 
=== Sony PlayStation ===
{| class="wikitable"
{| class="wikitable"
|+Sony Playstation Settings (NTSC)
!Preview
! colspan="6" |Sample Rate Detection
!Name
!Author(s)
!Description
|-
|-
|Auto Dec. Factor
|[[File:MisterFPGA.bmp|thumb]]
| colspan="5" |On
|'''MiSTerFPGA'''
|Pezz82
|The MiSTer FPGA logo, as a banner!
|-
|-
|Auto Dec. Phase
|[[File:ArielAces Pixelwarps RT4K-RGB.bmp|thumb]]
| colspan="5" |Auto
|'''RT4K-RGB'''
|ArielAces
|Rainbow RGB banner of the RetroTINK-4K logos.
|-
|-
|ADC Sample Rate
|[[File:ArielAces Pixelwarps Retrowave-01.bmp|thumb]]
| colspan="5" |3413
|'''Retrowave'''
|ArielAces
|A Retrowave-style RetroTINK-4K banner.
|-
|-
|Enable
|[[File:ArielAces Pixelwarps NES-SMB3.bmp|thumb]]
|341.300
|'''NES-SMB3'''
|426.624
|ArielAces
|487.571
|A banner styled after the NES and Super Mario Bros. 3.
|682.600
|853.250
|}
All Sony Playstation models support RGBS. It is recommended to use a well shielded SCART cable that uses Sync-on-Luma.
 
==== Resolution Switching ====
PlayStation games will switch resolutions often, usually horizontal resolutions like 256, 320, 384 and 512, but occasionally vertical resolutions as well with 480i. The PlayStation is a perfect use for the Automatic Sampling Detection feature of the RT4K. To help with switching vertical resolutions quickly, please enable Triple Buffer in the RT4K's Output menu.
 
see this part of the 5x wiki https://consolemods.org/wiki/AV:RetroTINK-5X_Pro#Resolution_Switching
 
Profiles included will automatically switch to all resolutions. You may want to consider researching your game collection and see if you can turn off any resolutions that you won't use, for faster response from the auto sampling detection.
 
=== Sony PlayStation 2 ===
{| class="wikitable"
|+Sony Playstation 2 Settings (NTSC)
! colspan="6" |Sample Rate Detection
|-
|-
|Auto Dec. Factor
|[[File:ArielAces Pixelwarps SNES-SFII.bmp|thumb]]
| colspan="5" |On
|'''SNES-SFII'''
|ArielAces
|An SNES Street Fighter II banner.
|-
|-
|Auto Dec. Phase
|[[File:ArielAces Pixelwarps SNES-ChronoTrigger-A.bmp|thumb]]
| colspan="5" |Auto
|'''Chrono Trigger'''
|ArielAces
|A Chrono Trigger-themed banner.
|-
|-
|ADC Sample Rate
|[[File:ArielAces Pixelwarps Sega-Sonic.bmp|thumb]]
| colspan="5" |3432
|'''Sega Sonic A'''
|ArielAces
|A Sonic the Hedgehog-themed banner.
|-
|-
|Enable
|[[File:ArielAces Pixelwarps Sega-Sonic-B.bmp|thumb]]
|343.200
|'''Sega Sonic B'''
|429.000
|ArielAces
|490.286
|A banner themed after the Sonic the Hedgehog ''logo''. Ooo!
|686.400
|858.000
|}
{| class="wikitable"
|+Sony Playstation 2 Settings (PAL)
! colspan="6" |Sample Rate Detection
|-
|-
|Auto Dec. Factor
|[[File:ArielAces Pixelwarps 8BitEsquire-01.bmp|thumb]]
| colspan="5" |On
|'''#EmulationIsForQuitters'''
|ArielAces
|A banner made for 8BitEsquire after his Emulation is for Quitters hashtag.
|-
|-
|Auto Dec. Phase
|[[File:ArielAces Pixelwarps 8BitEsquire-02.bmp|thumb]]
| colspan="5" |Auto
|'''$10 FPGA inside'''
|ArielAces
|A banner made for 8BitEsquire after the $10 FPGA in-joke in the RetroTINK community.
|-
|-
|ADC Sample Rate
|[[File:ArielAces Pixelwarps RetroRGB-01.bmp|thumb]]
| colspan="5" |3456
|'''RetroRGB'''
|ArielAces
|A banner made for Bob from RetroRGB after said website.
|-
|-
|Enable
|[[File:ArielAces Pixelwarps RetroRGB-02.bmp|thumb]]
|345.600
|'''The Lag is Real!'''
|432.000
|ArielAces
|493.714
|A The Lag is Real! banner made for Bob from RetroRGB. Features the faces of Bob and Art of fgcOS.
|691.200
|864.000
|}
|}
The PS2 outputs 240p, 480i, 480p, and 1080i, and supports RGB as well as YPbPr. For simplicity, it is highly recommended to use YPbPr cables because the RT4K will automatically detect and switch to all those resolutions seamlessly. The PS2 will use RGBS for 240p and 480i, but will switch to RGsB for any resolutions above that. While the RT4K supports RGsB, it does not automatically switch from RGBS to RGsB, you will need to change the input manually.


All PS2 games will output either 512 pixels wide or 640 pixels wide. [sic]
===Video Guides=== <!--T:243-->
 
Various videos that help with using the RetroTINK-4K.
==== PS1 Backwards Compatibility ====
PS1 games on PS2 use a different set of optimal sampling numbers than the PS1 console.
 
[insert picture: PS1 game on PS1 with optimal Timing vs PS1 game on PS2 with PS1 Settings vs PS1 game on PS2 with PS2 Settings]
 
=== Sony PlayStation Portable ===
{| class="wikitable"
{| class="wikitable"
|+Sony PSP Settings
!Video
! colspan="2" |RGB/Component ADC
!Author
!Description
|-
|-
|Samples per Line
|<youtube>SMkimgEwWXs</youtube>
|3432 (2880 Act.)
|My Life in Gaming
|Guide on the possibilities of the HDMI input, including scanlines on retro and retro-style games presented in HD. Also has an overview on the analog inputs.
|-
|-
|Decimation Factor
|<youtube>vVqdLPazLi4</youtube>
|4 (858.000)
|FirebrandX
|Guide on how to make an optimal sampling RetroTINK 4K profile.
|-
|-
! colspan="2" |Scaling/Crop Setup
|<youtube>Wao7MPxsXOg</youtube>
|-
|Wobbling Pixels
|Top Trim
|Guide on how to use Wobbling Pixels' profiles included on the SD card.
|
|-
|Bottom Trim
|
|-
|Left Trim
|
|-
|Right Trim
|
|-
|Aspect Correction
|1:1 (Sq Pixel)
|-
|Scaling mode:
|Auto Fill Integer
|}
|}
PSP models PSP-2000, PSP-3000, and PSP-N1000 (aka PSP GO) can output to a display. It is highly recommended you use component cables with the RT4K.
PSP games are rendered at 480x272p. When they are displayed on a television with component cables, they render a 480x272p picture inside of a 720x480p canvas. You can use the RT4K to upscale the image to fit the screen. You will get the sharpest integer scaled picture at the expense of cutting off 2 vertical pixels.
[Picture here: PSP left alone (4.5x scale) vs PSP scaled to 8x]


==== PSone Classics on PSP ====
=== Other Resources === <!--T:244-->
PSone Classics are PS1 games played on the PSP, and use a different set of optimal sampling numbers than the PS1 and PS2 consoles.
For other cool things that don't really fit anywhere else.
 
* PSone Classics can be output at their original resolution. On the PSP, go to Settings > Connected Display Settings, then set Component / D-Terminal Output to "Interlace".
 
[picture here: ps1 console optimized vs ps1 classic]
 
=== Sony PlayStation 3 ===
The PS3 supports HDMI® output, which is recommended for the sharpest possible picture with the RT4K.
 
* The PS3 supports outputting PS3 games at 720p, 1080i and 1080p, which the RT4K supports. However if you do not have an option enabled (such as 720p), the PS3 will use a different one. To avoid this, on the PS3 go to Settings > Display Settings, then pick "Video Output Settings". In the new menu, choose "HDMI", then "Custom". In the list, ensure that 720p, 1080i and 1080p are all selected, then press Right and then X to save your settings.
* While the PS3 does support up to 1080p using component cables, it's softer compared to HDMI® output. However many users choose it anyway, as the PS3's HDMI® output always uses HDCP (High-bandwidth Digital Content Protection) with no option to disable it like on PS4 and PS5.
{| class="wikitable"
{| class="wikitable"
|+PS3 HDMI vs YPbPr
!Item
|[[File:PS3 HDMI.png|center|thumb|HDMI]]
!Author(s)
|[[File:PS3 YPbPr.png|center|thumb|YPbPr]]
!Description
|-
|-
|[[File:HDMI Scaled.png|center|thumb|HDMI Zoomed]]
|[[File:Sd card label v2.png|thumb|center]]
|[[File:PS3 YPbPr Scaled.png|center|thumb|YPbPr Zoomed]]
|Mike Chi
|The image used for the sticker on the SD Card that comes with every RT4K.
|}
|}


==== PSone Classics on PS3 ====
==FAQ / Troubleshooting== <!--T:245-->
PSone Classics on PS3 can render to 480p, but scale the image to fit the 4:3 aspect ratio. For the sharpest picture, use these settings:
 
* On the PS3, go to Settings > Game Settings, then set both PS - Upscaler and PS - Smoothing to "Off".
* On the RT4K, go to Advanced Settings > Scaling/Cropping, then set Vert. Pre-Scale to "1/2".


[Picture Here: PS1 console optimized vs ps1 classic]
===Support Questions=== <!--T:246-->


=== Sony PlayStation TV ===
==== Basic Troubleshooting Steps ==== <!--T:247-->
The PlayStation TV (called the Vita TV in Asia) allows you to play Vita, PSP, and PSone Classics on your TV through HDMI®. By default, all output from the PlayStation TV is soft because of the following factors:


# All software has a bilinear filter applied
===== Confirm the following ===== <!--T:248-->
# All software is scaled to the PSTV's selected output resolution
# Vita software is internally scaled to 960x544p regardless of its original rendering resolution. This applies to Vita handhelds as well
# PS1 Classics are unevenly, horizontally scaled to 4:3.


To counteract this for the sharpest possible picture, we highly recommend installing custom firmware on your PSTV and installing the Sharpscale plugin to counteract all the above effects applied to the PSTV.
<!--T:249-->
* Your power supply is capable of 5V and at least 2A (or 5V and at least 10W)
* SD Card is formatted with FAT32
* Input is 1080p60 or less
* Correct [[AV:RetroTINK-4K#Inputs|input]] is selected on the RetroTINK-4K to match your device. Confirm by cycling through the variations on the Input menu at the top of the RetroTINK-4K menu
* Output cable is rated for HDMI 2.0 (18Gbps). Narrow down to this or display support issue by using 480p button on bottom half of remote
* Your display supports 4K. Narrow down to this or HDMI issue by using 480p button on bottom half of remote
* Motion Interpolation is off. Called different things by different manufacturers (Motion Smoothing, Tru(e) Motion, etc.), this creates extra frames that aren't present in the source and can cause flickering or ghosting, especially when using scanlines. Check your TV's manual for how to disable this feature
* Chroma Subsampling is set to 4:4:4 (often incorrectly called "RGB"), instead of 4:2:2. When incorrectly set colors may distort and fine details may be lost. This can be set on many displays by setting the input to "PC Mode". Check your TV's manual for how to enable this feature


==== Sharpscale Plugin ====
===== Try this ===== <!--T:250-->
See an overview of sharpscale [https://www.youtube.com/watch?v=EyNqB6_fsDM&pp=ygUPbWxpZyBzaGFycHNjYWxl here]. The following suggestions only work when sharpscale is enabled with the following options:


[picture of sharpscale plugin with the following settings enabled]
<!--T:251-->
{| class="wikitable"
* Connect your console directly to the RetroTINK-4K and the RetroTINK-4K directly to your Display without splitters (unless absolutely necessary), AVRs, etc.
|+PSTV Sharpscale Options
* Download the [https://retrotink-llc.github.io/firmware/4k.html newest stable firmware] and put BOTH files on the root of the SD card (overwriting any<code>rt4kup.bin</code> file that already exists). Hold the reset button on the back of the device as you plug in the device or press the power button on the remote. Wait for it to update.
!Option Name
* Reload the profile you were using to reset any changes. Download it again if needed. Reload the default if you're too far gone.<br />
!Option Choice
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Problems with the SD Card</strong>
|-
|-
|Scaling Mode
|There is a high chance of failure rate with the SD Cards that came with the first batch of RT4K. If you are having issues, it is suggested that you find a new SD. card, download the SD Card contents, download the newest firmware, and update the RT4K with this new card. The failure will prevent saving new profiles and might even result in the RT4K not booting up correctly if the files are corrupted.
|Integer
This warning does not apply to any RT4K purchased after 15 JAN 2024.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>My 4K blinks yellow and then turns off!</strong>
|-
|-
|PS1 Aspect Ratio
|You may have replaced the .rbf file on your memory card. The .rbf file on your SD Card must match the firmware you are currently running. Please download any matching update .bin and .rbf files (they should always be together) and do an update of your firmware by holding the reset button on the back and then powering the unit on using the remote.
|Pixel
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>This doesn't look right with my display!/There's jailbars with post processing!/This doesn't look as good as I thought it would!</strong>
|-
|-
|Scaling Algorithm
|Please make sure your display has all processing effects turned off. This might include "Motion Interpolation". Also, make sure your signal chain is not doing any processing of the RT4K's HDMI signal. Finally, make sure your display has RGB 4:4:4 enabled, whether that means setting your display to PC mode and turning on game mode. Please consult your display's manual for more further instruction.
|Point
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>The output is too sharp! It’s too blocky!</strong>
|-
|-
|Unlock Framebuffer Size
|If you feel the output is too sharp, try the following steps in this order
|Off
 
<!--T:252-->
#Make your way into the [[AV:RetroTINK-4K#Processing and Effects|Processing and Effects]] menu (press SFX on the remote) and try changing the scaling algorithm to suit your preferences.
#Try activating scanlines in the [[AV:RetroTINK-4K#Processing and Effects|Processing and Effects]] menu and see which suits your needs
#Instead of using an optimal sampling profile, use generic sampling or a CRT profile.
#As a last-ditch effort, open the [[AV:RetroTINK-4K#HDMI® Output|HDMI® Out]] menu (press OUT on the remote) and try a lower compatible resolution, and let your TV scale for you.
|}
|}
 
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
==== Vita Games ====
|<strong>The picture is too bright with HDR on!</strong>
When Playing a Vita Game, the PSTV outputs a 960x544p picture inside of a 1280x720p canvas. Use the following settings to get the sharpest integer scaled picture for Vita Games. These settings cut off 4 vertical pixels from Vita games.
{| class="wikitable"
|+RT4K PSTV Vita Settings
!
{| class="wikitable"
| colspan="2" |Scaling/Crop Setup
|-
|-
|Top Trim
|HDR is for use with [[AV:RetroTINK-4K#Black Frame Insertion (BFI)|Black Frame Insertion]], or [[AV:RetroTINK-4K#Scanlines|Scanlines]] and [[AV:RetroTINK-4K#Masks|CRT Masks]]. if you do not intend to use these, we suggest you turn the HDR setting off.
| -90
If you need to brighten the picture, consider [[AV:RetroTINK-4K#Basic Analog Calibration|calibrating your input]].
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>The picture is too dark with scanlines!</strong>
|-
|-
|Bottom Trim
|Before you do anything, please make sure your [[AV:RetroTINK-4K#Basic Analog Calibration|input is calibrated]] and that colors are showing appropriately from your input.
| -90
If you do not have HDR turned on, try that first. If you have [[AV:RetroTINK-4K#Black Frame Insertion (BFI)|Black Frame Insertion]] on, try turning that off. If neither option helps, then your TV may not have the sheer brightness to brute force enough brightness through the CRT effects.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>I get picture from my RT4K but not my console?!?</strong>
|-
|-
|Scaling Mode
|If you do get output from the RT4K but no input from your console, try the following:
|Auto Fill Integer
 
|}
<!--T:253-->
![[File:SteamW Sharpscale Off.png|center|thumb|Default Settings]]
#Make sure your [[AV:RetroTINK-4K#Inputs|input]] is correctly selected in the RT4K input menu
![[File:SteamW Sharpscale on + unoptimized.png|center|thumb|Sharpscale On No Scaling]]
# Make sure your cable is correctly inserted into its appropriate jack as well as the console.
![[File:SteamW Sharpscale On+ Optimized.png|center|thumb|Sharpscale On 08x Scale]]
#Check to see if your console is turned on.
#Try to make sure, if your console has settings, that the appropriate output is selected
#*If you are playing on a PS2, make sure you select YPbPr or RGB in the BIOS menu
#*If you're playing on a console with both HDMI and AV output, you are using output consistent with how you want to connect it to the RT4K
#If you are using a cartridge based console, like the N64, please take a moment to clean the contacts with 90%+ Isopropyl Alcohol and correctly insert the cartridge into the console.
|}
|}
 
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
==== PSP Games ====
|<strong>I've tried so many things and would really appreciate help!</strong>
The PSTV also outputs a 960x544p picture inside of a 1280x720p canvas. Use the following settings to get the sharpest integer scaled picture for PSP games. These settings cut off 2 vertical pixels from PSP games.
{| class="wikitable"
|+RT4K PSTV PSP Settings
|
{| class="wikitable"
! colspan="2" |HDMI® Receiver Setup
|-
|Input Pixels
|2
|-
|-
! colspan="2" |Scaling/Crop Setup
|You're more than welcome to visit the [https://discord.gg/h4ayfSdG RetroTINK Discord] and visit the RT4K-Help channel. Please be ready with the following information to help narrow down your problem:
|-
|Top Trim
| -45
|-
|Bottom Trim
| -45
|-
|Vert. Pre-Scale
|1/2
|-
|Scaling Mode
|Auto Fill Integer
|}
|[[File:FF4 Sharpscale Off.png|center|thumb|Default Settings]]
|[[File:FF4 Sharpscale On + not optimized.png|center|thumb|Sharpscale On No Scaling]]
|[[File:FFIV Sharpscale on + Optimized.png|center|thumb|Sharpscale On 08x Scale]]
|}


==== PSone Classics on PSTV ====
<!--T:254-->
Sharpscale will allow you to get the sharpest picture for PS1 games, but the behavior is not optimal. With the Integer Scaling Mode setting enabled in Sharpscale, some resolutions will use the full vertical space, and others will only scale to 480 vertical pixels inside 720p. it is recommended you look at the resolutions supported by your game before you use sharpscale with the RT4K and see if it is worth avoiding the headache. If you set PS1 Aspect Ratio to 4:3 in the PSTV's settings, the PSTV will force all games to fit, but they will not evenly scale horizontally, resulting in shimmering pixels.
* What console are you having trouble with?
{| class="wikitable"
* What region is your console from? (NTSC/PAL)
|+RT4K PSTV PS1
* Did you mod your console? What's the mod?
|[Pending Street Fighter Alpha 3 on ps1 10x DAR Screenshot]
* Is this problem occurring with a specific game? If so, is from the same region as your console?
|[[File:SF@3 PSTV PS1 Sharpscale On+ Optimized 10x.png|center|thumb|Sharpscale On, 10x Scale DAR]]
* What cables are you using to connect it to the RT4K?
* What other devices it's connected to (splitter, etc., and it shouldn't be unless it's a PS3 or PSTV)
* Are you trying to use a profile? If so, which one?
* If possible: provide a picture or video, preferably through a capture card, that shows the issue.
* What steps you've already taken to test your issue
|}
|}


=== Sony PlayStation 4 ===
===Store / Pricing Questions=== <!--T:255-->
 
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
=== TurboGrafx-16 / PCEngine ===
|<strong>When will the next batch become available for purchase?</strong>
{| class="wikitable"
|+TurboGrafx-16 / PCEngine Settings (NTSC)
! colspan="3" |Sample Rate Detection
|-
|-
|Auto Dec. Factor
|The next batch is expected to drop on July 12th, at 9AM Pacific time. You may purchase the RT4K at [https://www.retrotink.com/product-page/retrotink-4k the store].  
| colspan="2" |On
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>How much is the RetroTINK-4K?</strong>
|-
|-
|Auto Dec. Phase
|The RT4K currently retails for $750 directly from the RetroTINK store.
| colspan="2" |Auto
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>What are the dimensions and weight for the package?</strong>
|-
|-
|ADC Sample Rate
|The package measures at 12" x 9" x 3" 2lb, or 30.48cm x 22.86cm x 7.62cm 907.185g
| colspan="2" |2730 dots/line
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Is there a payment plan available?</strong>
|-
|-
|Enable
|[https://www.retrotink.com RetroTINK.com] does not currently have any payment plans. You may be able to use options if you choose to pay via Paypal
|341.250
|}
|682.500
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Can I buy a used RT4K?</strong>
|-
|-
! colspan="3" |Manual Sample Detection (256)
|[https://www.retrotink.com RetroTINK.com] does not sell used or refurbished RT4K units.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>I live in the UK and want a RT4K!</strong>
|-
|-
! colspan="3" |RGB/Component ADC Setup
|Please purchase a unit directly from the [https://www.retrotink.com/shop RetroTINK store], using the special UK checkout link if available/necessary.
[https://8bitmods.com/ 8bitmods] and [https://gamesconnection.co.uk/ GamesConnection] currently only carry older RetroTINK Products, but there are plans to sell the RT4K in early 2024.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>I don't live in the USA! How can I buy a RT4K??</strong>
|-
|-
|Samples per Line
|The following retailers will carry the RT4K in the near future. Please follow their media channels to find out exactly when they will stock and sell the RetroTINK-4K.
| colspan="2" |2730 (2290 Act.)
{| class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" |International Resellers
|-
|-
|Decimation Factor
! scope="col" |Store
| colspan="2" |8 (341.250)
! scope="col" |Country
|-
|-
|Scaling/Crop Setup
! scope="row" |[https://retrostuff.ca/ RetroStuff]
| colspan="2" |
|Canada
|-
|-
|Top Trim
! scope="row" | [https://dragonbox.de/en/ DragonBox Shop]
| colspan="2" |
|Germany
|-
|-
|Bottom Trim
! scope="row" |
| colspan="2" |
[https://gamesconnection.co.uk/pages/about-us GamesConnection]
|UK
|-
|-
|Left Trim
! scope="row" |[https://8bitmods.com/ 8bitMods]
| colspan="2" |
|UK
|-
|-
|Right Trim
! scope="row" | [https://consoles4you.ch/ Consoles4You]
| colspan="2" |
|Switzerland
|}
|}
 
===Compatibility Questions=== <!--T:256-->
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Does the RT4K support Elgato? I heard RetroTINK doesn’t support Elgato.</strong>
|-
|-
! colspan="3" |Manual Sample Detection (512)
|Older Elgato capture cards (typically the HD60 S and older) did not support older RetroTINK devices, such as the RT2X. As long as you feed the capture card a compatible resolution and leave the RT4K in triple buffer mode for maximum compatibility, Elgato capture cards will handle the output just fine. Note that accurate capture (NOT passthrough) of CRT and LCD effects depends on your capture card's chroma subsampling rate, regardless of its brand, and as a result, most USB capture devices will not provide accurate capture of CRT and LCD effects at 4K.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>It doesn’t work with my 1080p capture card!</strong>
|-
|-
! colspan="3" |RGB/Component ADC Setup
|The RetroTINK-4K outputs 4K by default. Try [[AV:RetroTINK-4K#HDMI® Output|outputting]] 1080p or lower to see if there is a resolution constraint for your capture card.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Is there HDCP Support? My display says "HDCP Active" on the top right of the screen.</strong>
|-
|-
|Samples per Line
|The RT4K will activate an effect that will obscure video when it detects HDCP is active in your input signal. The RT4K itself does not circumvent HDCP.
| colspan="2" |2730 (2290 Act.)
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Can I use GCVideo Lite cables with my RT4K?</strong>
|-
|-
|Decimation Factor
|The cables do output a signal, but there are [https://twitter.com/Extrems/status/1532483659474915342 other concerns regarding these cables].
| colspan="2" |4 (682.500)
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Is the RT4K worth it for consoles from the 8th generation (PS4 / Xbox One) and beyond?</strong>
|-
|-
! colspan="3" |Scaling/Crop Setup
|You may want to look into using the RT4K on a modern console for the following reasons:
 
<!--T:257-->
* Sharply scaling a console's 1080p output to 4K.
*Adding black frame insertion to decrease motion blur.
*Applying custom post processing effects for retro games on emulators.
*Trying out post processing effects on modern games made with a retro style using built-in pre-scaling features.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Can I use the RT4K to scale my set top box?</strong>
|-
|-
|Top Trim
| If the output is not HDCP encrypted, you should be able to use the RT4K to upscale the image. Be advised: the RT4K is designed to sharply scale the image to another resolution, so you may prefer your display’s scaling to the way the RT4K does it.
| colspan="2" |
 
You may also want to implement some image processing to allow you to give a more retro look to your content.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Can I upscale VHS/DVD?</strong>
|-
|-
|Bottom Trim
|Yes, there are [[AV:RetroTINK-4K#Film Mode|settings]] made specifically for deinterlacing content from VHS and DVDs.
| colspan="2" |
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Is the RT4K compatible with MiSTer and/or MiSTER Direct Video?</strong>
|-
|-
|Left Trim
|As of stable firmware [[AV:RetroTINK-4K#Version 1.1.0|version 1.1]], you can now connect the MiSTER via HDMI and use direct video mode to get a picture equivalent to an optimally sampled console. Please see the [[AV:RetroTINK-4K/System Specific Settings#MiSTER|MiSTER section]] for more details.
| colspan="2" |
|}
===Hardware Questions === <!--T:258-->
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Is there only 4K output?</strong>
|-
|-
|Right Trim
|The RT4K supports any output up to 18Gbps, or 3840x2160p. You have common resolutions available on the remote, and more in the [[AV:RetroTINK-4K#HDMI® Output|HDMI® Output]] menu.
| colspan="2" |
|}
|}
 
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
=== Microsoft Xbox ===
|
Preferred output: YPbPr.
<strong>Does the RT4K pass through 4k input? Is the input HDMI® 2.1?</strong>
 
Up to 720p available with custom firmware
 
=== Microsoft Xbox 360 ===
The cable you should use for your Xbox 360 may vary by model.
 
* For Xbox 360 models made in 2007 or later, HDMI® output is available and should be your first choice, since HDMI® cables are readily available.
* The earliest Xbox 360 models only offer A/V video output. Unlike the PS3 and WiiU however, the 360's component video is quite sharp, so it's a good alternative to HDMI® if that's what you need / prefer. A/V output was standard alongside HDMI® for most of the 360's life, except for the 360 E revision.
 
=== Microsoft Xbox One ===
 
=Profile Repository=
This section catalogues all of the profiles available on the RetroTINK-4K's included SD card.
 
===Generic Profiles===
{| class="wikitable"
|-
|-
| Profile Name 1
|No. The maximum supported input is 1080p60.
| Download 1
|}
| Description
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>What is the recommended power for the RT4K?</strong>
|-
|-
| Profile Name 2
|Please use a power supply rated at 5v2A, or 10W, to power the RT4K.
| Download 2
Higher variances such as 5.25v or 2.4A are acceptable, but it is recommended to keep your power source around the 5v2A range. Please purchase your charger from a reliable brand such as Anker or your phone manufacturer.
| Description
|}
|}
===Downscaling===
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>Can I use my TV’s USB port for power?</strong>
|-
|-
| Profile Name 1
| Most TV USB ports do not supply enough power for the RT4K. Please use a power supply rated at 5v2A, or 10W, to power the RT4K.
| Download 1
|}
| Description
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Does the RT4K use USB-C or Micro USB?</strong>
|-
|-
| Profile Name 2
|The RT4K uses USB-C for power.
| Download 2
| Description
|}
|}
===Console Specific===
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
====3DO Interactive Multiplayer====
|<strong>Can any input also be used for output?</strong>
{| class="wikitable"  
|-
|-
| Profile Name 1
| The only port used for output is the HDMI® Out port. There are no plans to use the analog ports for output at this time.
| Download 1
|}
| Description
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Is the RT4K rack mountable? That's the RU length?</strong>
|-
|-
| Profile Name 2
|The case is not rack mountable. You may want to search for community members creating their own rack mount solutions.
| Download 2
The RT4K is less than 2 RU tall.
| Description
|}
|}
====Atari Jaguar====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>Is there an S-Video or Composite port? If so, where are they?</strong>
|-
|-
| Profile Name 1
|There is a discrete S-Video and Composite port in the front of the device, behind a sliding door. There are other ways to feed S-Video and Composite video to the RT4K; please check the [[AV:RetroTINK-4K#Inputs|Inputs]] section for more information.
| Download 1
|}
| Description
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
| <strong>The SCART port is loose! Can I get a return?</strong>
|-
|-
| Profile Name 2
|All modern SCART input ports are sourced from the same factory, and they are all slightly loose and therefore “work as intended.” Please [[AV:RetroTINK-4K#Accessories|look into]] a SCART clamp with screws, similar to a VGA cable.
| Download 2
| Description
|}
|}
====Microsoft Xbox====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>What kind of memory card should I use?</strong>
|-
|-
| Profile Name 1
|The RT4K comes with an 8GB full-sized SD Card formatted in FAT32. The maximum size supported is 32GB.
| Download 1
|}
| Description
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|What are the external device communication abilities of the RT4K? Can I use it with WiFi? Bluetooth? Is there serial support?
|-
|-
| Profile Name 2
|Currently, the only way to actively communicate with the RT4K is by using the included [[AV:RetroTINK-4K#Remote|remote]]. The RT4K does not support any other form of wireless, and only accepts inputs from the ones described in the [[AV:RetroTINK-4K#Inputs|input section]], and output from the [[AV:RetroTINK-4K#HDMI® Output|HDMI output]]. The only, current, exception is HDMI metadata by using direct video with [[AV:RetroTINK-4K/System Specific Settings#MiSTER|MiSTER]] or other devices.
| Download 2
While the hardware is capable and is wired up for it, there are currently no plans for serial support through the USB or VGA inputs. If you seriously require serial support for your setup, you may need to look to other products that may supply that support.
| Description
|}
|}
====Microsoft Xbox 360====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>Is there surround sound support?</strong>
|-
|-
| Profile Name 1
|The RT4K passes through up to 8 channels LPCM via HDMI®, supports compressed surround sound through optical audio, and passes through DPLII as this is encoded in stereo.
| Download 1
|}
| Description
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>What’s the VGA Pin Layout?</strong>
|-
|-
| Profile Name 2
|Please see the [[AV:RetroTINK-4K#Inputs|Inputs]] section of the wiki.
| Download 2
| Description
|}
|}
====Neo Geo AES====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>What’s the SCART Pin Layout?</strong>
|-
|-
| Profile Name 1
| Please see the [[AV:RetroTINK-4K#Inputs|Inputs]] section of the wiki
| Download 1
|}
| Description
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Is there ARC / eARC support?</strong>
|-
|-
| Profile Name 2
|The RT4K should work in your ARC or eARC setup as long as it is not plugged into the ARC or eARC port on your TV.
| Download 2
| Description
|}
|}
====Nintendo Entertainment System (NES)====
===Software Questions===
{| class="wikitable"  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Does resetting or updating the unit delete my profiles?</strong>
|-
|-
|Profile Name 1
| Profiles and settings are stored in the SD Card. Barring a complete revamp of the way the RT4K works, your profiles should work between power cycles and updates if they’re saved on the SD Card. Settings do not stay set between power cycles, but you can set a profile to return to when you cycle power or make an update.
|Download 1
|}
|Description
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Can you run emulators on the FPGA?</strong>
|-
|-
|Profile Name 2
|There are currently no plans to support emulators or cores on the RetroTINK-4K hardware itself.
|Download 2
|Description
|}
|}
====Super Nintendo / Super Famicom====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
| <strong>Does the RT4K automatically switch resolution?</strong>
|-
|-
| Profile Name 1
|The RT4K can detect changes in vertical resolution and switch to settings for each resolution. These are: 240p, 288p, 480i, 576i, 480p, 720p, 1080i, 1080p, and one additional custom resolution.
|Download 1
 
|Description
<!--T:259-->
For 240p, 288p, 480i and 576i sources, the RT4K has an experimental feature to automatically detect changes in horizontal resolution. Please see the [[AV:RetroTINK-4K#Sample Rate Detection|Sample Rate Detection]] section of the wiki for more information.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|
<strong>Does the RT4K automatically switch to a detected source?</strong>
|-
|-
|Profile Name 2
|No. You will have to select your input manually.
|Download 2
|Description
|}
|}
==== Nintendo 64====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>Why isn't there automatic source switching?</strong>
|-
|-
|Profile Name 1
| Per Mike Chi, "Auto switching is very difficult because you can’t easily tell the difference between YPbPr and RGsB. Also composite and s-video luma look pretty similar in a lot of ways to YPbPr."
|Download 1
|}
| Description
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Does the RT4K support [240p, 480i, 540p,786p, 1080i, 1536p] output? Does it support my HDCRT?</strong>
|-
|-
|Profile Name 2
|The RT4K can support most progressive outputs that do not cross the 18Gbps threshold. If your output is not available in the [[AV:RetroTINK-4K#HDMI® Output|HDMI® Output]] section, please create a [[AV:RetroTINK-4K#Custom Modelines|custom modeline]] file for that output.
|Download 2
 
|Description
<!--T:260-->
The RT4K does support interlaced outputs such as 480i, 576i, or 1080i. Interlaced output is intended to turn a progressive input into an interlaced output with the same resolution, or act as a passthrough. E.g. 1080p/i -> 1080i or 480p/i -> 480i.
 
Compatibility with your HD-CRT depends on whether they like any of the supported outputs of the RT4K and take HDMI®.
|}
|}
====Nintendo Gamecube====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>Can the RT4K record to the SDCard?</strong>
|-
|-
|Profile Name 1
|The RT4K is not a recording device and will not save screenshots or video footage to the SD Card. Please consider buying a capture card for this purpose.
| Download 1
|}
|Description
 
===Comparison Questions=== <!--T:261-->
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>My display does nearest neighbor upscaling, why would I need this?</strong>
|-
|-
|Profile Name 2
|The RT4K gives you the flexibility to upscale any resolution to most other resolutions up to 4K in any method you prefer, with sub-frame latency.
|Download 2
| Description
|}
|}
====Nintendo Wii====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>How does this compare to a CRT?</strong>
|-
|-
! Profile Name
|CRTs have zero latency, whereas the RT4K will have sub-frame latency plus the latency of your display. While it is fast and near-zero, it is not zero like a CRT.
|Download 1
 
!Profile Description
<!--T:262-->
The RT4K does not support light guns the same way a CRT does.
 
<!--T:263-->
A CRT is limited to its slot mask design, while the RT4K allows you to customize your slot masks and scanline effects by simply creating a custom image file.
 
<!--T:264-->
As a knock to the RT4K, you will need to pair the RT4K to a high caliber OLED display to make full use of its capabilities and achieve picture or refresh resembling a CRT.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>How does this compare to the mClassic?</strong>
|-
|-
|Generic
|The mClassic only outputs 1080p60, 1440p60 (if that's the native resolution of your display) or 4K30, while the RT4K can output up to 4K60.
|Download 2
 
|Recommended for use with an unhacked Wii, optimized for 240p, 480i, and 480p.
The RT4K has a number of sharp and soft scaling algorithms that can be used to adjust the image to your liking.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>How does this compare to the 4K Gamer Pro?</strong>
|-
|-
|VC 256
|The 4K Gamer Pro only processes 1080p signals and outputs them at 4K (other signals are simply passed through), while the RT4K can input and output almost any resolution.
|
|}
|Recommended for use with the NES and Super NES Virtual Console games that output 256 wide pixels on a hacked Wii. Make sure to switch "Video Width" to Framebuffer in USBLoader GX.
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>Is this better than emulation?</strong>
|-
|-
|VC ~256
|If you use well-shielded premium cables and video sources, the RT4K can be indistinguishable from emulation as long as you render the emulator at the same resolution as the source. The RT4K cannot help with how games render their graphics, so you may not get the expected results from early 3D consoles.
|
Please keep your expectations in check. The RT4K excels at upscaling original signals but you are still limited by the technology of what you feed into it.
|Recommended for use with games that should be 256 pixels wide but are scaled to 320 pixels a hacked Wii. Make sure to switch "Video Width" to Framebuffer in USBLoader GX. DO NOT USE with games that actually output 256 pixels wide.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>This doesn’t make my game look any better than on my TV</strong>
|-
|-
|VC 320
|Video game scalers do not change the internal rendering resolution of your console, which results in a very sharp upscale of a very low resolution picture. Premium scalers are made to lower input latency and add compatibility for older consoles.
|
Please keep your expectations in check: the RT4K is limited by its input.
|Recommended for use with Virtual Console games that output 320 pixels wide on a hacked Wii. Make sure to switch "Video Width" to Framebuffer in USBLoader GX.
|}
|}
====Nintendo Wii U====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>Will this scale HDMI faster than my TV?</strong>
|-
|-
|Profile Name 1
|There is some processing done to HDMI inputs, which will be shown in the Scaling/Cropping menu. This means this will add a small, almost miniscule, amount of latency to your game on top of your display.
|Download 1
|}
|Description
===Recommendation Questions=== <!--T:265-->
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
| <strong>What's the best Capture Card to use with the RT4K?</strong>
|-
|-
|Profile Name 2
|We recommend the AVerMedia Live Gamer 4K GC573 for an internal capture card, as it allows for full RGB 4:4:4 capture at 4K60.
|Download 2
|Description
|}
|}
====Nintendo Switch====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>What's the best Best HDMI® Splitter to use with the RT4K?</strong>
!Profile Name
!
! Profile Description
|-
|-
|N64 720
|For input, any HDMI® 1.4 10Gbps splitter is suitable. For Output, any HDMI® 2.0 18Gbps splitter is also suitable. As long as it doesn’t process the image there should be no additional latency.
|Download 1
For Direct Video users, we are waiting to see widely available, highly tested, switches, splitters, and matrices, before recommending one as many will strip the HDMI metadata before reaching the RT4K
|Set the Switch to 720p to use this profile. NSO N64 games render at 720p. This profile is for use with scanlines to approximate the look on a CRT, not for additional sharpness. If you want a sharper picture, use the default profile.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>What's the best best HDMI® Switch to use with the RT4K?</strong>
|-
|-
|NSO 256
|Any HDMI® 1.4 switch rated at up to 10Gbps is suitable for the input. any HDMI®I 2.0 switch rated at up to 18Gbps is suitable for the output. As long as it doesn’t process the image there should be no additional latency.
|Download 2
|}
|To be used with the NES, Super NES, and Sega Genesis Nintendo Switch Online emulators when the game has an 8:7 aspect ratio.
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>What's the best HDMI® Cable to use with the RT4K?</strong>
|-
|-
|NSO 320
|Please use any certified HDMI® 2.0 cable rated at 18Gbps.
|Download 3
|}
|To be used with the Sega Genesis Nintendo Switch Online emulator when the game has a 10:7 aspect ratio
===Miscellaneous Questions===
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>I want to use a scaler into the HDMI® input port of the RT4K</strong>
|-
|-
|GBA
|While this may seem like a good idea, doubling up on scalers is not recommended (including the RetroTINK-5X!). Doubling up on scalers may result in undesirable scaling or suboptimal sampling.
|
The RT4K supports inputs up to 1080p60 so it may work, but the ADC on the RT4K may be better than your current scaler.
|This profile is for use with any GBA game on Switch, including the NSO GBA app as well as ports of GBA games that are scaled 6x to 1080p. This allows for a 13x scale to 2160p, where a default profile would only scale games 12x.
|}
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>I want to use the mClassic on the RT4K input!</strong>
|-
|-
|GBC
|While it is not recommended, the RT4K will accept HDMI® input up to 1080p60, which is the typical output of the mClassic.
|
|This profile is for use with any GBC game on Switch, including the NSO GBC app as well as ports of GBC games that are scaled 7x to 1080p. This allows for a 15x scale to 2160p, where a default profile would only scale games 14x.
|}
|}
====Phillips CDi====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>I want to mClassic the output!</strong>
|-
|-
|Profile Name 1
|While it is not recommended, please note the RT4K outputs 4K by default, while the mClassic only accepts up to 1080p as an input. You may need to change the RT4K’s output resolution to make it compatible.
|Download 1
|}
|Description
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
|<strong>I want to use 4K Gamer Pro on the RT4K output.</strong>
|-
|-
|Profile Name 2
| This is unnecessary, as the RT4K already outputs 4K and allows for sharp scaling.
|Download 2
|Description
|}
|}
====Pioneer LaserActive====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>I forgot the remote at home!</strong>
|-
|Profile Name 1
|Download 1
|Description
|-
|-
|Profile Name 2
|It is possible to load a profile at startup by editing the SD card. Download the [[Media:Rt4k startup profile.zip|RT4K Startup Profile Pack]] and extract the prof.map file to the profile folder on your SD card. Then copy the profile you want to load next to it and rename it to startup.rt4. The profile pack includes profiles for the most common inputs in different resolutions.
|Download 2
|Description
|}
|}
====SEGA Master System====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>I lost the remote!</strong>
|-
|-
|Profile Name 1
|The remote is not separately for sale at this time. This will be updated if there is a listing added.
|Download 1
|Description
|-
|Profile Name 2
|Download 2
| Description
|}
|}
==== SEGA Genesis / Mega Drive ====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>Can I enable HDR on my input?</strong>
|-
|-
|Profile Name 1
|This is possible, but your color mapping will not have any of the intended effects. The unit will work but you will see undesired colors. You should consider turning off HDR at your source and turning on HDR in the output menu.
|Download 1
 
|Description
<!--T:266-->
|-
If HDR from your console is important to you, consider using it directly to your display.
| Profile Name 2
|Download 2
|Description
|}
|}
====SEGA Saturn ====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>I lost my USB Cable!</strong>
|-
|Profile Name 1
|Download 1
|Description
|-
|-
|Profile Name 2
|The included USB-C is actually not special in any way. You don’t even need data. As long as the cable can charge, you can use any USB-C cable with the RT4K.
|Download 2
|Description
|}
|}
====SEGA Dreamcast ====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>Something is wrong with my unit!</strong>
|-
|Profile Name 1
|Download 1
|Description
|-
|-
|Profile Name 2
|First, please see the [[AV:RetroTINK-4K#Support Questions|troubleshooting and support]] section above.
| Download 2
If you need more help, please visit the [https://www.discord.gg/jE6deAhjCM RetroTINK Discord] and ask for help in the RetroTINK-4K Help & Support Channel. You should be able to get help from a community member who may have had a similar problem previously.
|Description
|}
|}
====Sony PlayStation 1====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>I've checked the Discord channel and they were unable to help me / There is definitely something wrong with my unit after extensive testing!</strong>
|-
|-
|Profile Name 1
|If you purchased your RetroTINK-4K at the [https://www.retrotink.com/shop RetroTINK store], please reply to your order confirmation email.
| Download 1
 
|Description
<!--T:267-->
|-
If you bought the unit from a partner store, please contact their support channels to see how they may help you.
| Profile Name 2
|Download 2
|Description
|}
|}
====Sony PlayStation 2====
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable"  
|<strong>Does this work with the RT5X remote?</strong>
|-
|Profile Name 1
|Download 1
|Description
|-
|-
|Profile Name 2
|No. Both RT5X remotes are incompatible with the RT4K, and vice-versa.
|Download 2
|Description
|}
|}
==== Sony PlayStation 3====
{| class="wikitable"
|-
|Profile Name 1
|Download 1
|Description
|-
| Profile Name 2
|Download 2
|Description
|}
==== Sony PSP====
{| class="wikitable"
|Profile Name 1
|Download 1
|Description


|-
==RetroTINK-4K GUI Map== <!--T:268-->
|Profile Name 2
The GUI Map lists every single menu and menu item on the RetroTINK-4K, along with a brief description of what it does. For more information on them, click on a header to be taken to the appropriate section on this page.
|Download 2
 
|Description
===GUI - Basic Setup=== <!--T:269-->
|}
 
====Sony PlayStation TV / Vita TV====
==== [[AV:RetroTINK-4K#Inputs|GUI - Input Selection]]==== <!--T:270-->
The Playstation TV profiles require a hacked PSTV and the Sharpscale plugin to take advantage of the potential sharpness the PSTV can give. If your PSTV is not hacked, please use the default profile.
More information concerning inputs can be found in the [[AV:RetroTINK-4K#Inputs|Inputs]] section.


For the following profiles, please set the following options in Sharpscale:
<!--T:271-->
{| class="wikitable"
{| class="wikitable"
|+PSTV Sharpscale Options
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#Digital Video|HDMI®]]
!Option Name
!Option Choice
|-
|-
|Scaling Mode
|'''HDMI®'''
|Integer
|Selects the HDMI® In input.
|-
|PS1 Aspect Ratio
|Pixel
|-
|Scaling Algorithm
|Point
|-
|Unlock Frame Buffer Size
|Off
|}
|}
{| class="wikitable"
{| class="wikitable"
!Profile Name
!
!Description
|-
|-
|PSVita
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#Front|Front]]
|Download 1
|The PlayStation TV outputs a 544p window onto a 720p canvas.
Upscaled 4x to fit 2160p. Cuts off 4 pixels vertically
|-
|-
|PSP
|'''Composite'''
| Download 2
| Selects the front composite input.
|Sets Decimation Factor to 2 and Prescale to 1/2
The Playstation TV outputs a line-doubled 272p window into a 720p canvas. Upscaled 8x to 2160p. Cuts off 4 pixels vertically.
|-
|-
|PS1 Generic
|'''S-Video'''
|
| Selects the front s-video input.
|The Playstation TV will output the PS1 game to an integer scale of its signal that will fit inside 1280x720p.
Use this profile for PS1 games that switch between many resolutions often. 480i will scale 1x. 512x224p and 640x224p will scale 2x. 384x224, 320x224, and 256x224 will scale 3x.  
|}
|}
The following profiles require a slight change in Sharpscale settings. These profiles are best used with games that stick to one resolution for the majority of their gameplay. Do not use these with Chrono Cross or Silent Hill, their menus will cut off vertically
{| class="wikitable"
{| class="wikitable"
|+Sharpscale Settings
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#Rear RCA|Rear RCA]]
!Option Name
!Option Choice
|-
|-
|Scaling Mode
| '''YPbPr'''
|Real
|Selects the rear RCA YPbPr input.
|-
|-
|PS1 Aspect Ratio
|'''RGsB'''
|Pixel
|Selects the rear RCA RGsB input.
|-
|-
|Scaling Algorithm
|'''CVBS on Green'''
|Point
|Selects the rear RCA CVBS input.
|-
|-
|Unlock Frame Buffer Size
|Off
|}
|}
{| class="wikitable"
{| class="wikitable"
|+PSTV Profiles: PS1 Pixel Aspect Ratio
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#SCART|SCART]]
!Profile Name
!
!Profile Descriptions
|-
|-
|PS1 256
|'''RGBS (75 ohm)'''
|Download 3
| Selects the SCART input and sets it to RGBS
|Use for PS1 games that are primarily 256x224.
|-
|-
|PS1 320
| '''RGsB'''
|Download 3
| Selects the SCART input and sets it to RGsB
|Use for PS1 games that are primarily 320x224.
|-
|-
|PS1 384
|'''YPbPr'''
|Download 4
|Selects the SCART input and sets it to YPbPr
|Use for PS1 games that are primarily 384x224.
|-
|-
|PS1 512
|'''CVBS on Pin 20'''
|Download 4
|Enables Composite input on SCART Pin 20
|Use for PS1 games that are primarily 512x224
|-
|-
|PS1 640
|'''CVBS on Green'''
|Download 5
|Enables Composite input on SCART Green
|Use for PS1 games that are primarily 640x224
|}
 
====TurboGrafx-16 / PC Engine====
{| class="wikitable"
|-
|-
| Profile Name 1
|'''Y/C on Pin 20/Red'''
|Download 1
|Enables S-Video input on pin 20 and pin Red
|Description
|-
|-
|Profile Name 2
|Download 2
|Description
|}
|}
====Classic Mini Consoles====
{| class="wikitable"
{| class="wikitable"  
! colspan="2" style="text-align:left;" | [[AV:RetroTINK-4K#HD-15|HD-15]]
|-
|-
|256
|'''RGBHV'''
|Download 1
|Selects RGBHV input on HD-15
| Use with mini consoles that output a 3x integer scale of 8:7 aspect ratio games.
Primarily used by NES and Super NES Classic Mini consoles. Note: The Famicom Classic Mini needs HDMI® Color space changed to "Limited"
|-
|-
| 320
|'''RGBS'''
|Download 2
|Selects RGBs input on HD-15
|Use with mini consoles that output a 3x integer scale of 10:7 aspect ratio games.
|-
Primarily used by Sega Genesis Classic Mini.
|'''RGsB'''
|}
|Selects RGBsB input on HD-15
====Analogue Pocket====
 
{| class="wikitable"
<!--T:272-->
|-
|'''YPbPr'''
|Selects Component input on HD-15
|-
|'''CVBS on Hsync'''
|Selects Composite input on Hsync Pin
|-
|'''CVBS on Green'''
|Selects  Composite input on Green Pin
|-
|-
|GBA
|'''Y/C on Green/Red'''
|Download 1
|Selects S-Video Input on Green/Red
|Set Scale size to 6x in Pocket GBA settings. Outputs 13x scaled GBA games where the default profile would normally scale to 12x. Do not use with Pocket scanline effects.
|-
|-
|GBC
|'''Y/C on G/R (Enh.)'''
|Download 2
|Selects Enhanced S-Video Mode.
|Set Scale Size to 7x in Pocket GBC settings. Outputs 15x scaled GBC games where the default profile would normally scale to 14x. Do not use with Pocket scanline effects.
|}
|}
===Computer Specific===
====FM Towns====
FM Towns computers once hitting white desktop variants output different video displays with some models performing internal upscaling conversions from 24khz to 31khz as well as some models performing 15khz to 31khz with adjustments in the TBIOS configuration file. EA and Pentium type desktops only output 31khz video modes.
The below profiles are meant for all towers, UX, UG, UR, HG and HR models which are all models that '''do not perform internal conversion.'''<br>
'''FM Towns will require a custom profile for any displays at 24khz'''


====[[AV:RetroTINK-4K#HDMI® Output|GUI - HDMI® Output]] ==== <!--T:273-->
More information concerning outputs can be found in the [[AV:RetroTINK-4K#Outputs|Outputs]] section.
{| class="wikitable"  
{| class="wikitable"  
|-
|-
| 24Khz
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#HDMI® Output|Transmitter]]
| Download 1
|-
| 24Khz Display Mode
| '''[[AV:RetroTINK-4K#HDR|HDR]]'''
|Toggles "HDR10 [8-bit]", "HLG [8-bit]", and off.
|-
|'''[[AV:RetroTINK-4K#Colorimetry|Colorimetry]]'''
|Lets you choose between "Auto", "Rec. 709", "Rec. 2020", "Adobe RGB" and "Display-P3".
With HDR enabled, Rec. 2100 is also available via the "Auto" setting.
|-
|'''[[AV:RetroTINK-4K#RGB Range|RGB Range]]'''
|Lets you choose between "Full" or "Limited" RGB range settings.
|-
|'''[[AV:RetroTINK-4K#Sync Lock|Sync Lock]]'''
|Lets you choose between "Triple Buffer", "Gen 50.0 Hz (x1)" and "Frame 50.0 Hz (x1)".
|-
|'''[[AV:RetroTINK-4K#Variable Refresh Rate (VRR)|VRR]]'''
|Lets you choose between "Off", "FreeSync", and "VESA".
|-
| '''[[AV:RetroTINK-4K#Deep Color|Deep Color]]'''
|Lets you choose between "Off" and "On". Exceeds the HDMI® 2.1 bandwidth spec if used with 4K60 output.
|}
|}
====Sharp X68000====
Sharp X68000 is unique with its outputs primarily being 15khz and 31khz.  A few games have hidden selectable 24khz display modes. 
{| class="wikitable"  
{| class="wikitable"  
|-
|-
| Profile Name 1
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#BFI Control|BFI Control]]
| Download 1
|-
| 24Khz Mode in XXXX Game.
|'''Strobe'''
|Sets BFI Strobe.
|-
|'''Blur'''
|Sets BFI Blur.
|-
|-
| Profile Name 2
|'''LCD Saver'''
| Download 2
|Sets LCD Saver.
| 24Khz mode
|}
|}
====PC-8801====
PC-8801 computers will output either 15khz or 24khz depending on the dipswitch settings in the back. If dipswitch settings are incorrect, games will refuse to boot and crash the computer.
The 15khz VGA detection in the RT4K works very well for PC8801 and most video modes won't require a profile.  <BR>'''A 24khz signal will require a profile to display properly.'''
{| class="wikitable"  
{| class="wikitable"  
|-
|-
| 24Khz Mode in BASIC
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#Output Resolutions|Output Resolution]]
| Download 1
|-
| 24Khz Mode in BASIC.  
|'''4K60'''
|Sets the output to 3840x2160p at 60 frames per second.
|-
|'''4K50'''
|Sets the output to 3840x2160p at 50 frames per second.
|-
|'''1080p60'''
|Sets the output to 1920x1080p at 60 frames per second.
|-
|'''1080p50'''
|Sets the output to 1920x1080p at 50 frames per second.
|-
| '''1080p100'''
|Sets the output to 1920x1080p at 100 frames per second.
|-
|'''1440p100'''
|Sets the output to 2560x1440p at 100 frames per second.
|-
|'''1080p120'''
|Sets the output to 1920x1080p at 120 frames per second.
|-
|'''1440p120'''
|Sets the output to 2560x1440p at 120 frames per second.
|-
|'''480p60'''
|Sets the output to 720x480p at 60 frames per second.
|-
|[[AV:RetroTINK-4K#Custom_Modelines|'''Custom Modeline 1''']]
|The first entry in the custom modeline output resolution field.
|-
|[[AV:RetroTINK-4K#Custom_Modelines|'''Custom Modeline 2''']]
|The second entry in the custom modeline output resolution field.
|-
|[[AV:RetroTINK-4K#Custom_Modelines|'''Custom Modeline 3''']]
|The third entry in the custom modeline output resolution field.
|-
|[[AV:RetroTINK-4K#Custom_Modelines|'''Custom Modeline 4''']]
|The fourth entry in the custom modeline output resolution field.  
|}
|}


=Notes=
====[[AV:RetroTINK-4K#Profiles|GUI - Profiles]]==== <!--T:274-->
Deinterlacer -> -> Motion Adaptive Settings -> Sensitivity
{| class="wikitable"  
-------------------------
|-
(medium and high options might be might be reversed)
! colspan="2" style="text-align:left;" |Load Profile
Controls combing effect at costs of sharpness. Low = less combing.
|-
 
| '''Load From File'''  
 
|Loads a chosen profile from the "profile" folder on the SD card.
Deinterlacer -> -> Motion Adaptive Settings -> Interpolator:  
|-
----------------------------
|'''Load Default'''
Basically controls how the "bob" portion of the MA is calculated. The bob is either taken from the line above, line below or the average of the upper and lower lines
|Loads the Default Profile.
BFI. It's a matter of preference. I think either Top or Bottom interpolator looks a little sharper. Average is softer
In the end it doesn't matter too much because Bob is only used during motion when it is hard to see detail anwyays
 
 
Deinterlacer -> Motion Adaptive Settings -> Detector:
--------------------------
This is a little complicated to explain... but let me try
basically symmetric adds one frame of lag but the motion detection may be better. Because it is looking "one field into the future"
idk if its really better tho
in real life
 
 
HDMI® -> BFI Control
---------------------------
-Strobe: How much the frame is divided down (i.e. 1 = divide by 2,  2 = divide by 3, 3 = divide by 4) from input to output
-Blur: How many frames are ON vs OFF. So let's say we are converting 60 Hz -> 240 Hz. Blur = 1, ON, OFF, OFF, OFF. Blur = 2 is ON, ON, OFF, OFF
-LCD Saver - inverts the pattern of the BFI to avoid renetion. But every few minutes u will see a flicker
 
Custom Mode Lines
---------------------------
#RT4K Custom Mode Line Format
#H active, H front porch, H sync, H total blank, polarity (1 = pos, 0 = neg)
#V active, V front porch, V sync, V total blank, polarity (1 = pos, 0 = neg)
#Nominal frame rate (floating point)
#Text name
 
=Launch Information=
https://www.retrotink.com/post/introducing-the-retrotink-4k
 
=User Guides=
The User Guides section contains guides on how to accomplish a desired task that may require the use of multiple RetroTINK-4K functions, or are applicable to multiple systems.
 
=== Defeating Dithering ===
Dithering is a technique many games used in tandem with the blurring effect of a video cable (like Composite) and a CRT. The idea is that the video cable and display blend the dither patterns together, to accomplish tricks like transparency or higher color depth. When using high-quality cables like RGB-SCART and Component, dithering can become very apparent, and many users may find them unsightly. The RetroTINK-4K has an option that can help:
 
* Go to Advanced Settings > [[RetroTINK-4K#Processing and Effects|Processing / Effects]], then set Hori. Kernel and Vert. Kernel to "Bilinear Soft" as needed. This blurs the edges of the pixels to disguise the dithering.
 
The cost of applying this effect is that the image will of course be rather blurry. Adding some scanlines (also in the Processing / Effects menu) can help alleviate this somewhat; don't forget that HDR will help brighten the image back up. If the dithering is only vertical stripes (like the waterfalls in ''Sonic the Hedgehog'' or the water in ''Kirby's Dream Land 3''), you could alternately use Bilinear Sharp on the Hori. Kernel, for a slightly sharper appearance.
{| class="wikitable"
|+Dithering Gallery
|[[File:Sonic the Hedgehog - Bilinear Sharp.png|thumb|Sonic the Hedgehog - Bilinear Sharp Vert. and Hori.]]
|[[File:Sonic the Hedgehog - Bilinear Soft.png|thumb|Sonic the Hedgehog - Bilinear Soft Vert. and Hori.]]
|[[File:Sonic the Hedgehog - Bilinear Soft w. Scanlines.png|thumb|Sonic the Hedgehog - Bilinear Soft on Vert. only w. Scanlines]]
|}
 
===Custom CRT Masks===
The RT4K allows for the use of custom CRT mask overlays via the [[RetroTINK-4K#Masks|Masks]] menu. This is primarily intended to give an effect similar to CRT shadow, slot and aperture masks that stretch across the screen (as opposed to scanlines, which affect the picture underneath). The RT4K uses mask images and tiles them across the screen to replicate the effect.
 
If you want to make your own CRT Mask, here's what you need to know:
 
* Custom CRT Masks ''must'' be saved as 32-bit .BMP files.
* The maximum dimensions of a CRT Mask image is 16 x 16 pixels. They can be smaller, which will result in denser tiling of the mask across the screen.
* A color value of 128 will be neutral,while 0 will completely black out the corresponding pixel. 255 will double the input value (although this will be clamped).
* Custom CRT Mask images should be stored in the "mask" folder on the SD card.
CRT masks will NOT adhere to the pixel grid like the RT4K's scanlines will. If you want them to adhere to the pixel grid, you'll need to have your shadow mask image match the dimensions of a single upscaled pixel, but this will vary depending on many factors, and so should be paired with a specific Profile you have in mind. Since Mask images have a maximum size of 16x16 pixels, this inherently means that the upscaled pixels of the input image cannot exceed 16x16 pixels in RT4K's output resolution.
 
===Downscaling (pre-scale) Basics===
Downscaling is the act of taking a picture that's one size and reducing it to a lower resolution. This process is essential for applying thicker scanlines to a high resolution image.
 
* '''IMPORTANT''': Downscaling is different from the process of having the RetroTINK-4K output a resolution lower than the source. That can be accomplished with a custom Output Resolution modeline.
 
For HDMI® sources, this will be handled in Advanced Settings > HDMI® Receiver Setup. Input Pixels determines how much the signal is "divided" by (with the number in brackets marking the effective vertical resolution). Output pixels also does something, I've heard. Initial Phase adjusts which pixels "survive" the division.
 
== Community Resources ==
 
=== Community Profiles ===
 
= FAQ / Troubleshooting =
 
=== <u>Hardware Questions</u> ===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is there only 4K output?</strong>
|-
|-
| The RT4K supports any output up to 18Gbps, or 3840x2160p. You have common resolutions available on the remote, and more in the [[RetroTINK-4K#HDMI® Output|HDMI® Output]] menu.
|'''Auto Load DV1'''
|Can be set to "Off" or "On". Automatically loads DV1 profile when DV1 signal is detected.
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable"  
| <strong>Does the RT4K pass through 4k input? Is the input HDMI® 2.1?</strong>
|-
|-
| No. The maximum supported input is 1080p60.
! colspan="2" style="text-align:left;" |Save Profile
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>What is the recommended power for the RT4K?</strong>
|-
|-
| Please use a power supply rated at 5v2A, or 10W, to power the RT4K.
|'''Save Current'''
|}
| Saves the current profile by overwriting the original file on the SD card.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Can I use my TV’s USB port for power?</strong>
|-
|-
| Most TV USB ports do not supply enough power for the RT4K. Please use a power supply rated at 5v2A, or 10W, to power the RT4K.
|'''Save As New'''
 
<!--T:275-->
|Saves the current profile as "New Profile #".
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable"  
| <strong>Does the RT4K use USB-C or Micro USB?</strong>
|-
|-
| The RT4K uses USB-C for power.
! colspan="2" style="text-align:left;" |Assign Profile
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>I see a lot of analog ports! Can any be used for output?</strong>
|-
|-
| The only port used for output is the HDMI® Out port. There are no plans to use the analog ports for output at this time.
|'''Button 1'''
|}
|Sets a specified profile on the SD card to Button 1 on the remote.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
|-
| <strong>Is the RT4K rack mountable?</strong>
|'''Button 2'''
|Sets a specified profile on the SD card to Button 2 on the remote.
|-
|'''Button 3'''
|Sets a specified profile on the SD card to Button 3 on the remote.
|-
|-
| The case is not rack mountable. You may want to search for community members creating their own rack mount solutions.
|'''Button 4'''
|}
|Sets a specified profile on the SD card to Button 4 on the remote.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is there an S-Video or Composite port? If so, where are they?</strong>
|-
|-
| There is a discrete S-Video and Composite port in the front of the device, behind a sliding door. There are other ways to feed S-Video and Composite video to the RT4K; please check the [[RetroTINK-4K#Inputs|Inputs]] section for more information.
|'''Button 5'''
|}
|Sets a specified profile on the SD card to Button 5 on the remote.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>The SCART port is loose! Can I get a return?</strong>
|-
|-
| All modern SCART input ports are sourced from the same factory, and they are all slightly loose and therefore “work as intended.” Please look into a SCART clamp with screws, similar to a VGA cable.
|'''Button 6'''
|}
|Sets a specified profile on the SD card to Button 6 on the remote.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>What kind of memory card should I use?</strong>
|-
|-
| The RT4K comes with an 8GB full-sized SD Card formatted in FAT32. The maximum size supported is 32GB.
|'''Button 7'''
|}
| Sets a specified profile on the SD card to Button 7 on the remote.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is there Wifi?</strong>
|-
|-
| No.
|'''Button 8'''
|}
|Sets a specified profile on the SD card to Button 8 on the remote.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is there Bluetooth?</strong>
|-
|-
| No.
|'''Button 9'''
|}
|Sets a specified profile on the SD card to Button 9 on the remote.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is there surround sound support?</strong>
|-
|-
| The RT4K passes through up to 8 channels LPCM via HDMI®, supports compressed surround sound through optical audio, and passes through DPLII as this is encoded in stereo.
|'''Button 10'''
|}
|Sets a specified profile on the SD card to Button 10 on the remote.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>What’s the VGA Pin Layout?</strong>
|-
|-
| Please see the [[RetroTINK-4K#Inputs|Inputs]] section of the wiki.
|'''Button 11'''
|}
|Sets a specified profile on the SD card to Button 11 on the remote.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>What’s the SCART Pin Layout?</strong>
|-
|-
| Please see the [[RetroTINK-4K#Inputs|Inputs]] section of the wiki
|'''Button 12'''
|}
|Sets a specified profile on the SD card to Button 12 on the remote.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is there ARC / eARC support?</strong>
|-
|-
| The RT4K should work in your ARC or eARC setup as long as it is not plugged into the ARC or eARC port on your TV.
| '''Power Up'''
|Sets a specified profile on the SD card to load when the RT4K is powered up.  
|}
|}


=== <u>Software Questions</u> ===
===GUI - Advanced Settings=== <!--T:276-->
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 
| <strong>Does resetting or updating the unit delete my profiles?</strong>
====[[AV:RetroTINK-4K#Scaling and Cropping|GUI - Scaling/Cropping]]==== <!--T:277-->
{| class="wikitable"  
|-
|-
| Profiles and settings are stored in the SD Card. Barring a complete revamp of the way the RT4K works, your profiles should work between power cycles and updates if they’re saved on the SD Card. Settings do not stay set between power cycles, but you can set a profile to return to when you cycle power or make an update.
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#Input Crop|Input Crop]]
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Can you run emulators on the FPGA?</strong>
|-
|-
| There are currently no plans to support emulators or cores on the RetroTINK-4K hardware itself.
|'''Top Trim'''
|}
|Adjusts trim on the top edge of the picture.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Does the RT4K automatically switch resolution?</strong>
|-
|-
| The RT4K can detect changes in vertical resolution and switch to settings for each resolution. These are: 240p, 480i, 360p (GBI), 480p, 720p, 1080i, 1080p, and one additional custom resolution.
| '''Bottom Trim'''
 
| Adjusts trim on the bottom edge of the picture.
For 240p, 288p, 480i and 576i sources, the RT4K has an experimental feature to automatically detect changes in horizontal resolution. Please see the [[RetroTINK-4K#Sample Rate Detection|Sample Rate Detection]] section of the wiki for more information.
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Does the RT4K automatically switch to a detected source?</strong>
|-
|-
| No. You will have to select your input manually.
|'''Left Trim'''
|}
|Adjusts trim on the left edge of the picture.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is there serial communication support through USB?</strong>
|-
|-
| The hardware is capable, but there is currently no support to communicate through the USB port.
|'''Right Trim'''
|}
|Adjusts trim on the right sedge of the picture.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is there RS232 communication support through the VGA Port?</strong>
|-
|-
| The hardware is capable, but there is currently no support to communicate through the VGA port.
|[[AV:RetroTINK-4K#Vertical Pre-Scale|'''Vert. Pre-Scale''']]
|}
|Reduces the effective vertical resolution of an HDMI® image. Can be set between "1/2" and "1/31".
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Does the RT4K support Game-ID?</strong>
|-
|-
| There is currently no way to communicate information to the RT4K.
|[[AV:RetroTINK-4K#RoTATE|'''RoTATE (Beta)''']]
| Enables image rotation methods.
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable"
| <strong>Does the RT4K support [240p, 480i, 540p,786p, 1080i, 1536p] output? Does it support my HDCRT?</strong>
! colspan="2" style="text-align:left;" | [[AV:RetroTINK-4K#Auto Crop|Auto Crop]]
|-
|-
| The RT4K can support most progressive outputs that do not cross the 18Gbps threshold. If your output is not available in the HDMI® Output section, please create a custom modeline file for that output.
|'''Vertical Only'''
 
| Crops only the top and bottom edges of the image, sets Aspect Correction to "4:3 (PAR)" and Scaling Mode to "Proportional".
At this time, the RT4K does not support interlaced outputs such as 480i or 1080i.
 
Compatibility with your HD-CRT depends on whether they like any of the supported outputs of the RT4K and take HDMI®.
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Can the RT4K record to the SDCard?</strong>
|-
|-
| The RT4K is not a recording device and will not save screenshots or video footage to the SD Card. Please consider buying a capture card for this purpose.
|'''Full Crop to 4:3'''
|}
| Crops all edges of the image, sets Aspect Correction to "4:3 (PAR)" and Scaling Mode to "Proportional".
 
=== <u>Support Questions</u> ===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>My 4K blinks yellow and then turns off!</strong>
|-
|-
| You may have replaced the .rbf file on your memory card. The .rbf file on your SD Card must match the firmware you are currently running. Please download any matching update .bin file and rbf (they should always be together) and do an update of your firmware by holding the reset button on the back and then powering the unit on using the remote.
|'''Full Crop to 16:9'''
| Crops all edges of the image, sets Aspect Correction to "16:9 (PAR)" and Scaling Mode to "Proportional".
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable"  
| <strong>The output is too sharp! It’s too blocky!</strong>
|-
|-
| If you feel the output is too sharp, try the following steps in this order
! colspan="2" style="text-align:left;" | [[AV:RetroTINK-4K#Scaler|Scaler]]
 
# Make your way into the Image Processing menu (press SFX on the remote) and try changing the scaling algorithm to suit your preferences.
# Try activating scanlines in the Image Processing menu and see which suits your needs
# As a last-ditch effort, open the [[RetroTINK-4K#HDMI® Output|HDMI® Out]] menu (press OUT on the remote) and try a lower compatible resolution, and let your TV scale for you.
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>The picture is too bright with HDR on!</strong>
|-
|-
| HDR is for use with [[RetroTINK-4K#Black Frame Insertion (BFI)|Black Frame Insertion]], or [[RetroTINK-4K#Scanlines|Scanlines]] and [[RetroTINK-4K#Masks|CRT Masks]]. if you do not intend to use these, we suggest you turn the HDR setting off.
|[[AV:RetroTINK-4K#Aspect Correction|'''Aspect Correction''']]
|}
|Lets you choose between "4:3 (PAR)", "16:9 (PAR)" and "1:1 (Sq. Pixel)" options.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>The picture is too dark with scanlines!</strong>
|-
|-
| If you do not have HDR turned on, try that first. If you have [[RetroTINK-4K#Black Frame Insertion (BFI)|Black Frame Insertion]] on, try turning that off. If neither option helps, then your TV may not have the sheer brightness to brute force enough brightness through the CRT effects.
| [[AV:RetroTINK-4K#Scaling Mode|'''Scaling Mode''']]
|}
|Lets you choose between "Auto Fill", "Proportional", "Free-Form" and "Auto Fill Integer" options.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>This is way too complicated, is there an "easy mode"?</strong>
|-
|-
| We suggest looking at the [[RetroTINK-4K#Getting Started|Getting Started]] section in the wiki, but we also suggest you look into using [[RetroTINK-4K#Profile Repository|Profiles]] for your use case. We hope using Profiles becomes intuitive for getting your desired picture to your display.
|[[AV:RetroTINK-4K#Scaling Factors (Transform Tools)|'''Vert. Factor''']]
|}
 
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
<!--T:278-->
| <strong>Does this work with the RT5X remote?</strong>
|Adjusts the vertical height of the image. Only available when Scaling Mode is set to "Proportional" or "Free-Form".
|-
|-
| No. Both RT5X remotes are incompatible with the RT4K, and vice-versa.
|[[AV:RetroTINK-4K#Scaling Factors (Transform Tools)|'''Hori. Factor''']]
|}
|Adjusts the Horizontal width of the image. Only available when Scaling Mode is set to "Free-Form".
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>I get picture from my RT4K but not my console?!?</strong>
|-
|-
| If you do get output from the RT4K but no input from your console, try the following:
|[[AV:RetroTINK-4K#Buffer Length|'''Buffer Length''']]
 
|Can be set to "Min. Lag", "1/2 Frame" or "1 Frame". Displays the current detected lag in milliseconds.
# Make sure your input is correctly selected in the RT4K input menu
# Make sure your cable is correctly inserted into its appropriate jack as well as the console.
# Check to see if your console is turned on.
# Try to make sure, if your console has settings, that the appropriate output is selected
#* If you are playing on a PS2, make sure you select YPbPr or RGB in the BIOS menu
#* If you're playing on a console with both HDMI and AV output, you are using output consistent with how you want to connect it to the RT4K
# If you are using a cartridge based console, like the N64, please take a monent to clean the contacts with 90%+ Isopropyl Alcohol and correctly insert the cartridge into the console.
|}
 
=== <u>Compatibility Questions</u> ===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Does the RT4K support Elgato? I heard RetroTINK doesn’t support Elgato.</strong>
|-
|-
| Older Elgato capture cards (typically the HD60 S and older) did not support older RetroTINK devices, such as the RT2X. As long as you feed the capture card a compatible resolution and leave the RT4K in triple buffer mode for maximum compatibility, Elgato capture cards will handle the its output just fine. Note that accurate capture (NOT passthrough) of CRT and LCD effects depends on your capture card's chroma subsampling rate, regardless of its brand, and as a result, most USB capture devices will not provide accurate capture of CRT and LCD effects at 4K.
|[[AV:RetroTINK-4K#Blank Resolution Change|'''Blank Res. Change''']]
|Adds a black frame between resolution changes to mask image glitching. Can be set to "On" or "Off".
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable"
| <strong>It doesn’t work with my 1080p capture card!</strong>
! colspan="2" |[[AV:RetroTINK-4K#Masking Color|Masking Color]]
|-
|-
| The RetroTINK-4K outputs 4K by default. Try outputting 1080p or lower to see if there is a resolution constraint for your capture card.
|'''Red'''
|}
|Adds red to the cropping mask, between 0 and 31.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is there HDCP Support?</strong>
|-
|-
| The RT4K will activate an effect that will obscure video when it detects HDCP is active in your input signal. The RT4K itself does not circumvent HDCP.
|'''Green'''
|}
|Adds green to the cropping mask, between 0 and 31.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Can I use GCVideo Lite cables with my RT4K?</strong>
|-
|-
| The cables do output a signal, but there are [https://twitter.com/Extrems/status/1532483659474915342 other concerns regarding these cables].
|'''Blue'''
|}
|Adds blue to the cropping mask, between 0 and 31.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is the RT4K worth it for consoles from the 8th generation (PS4 / Xbox One) and beyond?</strong>
|-
|-
| You may want to look into using the RT4K on a modern console for the following reasons:
|'''Show'''
 
| Lets you choose between "Cropping Only" and "Always".
* Sharply scaling a console's 1080p output to 4K.
* Adding black frame insertion to decrease motion blur.
* Applying custom post processing effects for retro games on emulators.
* Trying out post processing effects on modern games made with a retro style using built-in pre-scaling features.
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Can I use the RT4K to scale my set top box?</strong>
|-
| If the output is not HDCP encrypted, you should be able to use the RT4K to upscale the image. Be advised: the RT4K is designed to sharply scale the image to another resolution, so you may prefer your display’s scaling to the way the RT4K does it.


You may also want to implement some image processing to allow you to give a more retro look to your content.
====[[AV:RetroTINK-4K#Processing and Effects|GUI - Processing / Effects]] ==== <!--T:279-->
|}
{| class="wikitable"
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
! colspan="2" | [[AV:RetroTINK-4K#Interpolation|Interpolation]]
| <strong>Can I upscale VHS/DVD?</strong>
|-
|-
| Yes, there are [[RetroTINK-4K#Film Mode|settings]] made specifically for deinterlacing content from VHS and DVDs.
|'''Vert. Kernel'''
|}
|Lets you choose between "Bilinear Sharp", "Bilinear Med.", "Bilinear Std.", "Bilinear Soft", "Cubic", "Lanczos2", "Lanczos3", and "Nearest Neighbor".
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is the RT4K compatible with MiSTer DV?</strong>
|-
|-
| If you use direct video with your MiSTer you can use the HDMI® input directly into the RT4K.
|'''Hori. Kernel'''
|}
|Lets you choose between "Bilinear Sharp", "Bilinear Med.", "Bilinear Std.", "Bilinear Soft", "Cubic", "Lanczos2", "Lanczos3", and "Nearest Neighbor".
 
=== <u>Store/Pricing Questions</u> ===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>I want to buy two RT4K’s / How many can I buy?</strong>
|-
|-
| There is currently a limit of 1 per person for purchasing an RT4K unit.
| '''Anti-Ringing'''
|}
|Can be set to "On" or "Off". Only visible on "Lanczos2" and "Lanczos 3".
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is the RT4K really $1,000?</strong>
|-
|-
| The RT4K currently retails for $750 directly from the RetroTINK store.
| '''Linear Light'''
|Can be set to "On" or "Off". When On, the RT4K performs inverse gamma correction at the start of the processing pipeline and all processing is done in the linear light domain.
When Off, The RT4K performs all processing in the gamma domain. Inverse gamma is only applied at the end, if needed, for transformations between different color spaces.
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable"  
| <strong>This is so expensive!</strong>
|-
|-
| The RT5X, RT2X, and RT2XSCART are still actively sold and supported, and will remain the flagship product for Mike Chi for the time being. Please look into those products for your upscaling needs.
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#Scanlines|Scanline]]
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is there a coupon code for the RT4K?</strong>
|-
|-
| No, there are none and there are currently no plans to have one any time soon at the [https://www.retrotink.com/shop RetroTINK store].
|'''Function'''
|}
| Lets you choose between "Off", "Exponential", "Gaussian", "Super Gaussian", "Linear", "Box", "LCD Mono 1", "LCD Mono 2", "LCD BGR", and "LCD RGB". Anything except for "Off" will enable the settings below.  
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
|-
| <strong>When can I expect a price drop/sale? Black Friday? The Big Game?</strong>
|'''Strength'''
|Increases scanline strength from 0 to 99.
|-
|'''Modulation'''
|Increases modulation strength from 0 to 99.
|-
|-
| None of the RetroTINK products have ever gone down in price or gone on sale at the [https://www.retrotink.com/shop RetroTINK store]. Unless there is a major change in the sourcing for the materials used, do not expect a cheaper price.
|'''Pseudo Interlace'''
|}
| Draws scanlines with an interlaced order even if the source is progressive. 2x (i.e. 480p → 960i) doubles the resolution so that no vertical detail is lost but results in thinner scanlines. 1x (i.e. 480p → 480i) results in thicker scanlines but loses half the vertical resolution.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is there a payment plan available?</strong>
|-
|-
| [https://www.retrotink.com RetroTINK.com] does not currently have any payment plans.
|'''Red Bleed'''
|}
|Enables red bleed.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Can I buy a used RT4K?</strong>
|-
|-
| [https://www.retrotink.com RetroTINK.com] does not sell used or refurbished RT4K units.
|'''Red Convergence'''
|}
|Adjusts red convergence from -10 to 10.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>I live in the UK and want a RT4K!</strong>
|-
|-
| Please use the special UK checkout link to purchase a unit directly from the [https://www.retrotink.com/shop RetroTINK store].
|'''Blue Convergence'''
[https://8bitmods.com/ 8bitmods] and [https://gamesconnection.co.uk/ GamesConnection] currently only carry older RetroTINK Products, but there are plans to sell the RT4K in early 2024.
|Adjusts blue convergence from -10 to 10.  
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable"  
| <strong>I don't live in the USA! How can I buy a RT4K??</strong>
|-
|-
| There are currently no international retailers for the RetroTINK-4K. The following stores do sell older RetroTINK products and will stock the RetroTINK-4K in early 2024.
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#Masks|Masks]]
{| class="wikitable mw-collapsible mw-collapsed"
|+ class="nowrap" | International Resellers
|-
|-
! scope="col" | Store
|'''Enable'''
! scope="col" | Country
|Enables the Mask feature, as well as the Strength option. Will not appear to do anything until "Load from File" is used.
|-
|-
! scope="row" | [https://retrostuff.ca/ RetroStuff]
|'''Strength'''
| Canada
|Adjusts the mask strength from -10 to 10.
|-
|-
! scope="row" | [https://dragonbox.de/en/ DragonBox Shop]
|'''Load from File'''
| Germany
|Select a Mask File from the "mask" folder on the SD card.
|}
{| class="wikitable"
|-
|-
! scope="row" | [https://gamesconnection.co.uk/pages/about-us GamesConnection]
! colspan="2" style="text-align:left;" | [[AV:RetroTINK-4K#Horizontal_Blur|Horizontal Blur]]
| UK
|-
|-
! scope="row" | [https://8bitmods.com/ 8bitMods]
|'''Function'''
| UK
| Lets you choose between "Off" and "IIR LPF", enabling the Cut-Off Freq option below.
|-
|-
! scope="row" | [https://consoles4you.ch/ Consoles4You]
|'''Cut-Off Freq'''
| Switzerland
|Adjusts the blur strength from 0.50 MHz to 9.00 MHz, in 0.25 increments.
|}
|}
|}
{| class="wikitable"  
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>I’d like to sell my RT5X to buy an RT4K!</strong>
|-
|-
| While that is your prerogative, if this is because you feel the RetroTINK-5X is obsolete, please know the RT5X is not at end of its life, and will be sold and supported for the foreseeable future.
! colspan="2" style="text-align:left;" | [[AV:RetroTINK-4K#Smoothing|Smoothing]]
|}
 
=== <u>Comparison Questions</u> ===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>My display does nearest neighbor upscaling, why would I need this?</strong>
|-
|-
| The RT4K gives you the flexibility to upscale any resolution to most other resolutions up to 4K in any method you prefer, with sub-frame latency. If your TV does nearest neighbor scaling with 720p then you are very much an outlier.
|'''Algorithm'''
|}
| Enables XBR smoothing. Selects between "Off", "XBR Level 1", and "XBR Level 2".
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>How does this compare to a CRT?</strong>
|-
|-
| CRTs have zero latency, whereas the RT4K will have sub-frame latency plus the latency of your display. While it is fast and near-zero, it is not zero like a CRT.
|'''Noise Threshold'''
 
|Selects between "Off", "Low", "Medium" and "High" settings.
The RT4K does not support light guns the same way a CRT does.
 
A CRT is limited to its slot mask design, while the RT4K allows you to customize your slot masks and scanline effects by simply creating a custom image file.
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>How does this compare to the mClassic?</strong>
|-
| The mClassic only outputs 1080p60, 1440p60 (if that's the native resolution of your display) or 4K30, while the RT4K can output up to 4K60.


The RT4K has a number of sharp and soft scaling algorithms that can be used to adjust the image to your liking.
====[[AV:RetroTINK-4K#Color Correction|GUI - Color Correction]]==== <!--T:280-->
|}
{| class="wikitable"  
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>How does this compare to the 4K Gamer Pro?</strong>
|-
|-
| The 4K Gamer Pro only processes 1080p signals and output them at 4K (other signals are simply passed through), while the RT4K can input and output almost any resolution.
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#Gamma/PQ|Gamma/PQ]]
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Is this better than emulation?</strong>
|-
|-
| If you use well-shielded premium cables and video sources, the RT4K can be indistinguishable from emulation as long as you render the emulator at the same resolution as the source. The RT4K cannot help with how games render their graphics, so you may not get the expected results from early 3D consoles.
|'''Input Factor'''
|}
|Factor used to convert the input from gamma space to linear light. Can be adjusted between 0.1 and 5.00.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>This doesn’t make my game look any better than on my TV</strong>
|-
|-
| Video game scalers do not change the internal rendering resolution of your console, which results in a very sharp upscale of a very low resolution picture. Premium scalers are made to lower input latency and add compatibility for older consoles.
|'''Input Lift'''
|}
|Lift adds an offset to the input gamma conversion. Can be adjusted between -1.00 and 1.00.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Will this scale HDMI faster than my TV?</strong>
|-
|-
| There is some processing done to HDMI inputs, which will be shown in the Scaling/Cropping menu. This means this will add a small, almost miniscule, amount of latency to your game on top of your display.
|'''Input Gain'''
|}
|Gain multiplies the output of the input gamma conversion. Can be adjusted between 0.00 and 10.00.
 
=== <u>Recommendation Questions</u> ===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>What's the best Capture Card to use with the RT4K?</strong>
|-
|-
| We recommend the AVerMedia Live Gamer 4K GC573 for an internal capture card, as it allows for full RGB 4:4:4 capture at 4K60.
|'''Output Factor'''
|}
|Factor used to convert encode the output of the video pipeline back to gamma space. Can be adjusted between 0.10 and 5.00.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>What's the best Best HDMI® Splitter to use with the RT4K?</strong>
|-
|-
| For input, any HDMI® 1.4 10Gbps splitter is suitable. For Output, any HDMI® 2.0 18Gbps splitter is also suitable. As long as it doesn’t process the image there should be no additional latency.
| '''SMPTE 2048 PQ'''
|For HDR output mode, the RT4K uses a perceptual quantizer instead of simple gamma. The control sets the maximum brightness of the PQ in units of nits. Can be adjusted from 250 to 10,000.
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable"
| <strong>What's the best best HDMI® Switch to use with the RT4K?</strong>
! colspan="2" |[[AV:RetroTINK-4K#Color Space Conversion|Color Space Conversion]]
|-
|-
| Any HDMI® 1.4 switch rated at up to 10Gbps is suitable for the input. any HDMI®I 2.0 switch rated at up to 18Gbps is suitable for the output. As long as it doesn’t process the image there should be no additional latency.
|'''Apply Preset'''
|}
|Lets you load a CSC file from the "csc" folder on the SD card. The csc file is a list of presets to quickly apply gamma and conversion matrix.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>What's the best HDMI® Cable to use with the RT4K?</strong>
|-
|-
| Please use any certified HDMI® 2.0 cable rated at 18Gbps.
|'''Custom Matrix'''
|}
|Enables the Input RGB to XYZ conversion matrix.
 
=== <u>Miscellaneous Questions</u> ===
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>I want to use a scaler into the HDMI® input port of the RT4K</strong>
|-
|-
| While this may seem like a good idea, doubling up on scalers is not recommended (including the RetroTINK-5X!). Doubling up on scalers may result in undesirable scaling or suboptimal sampling.
|'''Prevent Clipping'''
The RT4K supports inputs up to 1080p60 so it may work, but the ADC on the RT4K may be better than your current scaler.
|Automatically scale the CSC matrix so that highlights are not lost at the cost of making the image dimmer. Can be set to On or Off.
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>I want to use the mClassic on the RT4K input!</strong>
|-
|-
| While it is not recommended, the RT4K will accept HDMI® input up to 1080p60, which is the typical output of the mClassic.
|'''Saturation'''
|Controls the color intensity. Lowering it turns the image black and white. Raising it makes the colors more intense. Can be set from -1.0 to +1.0.
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
 
| <strong>I want to mClassic the output!</strong>
<!--T:281-->
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#Input RGB to XYZ|Input RGB to XYZ]]
|-
|-
| While it is not recommended, please note the RT4K outputs 4K by default, while the mClassic only accepts up to 1080p as an input. You may need to change the RT4K’s output resolution to make it compatible.
|'''Xo[Rin]'''
|}
|Can be adjusted between -1.75000 to +1.75000.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
|-
| <strong>I want to use 4K Gamer Pro on the RT4K output.</strong>
|'''Xo[Gin]'''
|Can be adjusted between -1.75000 to +1.75000.
|-
|'''Xo[Bin]'''
|Can be adjusted between -1.75000 to +1.75000.
|-
|'''Yo[Rin]'''
|Can be adjusted between -1.75000 to +1.75000.
|-
|'''Yo[Gin]'''
|Can be adjusted between -1.75000 to +1.75000.
|-
|'''Yo[Bin]'''
|Can be adjusted between -1.75000 to +1.75000.
|-
|-
| This is unnecessary, as the RT4K already outputs 4K and allows for sharp scaling.
|'''Zo[Rin]'''
|}
|Can be adjusted between -1.75000 to +1.75000.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>I lost the remote!</strong>
|-
|-
| Please purchase a new remote at the [https://www.retrotink.com/shop RetroTINK store].
|'''Zo[Gin]'''
|}
|Can be adjusted between -1.75000 to +1.75000.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Can I enable HDR on my input?</strong>
|-
|-
| This is possible, but your color mapping will not have any of the intended effects. The unit will work but you will see undesired colors. You should consider turning off HDR at your source and turning on HDR in the output menu.
|'''Zo[Bin]'''
 
|Can be adjusted between -1.75000 to +1.75000.
If HDR from your console is important to you, consider using it directly to your display.
|}
|}
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
{| class="wikitable"
| <strong>I lost my USB Cable!</strong>
! colspan="2" | [[AV:RetroTINK-4K#Advanced Controls|Advanced Controls]]
|-
|-
| The included USB-C is actually not special in any way. You don’t even need data. As long as the cable can charge, you can use any USB-C cable with the RT4K.
|'''Transfer Function'''
|}
|Can be set to "sRGB 0.055", "Rec.601/709 0.099", "SMPTE 240M 0.1115" or "Gamma". The various transfer functions linearize the low-end of the gamma curve to avoid bit loss. "Gamma" uses a simple gamma encoding.
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>Something is wrong with my unit!</strong>
|-
|-
| Please visit the [https://www.discord.gg/jE6deAhjCM RetroTINK Discord] and ask for help in the RetroTINK-4K Help & Support Channel. You should be able to get help from somebody who may have had a similar problem previously.
|'''Bit Crush'''
|}
|Lowers the color depth of the picture. Can be adjusted between "Off" and "7 bits Removed". This is useful to eliminate rounding errors in GBI or to create an artificially lower bit depth effect (similar to posterize in Photoshop).
{| role="presentation" class="wikitable mw-collapsible mw-collapsed"
| <strong>I've checked the Discord channel and they were unable to help me / There is definitely something wrong with my unit after extensive testing!</strong>
|-
|-
| If you purchased your RetroTINK-4K at the [https://www.retrotink.com/shop RetroTINK store], please reply to your order confirmation email.
|'''Dithering'''
 
|Can be set to "On" or "Off". Adds visually imperceptible random noise to the HDMI output to avoid banding and quantization artifacts due to the limit of 8-bit precision.
If you bought the unit from a partner store, please contact their support channels to see how they may help you.
|}
|}


=RetroTINK-4K GUI Map=
====[[AV:RetroTINK-4K#Black Frame Insertion (BFI)|GUI - Black Frame Insertion]]==== <!--T:282-->
The GUI Map lists every single menu and menu item on the RetroTINK-4K, along with a brief description of what it does. For more information on them, click on a header to be taken to the appropriate section on this page.
 
===GUI - Basic Setup===
====[[RetroTINK-4K#Inputs|GUI - Input Selection]]====
More information concerning inputs can be found in the [[RetroTINK-4K#Inputs|Inputs]] section.
 
{| class="wikitable"
{| class="wikitable"
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#Digital Video|HDMI®]]
! colspan="2" |[[AV:RetroTINK-4K#BFI Control|BFI Control]]
|-
|-
|'''HDMI®'''
|'''Strobe'''
|Selects the HDMI® In input.
|Strobe sets the number of times a frame is flashed in the BFI.
|}
{| class="wikitable"
|-
|-
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#Front|Front]]
|'''Blur'''
|Blur sets the duration of each flash in the BFI.
|-
|-
|'''Composite'''
|'''LCD Saver'''
|Selects the front composite input.
|IPS LCD displays may exhibit temporary image retention due to the flashing BFI pattern. LCD saver alternates the phase of the BFI flash to reduce this effect. However you will see a momentary glitch on every inversion.
|-
|-
|'''S-Video'''
|'''Min. BFI Limit'''
|Selects the front s-video input.
|Can be set to "On" or "Off". Default "On". Disabling will disable safety limits for BFI strobe effects. Will prompt an additional warning screen when set to "Off".
|}
|}
{| class="wikitable"
{| class="wikitable"
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#Rear RCA|Rear RCA]]  
! colspan="2" |[[AV:RetroTINK-4K#BFI Color|BFI Color]]
|-
|-
|'''YPbPr'''
|'''Blending Mode'''
|Selects the rear RCA YPbPr input.
|Sets the BFI insertion mode: Black/grey frame, Colored frame, blend to black or blend to color.
|-
|-
|'''RGsB'''
|'''Red'''
|Selects the rear RCA RGsB input.
|Adjusts Red, Green and Blue from 0 to 31.
|-
|-
|'''CVBS on Green'''
|'''Green'''
|Selects the rear RCA CVBS input.
|Adjusts Red, Green and Blue from 0 to 31.  
|-
|-
|'''Blue'''
|Adjusts Red, Green and Blue from 0 to 31.
|}
|}
{| class="wikitable"
 
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#SCART|SCART]]
====[[AV:RetroTINK-4K#Deinterlacer and Film|GUI - Deinterlacer / Film]] ==== <!--T:283-->
{| class="wikitable"
|-
|-
|'''RGBS (75 ohm)'''
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#Mode|Mode]]
|Selects the SCART input and sets it to RGBS
|-
|-
|'''RGsB'''
|'''Algorithm'''  
|Selects the SCART input and sets it to RGsB
|Lets you choose between "Motion Adaptive", "Weave", "Bob", "Linear", "Blend", "CRT Simulation" and "LCD Blending'''*'''".
|-
|-
|'''YPbPr'''
|'''Field Inversion'''
|Selects the SCART input and sets it to YPbPr
|Reverses the fields of 480i signals. Can be set to "Off" or "On".
|}
'''*''' Works with progressive inputs.
{| class="wikitable"
|-
|-
|'''CVBS on Pin 20'''
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#Motion Adaptive Settings|Motion Adaptive Settings]]
|information
|-
|'''Sensitivity'''
|Adjusts the sensitivity of the Motion Adaptive Deinterlacer. Can be set to "Low", "Medium", "High" and "Max". Higher settings result in a more solid image but with more weaving artifacts.
|-
|'''Noise Threshold'''
|Adjusts the noise threshold, at the cost of weaving. Can be adjusted between 0 and 63.
|-
|'''Interpolator'''
|Can be set between "Linear" or "Edge Adaptive".
|-
|-
|'''CBVS on Green'''
|'''Detector'''  
|information
|Can be set to "Zero-lag" or "Symmetric".
|}
{| class="wikitable"
|-
|-
|'''Y/C on Pin 20/Red'''
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#Bob Settings|Bob Settings]]
|information
|-
|-
|'''Offset'''
|Adjusts how far each field is shifted when using the "Bob" Algorithm. Can be set between -3 and +3.
|}
|}
{| class="wikitable"
{| class="wikitable"
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#HD-15|HD-15]]
! colspan="2" |[[AV:RetroTINK-4K#Film Mode|Film Mode]]
|-
|-
|'''RGBHV'''
|'''Inverse Telecine'''
| information
|Enables a detector for "3:2" telecine (24fps content) and "2:2" telecline (30fps content).
|-
|-
|'''RGBS'''
|'''Dejudder 24 Hz'''
|information
|Can be set to "Off" or "On".
|}
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#Cadence Detection|Cadence Detection]]
|-
|-
|'''RGsB'''
|'''Motion Digital'''
|information
|Can be set from 0 to 500.


<!--T:284-->
|-
|-
|'''YPbPr'''
|'''Motion CP'''
|information
| Can be set from 0 to 500.
|-
|-
| '''CBVS on Hsync'''
|'''Motion SDP'''
|information
|Can be set from 0 to 500.
|-
|'''CBVS on Green'''
|information
|-
|'''Y/C on Green/Red'''
|information
|-
|-
|'''Threshold'''
|Can be set from 0 to 500.
|}
|}
====[[RetroTINK-4K#HDMI® Output|GUI - HDMI® Output]]====
 
More information concerning outputs can be found in the [[RetroTINK-4K#Outputs|Outputs]] section.
===GUI - Acquisition=== <!--T:285-->
{| class="wikitable"
 
====[[AV:RetroTINK-4K#HDMI® Receiver|GUI - HDMI® In Receiver]]==== <!--T:286-->
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#Input Decimation|Input Decimation]]
|-
|-
! colspan="2" style="text-align:left;" |Transmitter
|'''Input Pixels'''
|Can be set between "1 (Output: 1)" and "15 (Output: 1)".
|-
|-
|'''[[RetroTINK-4K#HDR|HDR]]'''
|'''Output Pixels'''
|Enables "HDR10 [8-bit]"
|Can be set between 1 and 15.
|-
|-
|'''[[RetroTINK-4K#Colorimetry|Colorimetry]]'''
|'''Initial Phase'''
|Lets you choose between "Auto", "Rec. 709", "Rec. 2020", "Adobe RGB" and "Display-P3".
|Can be set between "1 of X" and "X of X", where "X" what Input Pixels is set to.
With HDR enabled, Rec. 2100 is also available via the "Auto" setting.
|}
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#Colorspace|Colorspace]]
|-
|-
|'''[[RetroTINK-4K#Sync Lock|Sync Lock]]'''
|'''4:2:2 Upsampler'''
|Lets you choose between "Triple Buffer", "Gen 50.0 Hz (x1)" and "Frame 50.0 Hz (x1)".
|Can be set to "Linear" or "Nearest".
|-
|-
|'''[[RetroTINK-4K#Variable Refresh Rate (VRR)|VRR]]'''
|'''Input Range'''
|Lets you choose between "Off" and "FreeSync".
|Can be set to "Auto", "RGB Lim.", "RGB Full", "YCbCr 601", "YCbCr 709", "XUYCC 601", "XUYCC 709", "YCbCR 601 (Full)" or "YCbCR 709 (Full)".
|-
|'''[[RetroTINK-4K#Deep Color|Deep Color]]'''
|Lets you choose between "Off" and "On". Exceeds the HDMI® 2.1 bandwidth spec if used with 4K60 output.
|}
|}
{| class="wikitable"  
{| class="wikitable"
! colspan="2" | [[AV:RetroTINK-4K#MiSTer_DV1|MiSTer DV1]]
|-
|-
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#Output Resolutions|Output Resolution]]
|'''Auto-Decimate'''
|Can be set to "Infoframe", "Measure", or "Off".
|-
|-
|'''4K60'''
|'''Auto-Crop'''
| Sets the output to 3840x2160p at 60 frames per second
|Can be set to "On" or "Off".
|}
{| class="wikitable"
! colspan="2" | [[AV:RetroTINK-4K#A/DAC|A/DAC]]
|-
|-
|'''4K50'''
|'''Enable'''
|Sets the output to 3840x2160p at 50 frames per second
|Can be set to "Off", "NTSC" or "PAL".
|-
|-
|'''1080p60'''
|'''Auto-Decimate'''
|Sets the output to 1920x1080p at 60 frames per second
|Can be set to "On" or "Off".
|}
 
====[[AV:RetroTINK-4K#RGB and Component ADC|GUI - RGB / Component ADC]]==== <!--T:287-->
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#Sampling|Sampling]]
|-
|-
|'''1080p50'''
|'''Samples per Line'''
|Sets the output to 1920x1080p at 50 frames per second
|Adjust the samples per-line of the RGB/Component digital to analog conversion.
|-
|-
|'''1080p100'''
|'''Decimation Factor'''
|Sets the output to 1920x1080p at 100 frames per second
|Divides the samples per line by the decimation factor number.
|-
|-
|'''1440p100'''
|'''Decimation Phase'''
|Sets the output to 2560x1440p at 100 frames per second
|Selects which subdivision of the decimation to display.
|-
|-
|'''1080p120'''
|'''Sub-Phase'''
|Sets the output to 1920x1080p at 120 frames per second
|Adjusts the Sub-Phase in 11.25 increments. Can be set as high as "348.75 deg"
|-
|-
|'''1440p120'''
|'''Anti-Alias LPF'''  
|Sets the output to 2560x1440p at 120 frames per second
|Can be set to "Auto (16MHz)", "9MHz (Strong)", "16 MHz (Med)", "35 MHz (Light)", "95 MHz (Min.)" and "Off".
|-
|'''480p60'''
|Sets the output to 640x480p at 60 frames per second
|}
|}
{| class="wikitable"  
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#Sync (ADC)|Sync]]
|-
|-
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#BFI Control|BFI Control]]
|'''SoG Threshold'''
|Adjusts the Sync on Green Threshold in 11.29 increments. Can be set between "0.00 mV" and "327.42 mV".
|-
|-
|'''Strobe'''  
|'''Pre-coast'''
|information
|Can be set between 1 and 31.
|-
|-
|'''Blur'''
| '''Post-coast'''
|information
|Can be set between 1 and 31.
|-
|-
|'''LCD Saver'''
|'''Wide Tolerance'''
|information
|Can be set to "On" or "Off". On enables extra sync processing to help with 240p and 288p sources, such as arcade boards or NEOGEO, that may have sync issues due to malformed sync pulses.
This should be turned off for normal use as it may cause artifacts for other systems.
|}
|}
==== [[RetroTINK-4K#Profiles|GUI - Profiles]] ====
{| class="wikitable"
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#Gain|Gain]]
|-
|'''Pre-ADC'''
|Adjusts the picture gain. Can be set between -0.7 and +0.8.
|-
|-
! colspan="2" style="text-align:left;" |Load Profile
|'''Red'''
|Adds red to the picture, in increments of 0.008. Can be adjusted between 1.000 and 1.996.
|-
|-
|'''Load From File'''
|'''Green'''
|Loads a chosen profile from the "profile" folder on the SD card.
|Adds green to the picture, in increments of 0.008. Can be adjusted between 1.000 and 1.996.
|-
|-
|'''Load Default'''
|'''Blue'''
|Loads the Default Profile.
| Adds blue to the picture, in increments of 0.008. Can be adjusted between 1.000 and 1.996.
|}
|}
{| class="wikitable"  
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#Offset|Offset]]
|-
|-
! colspan="2" style="text-align:left;" |Save Profile
|'''Red'''
|Can be set between -100 and +100.
|-
|-
| '''Save Current'''
|'''Green'''
|Saves the current profile by overwriting the original file on the SD card.
|Can be set between -100 and +100.
|-
|-
| '''Save As New'''
|'''Blue'''
 
|Can be set between -100 and +100.
|Saves the current profile as "New Profile #".
|}
|}
{| class="wikitable"  
{| class="wikitable"
! colspan="2" | [[AV:RetroTINK-4K#Auto Calibrate|Auto Calibrate]]
|-
|-
! colspan="2" style="text-align:left;" | Assign Profile
|'''Phase'''
|Analyzes the picture to determine the Sub-Phase setting. Works best on detailed images with high contrast details.
|-
|-
|'''Button 1'''
|'''Gain'''
|Sets a specified profile on the SD card to Button 1 on the remote.
|Analyzes the picture to determine the Red, Green and Blue Phase settings. Works best on calibration screens like in the [https://artemiourbina.itch.io/240p-test-suite 240p Test Suite].
|}
 
====[[AV:RetroTINK-4K#Sample Rate Detection|GUI - Sample Rate Detection]]==== <!--T:288-->
{| class="wikitable"
! colspan="2" | [[AV:RetroTINK-4K#Control|Control]]
|-
|'''Auto Dec. Factor'''
| Can be set to "Off" or "On". Enables all other options in the Sample Rate Detection Menu
|-
|-
|'''Button 2'''
|'''Auto Dec. Phase'''
|Sets a specified profile on the SD card to Button 2 on the remote.
|Can be set to "Off" or "Auto".
|-
|-
|'''Button 3'''
|'''Detection Mode'''
|Sets a specified profile on the SD card to Button 3 on the remote.
|Can be set to "Generic Console" or "Saturn". Generic Console covers most systems since they have a fixed video clock. A special Saturn mode is needed due to the Saturn's variable master video clock.
|-
|-
|'''Button 4'''
|'''ADC Sample Rate'''
|Sets a specified profile on the SD card to Button 4 on the remote.
|Manually set the sampling.
|}
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#Progressive Detection & Interlace Detection|Progressive Detection]]
|-
|-
|'''Button 5'''
|'''Enable 1/10'''
|Sets a specified profile on the SD card to Button 5 on the remote.
|Enables 1/10th Progressive Auto Decimation detection.
|-
|-
|'''Button 6'''
|'''Enable 1/8'''
|Sets a specified profile on the SD card to Button 6 on the remote.
|iEnables 1/8th Progressive Auto Decimation detection.
|-
|-
|'''Button 7'''
|'''Enable 1/7'''
|Sets a specified profile on the SD card to Button 7 on the remote.  
|Enables 1/7th Progressive Auto Decimation detection.
|-
|-
|'''Button 8'''
|'''Enable 1/6'''
|Sets a specified profile on the SD card to Button 8 on the remote.
|Enables 1/6th Progressive Auto Decimation detection.
|-
|-
|'''Button 9'''
|'''Enable 1/5'''
|Sets a specified profile on the SD card to Button 9 on the remote.
|Enables 1/5th Progressive Auto Decimation detection.
|-
|-
|'''Button 10'''
|'''Enable 1/4'''
|Sets a specified profile on the SD card to Button 10 on the remote.
|Enables 1/4th Progressive Auto Decimation detection.
|}
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#Progressive Detection & Interlace Detection|Interlaced Detection]]
|-
|-
|'''Button 11'''
|'''Enable 1/10'''
|Sets a specified profile on the SD card to Button 11 on the remote.
|Enables 1/10th Interlaced Auto Decimation detection.
|-
|-
|'''Button 12'''
|'''Enable 1/8'''
|Sets a specified profile on the SD card to Button 12 on the remote.
|Enables 1/8th Interlaced Auto Decimation detection.
|-
|-
|'''Power Up'''
|'''Enable 1/7'''
|Sets a specified profile on the SD card to load when the RT4K is powered up.
|Enables 1/7th Interlaced Auto Decimation detection.
|}
|-
|'''Enable 1/6'''
|Enables 1/6th Interlaced Auto Decimation detection.
|-
|'''Enable 1/5'''
|Enables 1/5th Interlaced Auto Decimation detection.
|-
|'''Enable 1/4'''
|Enables 1/4th Interlaced Auto Decimation detection.
|}


=== GUI - Advanced Settings ===
====[[AV:RetroTINK-4K#SDP Decoder|GUI - SDP Decoder]]==== <!--T:289-->
 
{| class="wikitable"
====[[RetroTINK-4K#Scaling and Cropping|GUI - Scaling/Cropping]]====
! colspan="2" |[[AV:RetroTINK-4K#Gain and Balance|Gain / Balance]]
{| class="wikitable"  
|-
|-
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#Input Crop|Input Crop]]
|'''Brightness'''
|Adjusts the brightness level of an SDP source. Can be set from "-100" to "+100". Default is "0".
|-
|-
|'''Top Trim'''
|'''Contrast'''
|Adjusts trim on the top edge of the picture.
|Adjusts the contrast level of an SDP source. Can be set from "-100" to "+100". Default is "0".
|-
|-
|'''Bottom Trim'''
|'''Chroma'''
|Adjusts trim on the bottom edge of the picture.
|Adjusts the level of chroma, aka saturation, of an SDP source. Can be set from "-100" to "+100". Default is "0".
|-
|-
|'''Left Trim'''
|'''Phase'''
|Adjusts trim on the left edge of the picture.
|Adjusts the green/magenta tint of an SDP source. Can be set from "-100" to "+100". Default is "0".
|-
|-
|'''Right Trim'''
|'''Blue Only'''
|Adjusts trim on the right sedge of the picture.
|Only allows the blue channel of the video signal to be displayed for calibration purposes. Can be set to "On" or "Off". Default is "Off".
|-
|-
|[[RetroTINK-4K#Vertical Pre-Scale|'''Vert. Pre-Scale''']]
|'''Setup'''
| Reduces the effective vertical resolution of an HDMI® image. Can be set between "1/2" and "1/31".
|Chooses the black level the SDP signal. Can be set to "0 IRE" or "7.5 IRE". Default is "0".
|-
|[[RetroTINK-4K#RoTATE|'''RoTATE (Beta)''']]
|information
|}
|}
{| class="wikitable"
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#CP Auto Crop|CP Auto Crop]]
! colspan="2" |[[AV:RetroTINK-4K#2D Processing|2D Processing]]  
|-
|-
|'''Vertical Only'''
|'''2D Y/C Filter'''
|Crops only the top and bottom edges of the image, sets Aspect Correction to "4:3 (PAR)" and Scaling Mode to "Proportional".
|Chooses the 2D method used to separate luma from chroma in composite video sources. Can be set to "Notch", "2D Adaptive", "2D Fixed".
|-
|-
|'''Full Crop to 4:3'''
|'''2D Bandwidth'''
|Crops all edges of the image, sets Aspect Correction to "4:3 (PAR)" and Scaling Mode to "Proportional".
| Determines how much detail to try to preserve when separating luma and chroma components using 2D comb filtering. Higher bandwidth maintains more detail but also introduces more artifacts. Can be toggled between "Low" and "High" settings.
|-
|-
|'''Full Crop to 16:9'''
|'''Chroma Bandwidth'''
|Crops all edges of the image, sets Aspect Correction to "16:9 (PAR)" and Scaling Mode to "Proportional".
| Controls a low pass filter on the chroma signal, may help to remove rainbowing and other artifacts.Can be set to "Low" or "High".
|}
{| class="wikitable"  
|-
|-
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#Scaler|Scaler]]
|'''PAL Delay Line'''
| the fuck if I know
|-
|-
|[[RetroTINK-4K#Aspect Correction|'''Aspect Correction''']]
|'''Sharpness'''
|Lets you choose between "4:3 (PAR)", "16:9 (PAR)" and "1:1 (Sq. Pixel)" options.
| Artificially sharpens the image. Can be set between "0" and "15".
|-
|-
|[[RetroTINK-4K#Scaling Mode|'''Scaling Mode''']]
|'''CTIE'''
|Lets you choose between "Auto Fill", "Proportional", "Free-Form" and "Auto Fill Integer" options.
| CTIE sharpens the chroma channels using the luma channel as a guide. Can be set between "0" to "3".
|}
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#3D Processing|3D Processing]]
|-
|-
|'''Vert. Factor'''
|'''3D Comb Enable'''
 
|Enables (On) or disables (Off) the 3D Comb filter algorithm.
|Adjusts the vertical height of the image. Only available when Scaling Mode is set to "Proportional" or "Free-Form".
|-
|-
|'''Hori. Factor'''
|'''Noise Threshold'''
|Adjusts the Horizontal width of the image. Only available when Scaling Mode is set to "Free-Form".
|"Default", "Low", "Medium", "High".
|}
|}
{| class="wikitable"  
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#Sync (SDP)|Sync]]
|-
|-
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#Buffer|Buffer]]
|'''H-Lock Speed'''
|Adjusts how quickly the RetroTINK-4K syncs and locks onto a composite signal. Can be set to "Auto", "Slow", "Medium", and "Fast".
|-
|-
|'''Length'''
|'''Standard'''
|Displays the current lag in milliseconds. Can be set to "Min. Lag", "1/2 Frame" or "1 Frame".
|Changes the analog signal standard for composite video decoding. Can be set to "Auto", "NTSC", "PAL", "SECAM", "NTSC-443", "PAL-M", "PAL-N" and "PAL-60".
|}
|}
{| class="wikitable"
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Masking Color|Masking Color]]
! colspan="2" | [[AV:RetroTINK-4K#Enhanced_S-Video|Enhanced S-Video]]
|-
|-
|'''Red'''
|'''Chroma Shift'''
|Adds red to the cropping mask, between 0 and 31.
|Adjusts the horizontal alignment of the chroma signal when using Enhanced S-Video mode. Can be set from "-100" to "100" Default is "0".
|}
 
====[[AV:RetroTINK-4K#Audio Input|GUI - Audio Input]]==== <!--T:290-->
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#Sampling (Audio)|Sampling]]
|-
|-
|'''Green'''
|'''Sample Rate'''
|Adds green to the cropping mask, between 0 and 31.
|Can be set to "48 kHz" or '96 kHz".
|-
|-
|'''Blue'''
|'''Pre-amp Gain'''
|Adds blue to the cropping mask, between 0 and 31.
|Can be set between "-24.0 dB" and "+28.0 dB" in 0.5 increments.  
|-
|'''Show'''
|Lets you choose between "Cropping Only" and "Always".
|}
|}
====[[RetroTINK-4K#Processing and Effects|GUI - Processing / Effects]]====
{| class="wikitable"
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Interpolation|Interpolation]]
! colspan="2" |[[AV:RetroTINK-4K#Source|Source]]
|-
|-
|'''Vert. Kernel'''
|'''Input Override'''
|Lets you choose between "Bilinear Sharp", "Bilinear Med.", "Bilinear Std.", "Bilinear Soft", "Cubic", "Lanczos2", "Lanczos3", "Sinc", and "None".
| Manually changed the audio input to another source. Can be set to "Off", "RCA", "HD-15", "SCART", "Front" or "S/PDIF".
|-
|-
|'''Hori. Kernel'''
|'''Input Swap'''
|Lets you choose between "Bilinear Sharp", "Bilinear Med.", "Bilinear Std.", "Bilinear Soft", "Cubic", "Lanczos2", "Lanczos3", "Sinc", and "None".
|Can be set to "Mono (Left)", "Mono (Right)" or "L/R Swap".
|-
|'''Anti-Ringing'''
|Can be set to "On" or "Off". Only visible on "Lanczos2" and "Lanczos 3".
|}
|}
===[[AV:RetroTINK-4K#System|GUI - System]]=== <!--T:291-->
====[[AV:RetroTINK-4K#OSD and Firmware|GUI - OSD / Firmware]]==== <!--T:292-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
! colspan="2" style="text-align:left;" | [[RetroTINK-4K#Scanlines|Scanline]]
! colspan="2" style="text-align:left;" |[[AV:RetroTINK-4K#OSD and Firmware|On Screen Display]]
|-
|-
|'''Function'''
|'''Position'''
|Lets you choose between "Off", "Exponential", "Gaussian", "Super Gaussian", "Linear", "Box", "LCD Mono" and "LCD RGB". Anything except for "Off" will enable the settings below.
|Can be set to "Left", "Center" and "Right".
|-
|-
|'''Strength'''
|'''Auto-Off'''
|Increases scanline strength from 0 to 99.
|Sets the time the menu will disable after inactivity. Can be set up to "100 sec" in 10 sec increments.
|-
|-
|'''Modulation'''
|'''Load Banner'''
|Increases modulation strength from 0 to 99.
|Loads a menu banner from the "image" folder on the SD card.
|-
|-
|'''Red Bleed'''
|'''Hide Input Res'''
|Enables red bleed.
|Can be set to "On" or "Off".
|-
|-
|'''Red Convergence'''
|'''Enable Debug OSD'''
|Adjusts red convergence from -10 to 10.
|Permenantly displays one of the debug OSDs on the screen. Can be set to "Off", "Status Pg 1", "Status Pg 2", "Status Pg 3" or "Console".
|}
{| class="wikitable"
! colspan="2" |[[AV:RetroTINK-4K#Firmware Updates|Firmware Update]]
|-
|-
|'''Blue Convergence'''
|'''Check SD Card'''
|Adjusts blue convergence from -10 to 10.
|Checks the SD card for update files stored in the SD card's root directory. If multiple firmware files are present, the most recent one will be chosen.
|}
|}
{| class="wikitable"  
 
===GUI - Device=== <!--T:293-->
 
====[[AV:RetroTINK-4K#Status|GUI - Status]]==== <!--T:294-->
{| class="wikitable"
![[AV:RetroTINK-4K#Status|Status]]
|-
|-
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#Masks|Mask]]
|Lets one display one of three System Status pages relating to the RT4K.
|-
|'''Enable'''
|Enables the Mask feature, as well as the Strength option. Will not appear to do anything until "Load from File" is used.
|-
|'''Strength'''
|Adjusts the mask strength from -10 to 10.
|-
|'''Load from File'''
|Select a Mask File from the "mask" folder on the SD card.
|}
|}
====GUI - System Status Page 1==== <!--T:295-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#Horizontal Blur|Horizontal Blur]]
! colspan="2" style="text-align:left;" |Video Source
|-
|-
|'''Function'''
|'''Video Source'''
|Lets you choose between "Off" and "IIR LPF", enabling the Cut-Off Freq option below.
|CP Proc. (I assume CP Proc will change based on selection)
|-
|'''Input Timing'''
|information
|-
|'''Pixel Clock'''
|information
|-
|'''Freq'''
|information
|-
|-
|'''Cut-Off Freq'''
|'''Detected Mode'''
|Adjusts the blur strength from 0.50 MHz to 9.00 MHz, in 0.25 increments.
|information
|}
|}
==== [[RetroTINK-4K#Color Correction|GUI - Color Correction]] ====
{| class="wikitable"  
{| class="wikitable"  
|-
|-
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#Gamma/PQ|Gamma/PQ]]
! colspan="2" style="text-align:left;" ! |Audio Input
|-
|-
|'''Input Factor'''
|'''Audio Input'''
|Can be adjusted between 0.99 and 5.00.
|I2S (I assume will change based on audio input)
|-
|-
|'''Input Lift'''
|'''Measured Freq'''
|Can be adjusted between -1.00 and 1.00.
|information
|-
|-
|'''Input Gain'''
|'''Measured Freq'''
|Can be adjusted between 0.00 and 10.00.
|information
|-
|-
|'''Output Factor'''
|'''HDMI® N / CTS'''
|Can be adjusted between 0.10 and 5.00.
|information
|-
|'''SMPTE 2048 PQ'''
| information
|}
|}
{| class="wikitable"
{| class="wikitable"  
! colspan="2" |[[RetroTINK-4K#Color Space Conversion|Color Space Conversion]]
|-
|-
|'''Custom Matrix'''
! colspan="2" style="text-align:left;" |FPGA Core
|Enables the Input RGB to XYZ options below.
|-
|-
|'''Load from SD'''
|'''Scaler Clock'''
|Lets you load a CSC file from the "csc" folder on the SD card.
|information
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Input RGB to XYZ|Input RGB to XYZ]]
|-
|-
|'''Xo[Rin]'''
|'''PLL VCO'''
|Can be adjusted between -1.75000 to +1.75000.
|information
|-
|-
|'''Xo[Gin]'''
|'''Pipeline'''
|Can be adjusted between -1.75000 to +1.75000.
|information
|-
|-
|'''Xo[Bin]'''
|'''SDRAM Clock'''
|Can be adjusted between -1.75000 to +1.75000.
|information
|-
|-
|'''Yo[Rin]'''
|'''SDRAM Load'''
|Can be adjusted between -1.75000 to +1.75000.
|information
|}
{| class="wikitable"
|-
|-
|'''Yo[Gin]'''
! colspan="2" style="text-align:left;" |HDMI® Transmitter
|Can be adjusted between -1.75000 to +1.75000.
|-
|-
|'''Yo[Bin]'''
|'''Output Timing'''
|Can be adjusted between -1.75000 to +1.75000.
|information
|-
|-
|'''Zo[Rin]'''
|'''Active Size'''
|Can be adjusted between -1.75000 to +1.75000.
|information
|-
|-
|'''Zo[Gin]'''
|'''Pixel Clock'''
|Can be adjusted between -1.75000 to +1.75000.
|information
|-
|-
|'''Zo[Bin]'''
|'''HDMI® Standard'''
|Can be adjusted between -1.75000 to +1.75000.
|information
|}
|}
{| class="wikitable"
{| class="wikitable"  
! colspan="2" |[[RetroTINK-4K#Advanced Controls|Advanced Controls]]
|-
|-
|'''Bit Crush'''
! colspan="2" style="text-align:left;" |PIC32MX MCU
|Lowers the color depth of the picture. Can be adjusted between "Off" and "7 bits Removed".
|-
|-
|'''Saturation'''
|'''System Clock'''
|Increases or decreases image saturation. can be adjusted between -1.00 and +1.00.
|information
|-
|-
|'''Transfer Function'''
|'''Uptime'''
|Can be set to "sRGB 0.055", "Rec.601/709 0.099", "SMPTE 240M 0.1115" or "Gamma".
|information
|}
 
==== [[RetroTINK-4K#Black Frame Insertion (BFI)|GUI - Black Frame Insertion]] ====
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#BFI Control|BFI Control]]
|-
|-
|'''Strobe'''
|'''Loop Time'''
|information
|information
|-
|-
|'''Blur'''
|'''Last IR Code'''
|information
|information
|-
|-
|'''LCD Saver'''
|'''SD Card Free'''
|information
|information
|}
|}
{| class="wikitable"
 
! colspan="2" |[[RetroTINK-4K#BFI Color|BFI Color]]
====GUI - System Status Page 2==== <!--T:296-->
{| class="wikitable"  
|-
|-
|'''Blending Mode'''
! colspan="2" |HDMI® Input Protocol Analyzer
|Lets you choose between "Solid" and "Alpha".
|-
|-
|'''Red'''
|'''TMDS'''
|Adjusts Red, Green and Blue from 0 to 31.
|information
|-
|-
|'''Green'''
|'''Mode'''
|Adjusts Red, Green and Blue from 0 to 31.
|information
|-
|-
|'''Blue'''
|'''Resolution'''
|Adjusts Red, Green and Blue from 0 to 31.
|information
|}
 
====[[RetroTINK-4K#Deinterlacer and Film|GUI - Deinterlacer / Film]]====
{| class="wikitable"
|-
|-
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#Mode|Mode]]
|'''Colorspace'''
|information
|-
|-
|'''Algorithm'''
|'''H. Timing'''
|Lets you choose between "Motion Adaptive", "Weave", "Bob", "Linear", "Blend", "CRT Simulation" and "LCD Blending".  
|Front Porch, Sync (Polarity), Back Porch, Active.
|-
|-
|'''Field Inversion'''
|'''V. Timing (F0)'''
|Reverses the fields of 480i signals. Can be set to "Off" or "On".
|Front Porch, Sync (Polarity), Back Porch, Active, Total.
|}
{| class="wikitable"
|-
|-
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#Motion Adaptive Settings|Motion Adaptive Settings]]
|'''V. Timing (F1)'''
|information
|-
|-
|'''Sensitivity'''
|'''Audio'''
|Adjusts the sensitivity of the Motion Adaptive Deinterlacer. Can be set to "Low", "Medium", "High" and "Max". Higher settings result in a more solid image but with more weaving artifacts.
|information
|-
|-
|'''Noise Threshold'''
|'''AVI Infoframe'''
|Adjusts the noise threshold, at the cost of weaving. Can be adjusted between 0 and 63.
|information
|-
|-
|'''Interpolator'''
|'''Aud. Infoframe'''
|Choose which field to prioritize. Can be set to "Average", "Bottom Field" and "Upper Field"
|information
|-
|-
|'''Detector'''
|'''VS Infoframe'''
|Can be set to "Zero-lag" or "Symmetric".
|information
|}
|-
|'''ACP Infoframe'''
|information
|}
 
====GUI - System Status Page 3==== <!--T:297-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#Bob Settings|Bob Settings]]
! colspan="2" |HDMI® TX Information
|-
|-
|'''Offset'''
|'''TX Mode'''
|Adjusts how far each field is shifted when using the "Bob" Algorithm. Can be set between -3 and +3.
|information
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Film Mode|Film Mode]]
|-
|-
|'''Inverse Telecine'''
|'''Hot Plug'''
|Enables a detector for "3:2" telecine (24fps content) and "2:2" telecline (30fps content).
|information
|-
|-
|'''Dejudder 24 Hz'''
|'''Scrambling'''
|Can be set to "Off" or "On".
|information
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Cadence Detection|Cadence Detection]]
|-
|-
|'''Motion Digital'''
|'''Clock Factor'''
|Can be set from 0 to 500.
|information
|-
|'''Motion CP'''
|Can be set from 0 to 500.
|-
|-
|'''Motion SDP'''
|'''Ch 0 Error'''
|Can be set from 0 to 500.
|information
|-
|'''Ch 1 Error'''
|information
|-
|'''Ch 2 Error'''
|information
|-
|-
|'''Threshold'''
|'''Sink EDID Dump'''
|Can be set from 0 to 500.
|information
|}
|}


=== GUI - Acquisition ===
====[[AV:RetroTINK-4K#Diagnostic Console|GUI - Diagnostic Console]]==== <!--T:298-->
 
==== [[RetroTINK-4K#HDMI® Receiver|GUI - HDMI® In Receiver]] ====
{| class="wikitable"
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Input Decimation|Input Decimation]]
![[AV:RetroTINK-4K#Diagnostic Console|Diagnostic Console]]
|-
|-
|'''Input Pixels'''
|Displays a diagnostic console screen regarding HDMI® In TX channels.
|Can be set between "1 (Output: 1)" and "15 (Output: 1)".
|-
|'''Output Pixels'''
|Can be set between 1 and 15.
|-
|'''Initial Phase'''
|Can be set between "1 of X" and "X of X", where "X" what Input Pixels is set to.
|}
|}
====[[AV:RetroTINK-4K#About|GUI - About]]==== <!--T:299-->
{| class="wikitable"
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Colorspace|Colorspace]]
! colspan="2" |[[AV:RetroTINK-4K#About|About]]
|-
|'''About'''
|Displays the name of the device, the firmware version, and the Device ID.
|-
|-
|'''4:2:2 Upsampler'''
|'''Resources'''
|Can be set to "Linear" or "Nearest".
|Displays the URLs for the RetroTINK website, Discord channel, and the RetroTINK-4K wiki page.
|-
|-
|'''Input Range'''
|'''Thanks!'''
|Can be set to "Auto", "RGB Lim.", "RGB Full", "YCbCr 601", "YCbCr 709", "XUYCC 601", "XUYCC 709", "YCbCR 601 (Full)" or "YCbCR 709 (Full)".
|Displays a list of RetroTINK-4K development members that Mike Chi wanted to thank.
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Misc.|Misc.]]
|-
|'''A/DAC Mode'''
|Can be set to "Off", "NTSC" or "PAL".
|}
|}


==== [[RetroTINK-4K#RGB and Component ADC|GUI - RGB / Component ADC]] ====
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Sampling|Sampling]]
|-
|'''Samples per Line'''
|Manually set the sampling.
|-
|'''Decimation Factor'''
|Can be set to between 2 and 16.
|-
|'''Decimation Phase'''
|Value range matches the Decimation Factor.
|-
|'''Sub-Phase'''
|Adjusts the Sub-Phase in 11.25 increments. Can be set as high as "348.75 deg"
|-
|'''Anti-Alias LPF'''
|Can be set to "Auto (16MHz)", "9MHz (Strong)", "16 MHz (Med)", "35 MHz (Light)", "95 MHz (Min.)" and "Off".
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Sync (ADC)|Sync]]
|-
|'''SoG Threshold'''
|Adjusts the Sync on Green Threshold in 11.29 increments. Can be set between "0.00 mV" and "327.42 mV".
|-
|'''Pre-coast'''
|Can be set between 1 and 31.
|-
|'''Post-coast'''
|Can be set between 1 and 31.
|-
|'''Slow-lock'''
|Gives more time to lock onto Sync on Green. Can be set to "Off" or "On".
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Gain|Gain]]
|-
|'''Pre-ADC'''
|Adjusts the picture gain. Can be set between -0.7 and +0.8.
|-
|'''Red'''
|Adds red to the picture, in increments of 0.008. Can be adjusted between 1.000 and 1.996.
|-
|'''Green'''
|Adds green to the picture, in increments of 0.008. Can be adjusted between 1.000 and 1.996.
|-
|'''Blue'''
|Adds blue to the picture, in increments of 0.008. Can be adjusted between 1.000 and 1.996.
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Offset|Offset]]
|-
|'''Red'''
|Can be set between -100 and +100.
|-
|'''Green'''
|Can be set between -100 and +100.
|-
|'''Blue'''
|Can be set between -100 and +100.
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Auto Calibrate|Auto Calibrate]]
|-
|'''Phase'''
|Analyzes the picture to determine the Sub-Phase setting. Works best on detailed images with high contrast details.
|-
|'''Gain'''
|Analyzes the picture to determine the Red, Green and Blue Phase settings. Works best on calibration screens like in the [https://artemiourbina.itch.io/240p-test-suite 240p Test Suite].
|}


==== [[RetroTINK-4K#Sample Rate Detection|GUI - Sample Rate Detection]] ====
 
{| class="wikitable"
<!--T:300-->
! colspan="2" |[[RetroTINK-4K#Control|Control]]
|-
|'''Auto Dec. Factor'''
|Can be set to "Off" or "On". Enables all other options in the Sample Rate Detection Menu
|-
|'''Auto Dec. Phase'''
|Can be set to "Off" or "Auto".
|-
|'''ADC Sample Rate'''
|Manually set the sampling.
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Progressive Detection|Progressive Detection]]
|-
|'''Enable Sample Rate A'''
|information
|-
|'''Enable Sample Rate B'''
|information
|-
|'''Enable Sample Rate C'''
|information
|-
|'''Enable Sample Rate D'''
|information
|-
|'''Enable Sample Rate E'''
|information
|-
|'''Enable Sample Rate F'''
|information
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Interlaced Detection|Interlaced Detection]]
|-
|'''Enable Sample Rate A'''
|information
|-
|'''Enable Sample Rate B'''
|information
|-
|'''Enable Sample Rate C'''
|information
|-
|'''Enable Sample Rate D'''
|information
|-
|'''Enable Sample Rate E'''
|information
|-
|'''Enable Sample Rate F'''
|information
|}
 
==== [[RetroTINK-4K#SDP Decoder|GUI - SDP Decoder]] ====
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Gain and Balance|Gain / Balance]]
|-
|'''Brightness'''
|information
|-
|'''Contrast'''
|information
|-
|'''Chroma'''
|information
|-
|'''Phase'''
|information
|-
|'''Blue Only'''
|information
|-
|'''Setup'''
|information
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Processing|Processing]]
|-
|'''Y/C Filter'''
|information
|-
|'''Comb Bandwidth'''
|information
|-
|'''Chroma Badwidth'''
|information
|-
|'''Sharpness'''
|information
|-
|'''CTIE'''
|information
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Sync (SDP)|Sync]]
|-
|'''H-Lock Speed'''
|information
|-
|'''Standard'''
|information
|}
==== [[RetroTINK-4K#Audio Input|GUI - Audio Input]] ====
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Sampling (Audio)|Sampling]]
|-
|'''Sample Rate'''
|Can be set to "48 kHz" or '96 kHz".
|-
|'''Pre-amp Gain'''
|Can be set between "-24.0 dB" and "+28.0 dB" in 0.5 increments.
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Source|Source]]
|-
|'''Input Override'''
|Manually changed the audio input to another source. Can be set to "Off", "RCA", "HD-15", "SCART", "Front" or "S/PDIF".
|-
|'''Input Swap'''
|Can be set to "Mono (Left)", "Mono (Right" or "L/R Swap".
|}
 
=== [[RetroTINK-4K#System|GUI - System]] ===
 
==== [[RetroTINK-4K#OSD and Firmware|GUI - OSD / Firmware]] ====
{| class="wikitable"
|-
! colspan="2" style="text-align:left;" |[[RetroTINK-4K#OSD and Firmware|On Screen Display]]
|-
|'''Position'''
|Can be set to "Left", "Center" and "Right".
|-
|'''Auto-Off'''
|Sets the time the menu will disable after inactivity. Can be set up to "100 sec" in 10 sec increments.
|-
|'''Load Banner'''
|Loads a menu banner from the "image" folder on the SD card.
|-
|'''Enable Debug OSD'''
|Permenantly displays one of the debug OSDs on the screen. Can be set to "Off", "Status Pg 1", "Status Pg 2", "Status Pg 3" or "Console".
|}
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#Firmware Updates|Firmware Update]]
|-
|'''Check SD Card'''
|Checks the SD card for update files stored in the SD card's root directory. If multiple firmware files are present, the most recent one will be chosen.
|}
 
=== GUI - Device ===
 
==== [[RetroTINK-4K#Status|GUI - Status]] ====
{| class="wikitable"
![[RetroTINK-4K#Status|Status]]
|-
|Lets one display one of three System Status pages relating to the RT4K.
|}
 
===== GUI - System Status Page 1 =====
{| class="wikitable"
|-
! colspan="2" style="text-align:left;" |Video Source
|-
|'''Video Source'''
|CP Proc. (I assume CP Proc will change based on selection)
|-
|'''Input Timing'''
|information
|-
|'''Pixel Clock'''
|information
|-
|'''Freq'''
|information
|-
|'''Detected Mode'''
|information
|}
{| class="wikitable"
|-
! colspan="2" style="text-align:left;" ! |Audio Input
|-
|'''Audio Input'''
|I2S (I assume will change based on audio input)
|-
|'''Measured Freq'''
|information
|-
|'''Measured Freq'''
|information
|-
|'''HDMI® N / CTS'''
|information
|}
{| class="wikitable"
|-
! colspan="2" style="text-align:left;" |FPGA Core
|-
|'''Scaler Clock'''
|information
|-
|'''PLL VCO'''
|information
|-
|'''Pipeline'''
|information
|-
|'''SDRAM Clock'''
|information
|-
|'''SDRAM Load'''
|information
|}
{| class="wikitable"
|-
! colspan="2" style="text-align:left;" |HDMI® Transmitter
|-
|'''Output Timing'''
|information
|-
|'''Active Size'''
|information
|-
|'''Pixel Clock'''
|information
|-
|'''HDMI® Standard'''
|information
|}
{| class="wikitable"
|-
! colspan="2" style="text-align:left;" |PIC32MX MCU
|-
|'''System Clock'''
|information
|-
|'''Uptime'''
|information
|-
|'''Loop Time'''
|information
|-
|'''Last IR Code'''
|information
|-
|'''SD Card Free'''
|information
|}
 
===== GUI - System Status Page 2 =====
{| class="wikitable"
|-
! colspan="2" |HDMI® Input Protocol Analyzer
|-
|'''TMDS'''
|information
|-
|'''Mode'''
|information
|-
|'''Resolution'''
|information
|-
|'''Colorspace'''
|information
|-
|'''H. Timing'''
|information
|-
|'''V. Timing (F0)'''
|information
|-
|'''V. Timing (F1)'''
|information
|-
|'''Audio'''
|information
|-
|'''AVI Infoframe'''
|information
|-
|'''Aud. Infoframe'''
|information
|-
|'''VS Infoframe'''
|information
|-
|'''ACP Infoframe'''
|information
|}
 
===== GUI - System Status Page 3 =====
{| class="wikitable"
|-
! colspan="2" |HDMI® TX Information
|-
|'''TX Mode'''
|information
|-
|'''Hot Plug'''
|information
|-
|'''Scrambling'''
|information
|-
|'''Clock Factor'''
|information
|-
|'''Ch 0 Error'''
|information
|-
|'''Ch 1 Error'''
|information
|-
|'''Ch 2 Error'''
|information
|-
|'''Sink EDID Dump'''
|information
|}
 
====[[RetroTINK-4K#Diagnostic Console|GUI - Diagnostic Console]]====
to do
{| class="wikitable"
![[RetroTINK-4K#Diagnostic Console|Diagnostic Console]]
|-
|Displays a diagnostic console screen regarding HDMI® In TX channels.
|}
 
====[[RetroTINK-4K#About|GUI - About]]====
{| class="wikitable"
! colspan="2" |[[RetroTINK-4K#About|About]]
|-
|'''About'''
|Displays the name of the device, the firmware version, and the Device ID.
|-
|'''Resources'''
|Displays the URLs for the RetroTINK website, Discord channel, and the RetroTINK-4K wiki page.
|-
|'''Thanks!'''
|Displays a thank you message from Mike Chi to the user.
|}
 
===bullshit===
{| class="wikitable"
|-
! colspan="2" | RetroTINK-4K - 1.0 Release SD Card Profiles
|- style="font-weight:bold;"
| colspan="2" | profile\_CRT Emulation\Basic HDR CRT\
|-
| BVM 1000 TVL.rt4
|
|-
| Consumer Slot Mask.rt4
|
|-
| Consumer Trinitron.rt4
|
|-
| GBI 360p RGB LCD.rt4
|
|-
| Hi-Res Dot Mask.rt4
|
|-
| PVM 600 TVL.rt4
|
|-
| SNES SGB Mono LCD.rt4
|
|-
| SNES SGB RGB LCD.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\_CRT Emulation\Kuro Houou - CRT Model Emulation\
|-
| JVC TM-H150CG - 4K HDR BFI.rt4
|
|-
| JVC TM-H150CG - 4K HDR.rt4
|
|-
| JVC TM-H1950CG - 4K HDR BFI.rt4
|
|-
| JVC TM-H1950CG - 4K HDR.rt4
|
|-
| Sony KV-FV310 - 4K HDR BFI.rt4
|
|-
| Sony KV-FV310 - 4K HDR.rt4
|
|-
| Sony PVM 20L5 - 4K HDR BFI.rt4
|
|-
| Sony PVM 20L5 - 4K HDR.rt4
|
|-
| Toshiba AF44 - 4K HDR BFI.rt4
|
|-
| Toshiba AF44 - 4K HDR.rt4
|
|-
| Toshiba AF44 - 4K SDR.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\_CRT Emulation\Kuro Houou - HDR BFI Optimized Masks and Scanlines\
|-
| HDR BFI - AG Coarse - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR BFI - AG Dense - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR BFI - AG RYB - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR BFI - AG YMC - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR BFI - Mono Dense - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR BFI - Mono Medium - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR BFI - Slot Coarse - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR BFI - Slot Dense - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR BFI - Slot Medium - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR BFI - Triad Coarse - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR BFI - Triad Dense - Grayscale and Gamma Calibrated.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\_CRT Emulation\Kuro Houou - HDR Optimized Masks and Scanlines\
|-
| HDR - AG Coarse - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR - AG Dense - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR - AG RYB - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR - AG YMC - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR - Mono Dense - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR - Mono Medium - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR - Slot Coarse - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR - Slot Dense - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR - Slot Medium - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR - Triad Coarse - Grayscale and Gamma Calibrated.rt4
|
|-
| HDR - Triad Dense - Grayscale and Gamma Calibrated.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\_CRT Emulation\Kuro Houou - SDR Optimized Masks and Scanlines\
|-
| SDR - AG Coarse - Grayscale and Gamma Calibrated.rt4
|
|-
| SDR - AG Dense - Grayscale and Gamma Calibrated.rt4
|
|-
| SDR - AG RYB - Grayscale and Gamma Calibrated.rt4
|
|-
| SDR - AG YMC - Grayscale and Gamma Calibrated.rt4
|
|-
| SDR - Mono Dense - Grayscale and Gamma Calibrated.rt4
|
|-
| SDR - Mono Medium - Grayscale and Gamma Calibrated.rt4
|
|-
| SDR - Slot Coarse - Grayscale and Gamma Calibrated.rt4
|
|-
| SDR - Slot Dense - Grayscale and Gamma Calibrated.rt4
|
|-
| SDR - Slot Medium -  Grayscale and Gamma Calibrated.rt4
|
|-
| SDR - Triad Coarse - Grayscale and Gamma Calibrated.rt4
|
|-
| SDR - Triad Dense - Grayscale and Gamma Calibrated.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Analogue Pocket\
|-
| GBA.rt4
| Default Pocket settings amount to a 12x scale. This profile allows for a 13x scale and uses GBA Color Correction. Works in 1080p and 720p after setting integer scaling in each resolution on the Pocket.
|-
| GBC.rt4
| Default Pocket settings amount to a 14x scale. This allows for a 15x scale and uses GBC Color Correction. Works in 1080p and 720p after setting integer scaling in each resolution on the Pocket.
|- style="font-weight:bold;"
| colspan="2" | profile\Arcade\pram0d Arcade Pack - SCART RGBS\
|-
| Akai Katana.rt4
|
|-
| Battle Bakraid.rt4
|
|-
| Cruisn USA.rt4
|
|-
| Guwange.rt4
|
|-
| Ibara Kuro.rt4
|
|-
| Killer Instinct.rt4
|
|-
| MK2.rt4
|
|-
| NBA Jam TE.rt4
|
|-
| Primal Rage.rt4
|
|-
| Robotron_Defender.rt4
|
|-
| Sega STV.rt4
|
|-
| Shinobi.rt4
|
|-
| Turtles in Time.rt4
|
|-
| Vendetta.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Atari Jaguar\
|-
| Basic.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Atari Jaguar\FirebrandX RGBL NTSC\
|-
| Jaguar Sharp 09x.rt4
|
|-
| Jaguar Sharp 10x.rt4
|
|-
| Jaguar Zoom.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Classic Mini Consoles\
|-
| FC SFC NES SNES 09x.rt4
| rowspan="2" | Attempts to get the same 256x224 output of Super NES games.
Display Aspect Ratio
|-
| FC SFC NES SNES 10x.rt4
|-
| Genesis + MD 09x.rt4
| rowspan="2" | Attempts to get the same 320x224 output of Sega Genesis games.
Display Aspect Ratio
|-
| Genesis + MD 10x.rt4
|- style="font-weight:bold;"
| colspan="2" | profile\Fujitsu FM Towns\
|-
| Horz 24khz Vert 55_38.rt4
|
|-
| Cyo Fujitsu FM Towns Instructions.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Microsoft Original Xbox\
|-
| Wobbling Pixels Profiles & Stellar and XBOXHD+ Instructions.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Microsoft Original Xbox\Wobbling Pixels Stellar & XboxHD+ HDMI - Sharp\
|-
| Xbox 640x to 720x - Sharp.rt4
|
|-
| Xbox 720x - Sharp.rt4
|
|-
| Xbox PAR 640x - Sharp.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\NEC PC-8801\
|-
| 24khz BASIC.rt4
|
|-
| Cyo NEC PC-8801 Instructions.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\NEC SuperGrafx\
|-
| Basic.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\NEC SuperGrafx\FirebrandX RGBS NTSC\
|-
| PCE DAR 09x.rt4
|
|-
| PCE DAR 10x.rt4
|
|-
| PCE Sharp 09x.rt4
|
|-
| PCE Sharp 10x.rt4
|
|-
| PCE Zoom.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo GameCube\
|-
| Basic.rt4
|
|-
| FirebrandX Profile Instructions for Gamecube.txt
|
|-
| Wobbling Pixels Profiles & GBI Setup Instructions.txt
|
|-
| Wobbling Pixels Profiles & GCVideo Instructions.txt
|
|-
| Wobbling Pixels Sharp vs Razor Sharp Differences.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo GameCube\FirebrandX GCVideo + GBI\
|-
| GBIHF-RT4K 13x.rt4
|
|-
| GBIHF-RT4K 15x.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo GameCube\FirebrandX GCVideo + Swiss\
|-
| NGC DAR 448 Fill.rt4
|
|-
| NGC DAR 480 Fill.rt4
|
|-
| NGC Sharp Over.rt4
|
|-
| NGC Wide 448 Fill.rt4
|
|-
| NGC Wide 480 Fill.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo GameCube\FirebrandX GCVideo + Swiss 1x1 PAR\
|-
| NGC DAR 512 to 640.rt4
|
|-
| NGC DAR 608 to 666.rt4
|
|-
| NGC DAR 640 to 660.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo GameCube\Wobbling Pixels GBI HF (GBA, GB, GBC) GCVdeo - Razor Sharp\
|-
| GB, GBC - Razor Sharp.rt4
|
|-
| GBA - Razor Sharp.rt4
|
|-
| GBA Screen Color - HDR LCD RGB Mask - Razor Sharp.rt4
|
|-
| GBA Screen Color - LCD RGB Mask - Razor Sharp.rt4
|
|-
| GBC Screen Color - HDR LCD RGB Mask - Razor Sharp.rt4
|
|-
| GBC Screen Color - LCD Mono Mask - Razor Sharp.rt4
|
|-
| GBC Screen Color - LCD RGB Mask - Razor Sharp.rt4
|
|-
| Retrotink 4k & GBI Setup Instructions.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo GameCube\Wobbling Pixels NTSC & PAL GCVideo - Razor Sharp\
|-
| Gamecube Integer Horizontal - Razor Sharp.rt4
|
|-
| Profiles and GCVideo Instructions.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo GameCube\Wobbling Pixels NTSC & PAL GCVideo - Sharp\
|-
| Gamecube DAR (Fill) 448 - Sharp.rt4
|
|-
| Gamecube DAR (Fill) 480 - Sharp.rt4
|
|-
| Profiles and GCVideo Instructions.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo GameCube\Wobbling Pixels NTSC & PAL YPbPr - Razor Sharp\
|-
| Gamecube Integer Horizontal - Razor Sharp.rt4
|
|-
| Profiles Information.txt
|
|-
| Zoom Gamecube - Sharpness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo GameCube\Wobbling Pixels NTSC & PAL YPbPr - Sharp\
|-
| Gamecube DAR (Fill) 448 - Sharp.rt4
|
|-
| Gamecube DAR (Fill) 480 - Sharp.rt4
|
|-
| Profiles Information.txt
|
|-
| Zoom Gamecube - Sharpness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo N64\
|-
| Basic RGBS.rt4
|
|-
| Wobbling Pixels Profiles Information.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo N64\FirebrandX RGBS NTSC\
|-
| N64 4-3 Fill Deblur.rt4
|
|-
| N64 4-3 Fill.rt4
|
|-
| N64 4-3 Overscan Deblur.rt4
|
|-
| N64 4-3 Overscan.rt4
|
|-
| N64 Zoom Deblur.rt4
|
|-
| N64 Zoom.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo N64\Wobbling Pixels NTSC & PAL RGBL - Razor Sharp\
|-
| N64 Integer 640x- Razor Sharp.rt4
|
|-
| N64 Integer+ 640x- Razor Sharp.rt4
|
|-
| N64 PAR & Integer 320x Deblur - Razor Sharp.rt4
|
|-
| N64 PAR+ & Integer+ 320x Deblur - Razor Sharp.rt4
|
|-
| Profiles information.txt
|
|-
| Zoom N64 320x Deblur - Sharpness Calibration.rt4
|
|-
| Zoom N64 640x - Sharpness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo N64\Wobbling Pixels NTSC & PAL RGBL - Sharp\
|-
| N64 DAR 320 Deblur - Sharp.rt4
|
|-
| N64 DAR 640 - Sharp.rt4
|
|-
| N64 DAR+ 320 Deblur - Sharp.rt4
|
|-
| N64 DAR+ 640 - Sharp.rt4
|
|-
| Profiles information.txt
|
|-
| Zoom N64 320 Deblur - Sharpness Calibration.rt4
|
|-
| Zoom N64 640 - Sharpness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo NES + FC\
|-
| Basic RGBS.rt4
|
|- style="font-weight:bold;"
| profile\Nintendo NES + FC\FirebrandX HDRV-Low NTSC\
| style="font-weight:normal;" |
|-
| NES DAR 09x.rt4
|
|-
| NES DAR 10x.rt4
|
|-
| NES DAR L-Crop 09x.rt4
|
|-
| NES DAR L-Crop 10x.rt4
|
|-
| NES Sharp 09x.rt4
|
|-
| NES Sharp 10x.rt4
|
|-
| NES Sharp L-Crop 09x.rt4
|
|-
| NES Sharp L-Crop 10x.rt4
|
|-
| NES Zoom.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo NES + FC\FirebrandX RGBS NTSC\
|-
| NES DAR 09x.rt4
|
|-
| NES DAR 10x.rt4
|
|-
| NES DAR L-crop 09x.rt4
|
|-
| NES DAR L-crop 10x.rt4
|
|-
| NES Sharp 09x.rt4
|
|-
| NES Sharp 10x.rt4
|
|-
| NES Sharp L-crop 09x.rt4
|
|-
| NES Sharp L-crop 10x.rt4
|
|-
| NES Zoom.rt4
|
|- style="font-weight:bold;"
| profile\Nintendo SNES + SFC\
| style="font-weight:normal;" |
|-
| Basic RGBS.rt4
|
|-
| Wobbling Pixels Profiles Information.txt
|
|-
| Wobbling Pixels Sharp vs Razor Sharp Differences.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo SNES + SFC\FirebrandX HDRV-Low NTSC\
|-
| SNES DAR 09x.rt4
|
|-
| SNES DAR 10x.rt4
|
|-
| SNES DAR Capcom Fighters.rt4
|
|-
| SNES Sharp 09x.rt4
|
|-
| SNES Sharp 10x.rt4
|
|-
| SNES Super Game Boy.rt4
|
|-
| SNES Zoom.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo SNES + SFC\FirebrandX RGBS NTSC\
|-
| SNES DAR 09x.rt4
|
|-
| SNES DAR 10x.rt4
|
|-
| SNES DAR Capcom Fighters.rt4
|
|-
| SNES Sharp 09x.rt4
|
|-
| SNES Sharp 10x.rt4
|
|-
| SNES Super Game Boy.rt4
|
|-
| SNES Zoom.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo SNES + SFC\Wobbling Pixels NTSC & PAL RGBL - Razor Sharp\
|-
| Profiles Information.txt
|
|-
| SNES & SFC PAR & Integer - Razor Sharp.rt4
|
|-
| SNES & SFC PAR+ & Integer+ - Razor Sharp.rt4
|
|-
| Zoom SNES & SFC - Shaprness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo SNES + SFC\Wobbling Pixels NTSC & PAL RGBL - Sharp\
|-
| Profiles Information.txt
|
|-
| SNES & SFC DAR - Sharp.rt4
|
|-
| SNES & SFC DAR (Fill) 224 448 - Sharp.rt4
|
|-
| SNES & SFC DAR+ - Sharp .rt4
|
|-
| SNES & SFC PAL to NTSC DAR - Sharp.rt4
|
|-
| SNES & SFC PAL to NTSC DAR (Fill) 224 448 - Sharp.rt4
|
|-
| SNES & SFC PAL to NTSC DAR+ - Sharp.rt4
|
|-
| Zoom SNES & SFC - Shaprness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo Switch\MrMoro NSO\
|-
| GBA 13x.rt4
| Default Settings only allow for a 12x scale in 1080p. This profile utilizes prescaling to get a 13x scale. Works in both 1080p and 720p.
|-
| GBC 15x.rt4
| Default Settings only allow for a 14x scale in 1080p. This profile utilizes prescaling to get a 15x scale. Works in both 1080p and 720p.
|-
| NSO FC NES SFC SNES Gen MD 256 09x.rt4
| rowspan="2" | When set to 1:1 scaling on the NSO app, these games are correctly prescaled to achieve the original 256x224 picture. Display Aspect Ratio. Works in both 1080p and 720p.
|-
| NSO FC NES SFC SNES Gen MD 256 10x.rt4
|-
| NSO MD Gen 320 09x.rt4
| rowspan="2" | When set to 1:1 Scaling on the NSO app, these games are correctly prescaled to achieve the original 320x224 picture. Display Aspect Ratio. Works in both 1080p and 720p
|-
| NSO MD Gen 320 10x.rt4
|-
| NSO N64 720p 09x.rt4
| rowspan="2" | N64 games render in 720p on NSO. This profile is made for scanline effects to mimic 240p output.
|-
| NSO N64 720p 10x.rt4
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo Switch\pram0d HDMI\
|-
| Nintendo Switch.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo Wii\
|-
| Basic YPbPr.rt4
| Same as the below Generic Wii setting below, optimized for NTSC 240p, 480i, 480p.
|-
| Wobbling Pixels Profiles Information.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo Wii\MrMoro YPbPr\
|-
| Generic Wii.rt4
| Use this for general NTSC Wii use. Optimized for 240p, 480i, 480p.
|-
| VC FC NES SFC SNES 09x.rt4
| rowspan="2" | Set Wii Resolution to SDTV. Use this profile for NES and Super NES VC games with Video Width: Framebuffer.
|-
| VC FC NES SFC SNES 256 10x.rt4
|-
| VC MD Gen 09x.rt4
| rowspan="2" | Set Wii Resolution to SDTV. Use this profile for Sega Genesis VC games
|-
| VC MD GEN 10x.rt4
|-
| VC TG16 09x.rt4
| rowspan="2" | Set Wii Resolution to SDTV. Use this profile for games that should output 256 pixels wide but are scaled to 320 pixels wide. Tested with Rondo of Blood and Shining Force (Genesis)
|-
| VC TG16 10x.rt4
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo Wii\Wobbling Pixels NTSC & PAL YPbPr - Sharp\
|-
| Profiles Information.txt
|
|-
| Wii DAR (Fill) 480 (16-9) - Sharp.rt4
|
|-
| Wii DAR (Fill) 480 (4-3) - Sharp.rt4
|
|-
| Zoom Wii DAR (Fill) 480 - Sharp.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo WiiU\
|-
| austinbroth Wii U DS instructions.rtf
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo WiiU\austinbroth DS Modded Modeline\
|-
| PP Dual Screens Full Screen.rt4
|
|-
| PP Screen Focus LCD grid Big Screen.rt4
|
|-
| PP Side by Side Full Screen.rt4
|
|-
| PP Standard DS Full Vertical.rt4
|
|-
| PP Vertical Screens Full Vertical.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo WiiU\austinbroth DS Official\
|-
| LH Touch Screen Focus Small Screen FS.rt4
|
|-
| LH Upper Screen Focus Small Screen FS.rt4
|
|-
| RH Touch Screen Focus Small Screen Full Screen.rt4
|
|-
| RH Upper Screen Focus Small Screen Full Screen.rt4
|
|-
| Screen Focus Full Screen Stretch Sharp.rt4
|
|-
| Screen Focus Full Screen Stretch Soft.rt4
|
|-
| Standard Nintendo DS Full Vertical.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Nintendo WiiU\austinbroth GBA VC PP TV\
|-
| Wii U GBA VC PP TV.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\RetroUSB AVS\
|-
| Chungo RetroUSB AVS Instructions.txt
|
|-
| RetroUSB AVS DAR PAL.rt4
|
|-
| RetroUSB AVS DAR.rt4
|
|-
| RetroUSB AVS Sharp PAL.rt4
|
|-
| RetroUSB AVS Sharp.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Dreamcast\
|-
| Basic RGBS.rt4
|
|-
| Basic VGA 480p.rt4
|
|-
| FirebrandX Profile Instructions for Dreamcast.txt
|
|-
| Wobbing Pixels Profiles Information.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Dreamcast\FirebrandX VGA and DCDigital\
|-
| DC 4-3 DCDigital Fill.rt4
|
|-
| DC 4-3 DCDigital Over.rt4
|
|-
| DC 4-3 DCDigital Sharp.rt4
|
|-
| DC 4-3 VGA Mcbazel Fill.rt4
|
|-
| DC 4-3 VGA Mcbazel Over.rt4
|
|-
| DC 4-3 VGA Mcbazel Sharp.rt4
|
|-
| DC 4-3 VGA Toro Fill.rt4
|
|-
| DC 4-3 VGA Toro Over.rt4
|
|-
| DC 4-3 VGA Toro Sharp.rt4
|
|-
| DC Zoom VGA Mcbazel.rt4
|
|-
| DC Zoom VGA Toro.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Dreamcast\Wobbling Pixels NTSC & PAL - VGA & RGBS - Sharp\
|-
| Dreamcast RGBS PAR 480p & 480i DAR 240p - Sharp.rt4
|
|-
| Dreamcast VGA PAR 480p only - Sharp.rt4
|
|-
| Profiles Information.txt
|
|-
| Zoom Dreamcast - RGBS - Sharpness Calibration.rt4
|
|-
| Zoom Dreamcast - VGA 480p only - Sharpness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Genesis & Mega Drive\
|-
| Basic RGBS.rt4
|
|-
| Wobbling Pixels Profiles Information.txt
|
|-
| Wobbling Pixels Sharp vs Razor Sharp Differences.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Genesis & Mega Drive\FirebrandX HDRV-Low NTSC\
|-
| MD DAR 09x.rt4
|
|-
| MD DAR 10x.rt4
|
|-
| MD Sharp 09x.rt4
|
|-
| MD Sharp 10x.rt4
|
|-
| MD Zoom.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Genesis & Mega Drive\FirebrandX RGBS NTSC\
|-
| MD DAR 09x.rt4
|
|-
| MD DAR 10x.rt4
|
|-
| MD Sharp 09x.rt4
|
|-
| MD Sharp 10x.rt4
|
|-
| MD Zoom.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Genesis & Mega Drive\Wobbling Pixels NTSC & PAL RGBL - Razor Sharp\
|-
| Genesis & MD (2) PAR & Integer - Razor Sharp.rt4
|
|-
| Genesis & MD (2) PAR+ & Integer+ - Razor Sharp.rt4
|
|-
| Profiles Information.txt
|
|-
| Zoom Genesis & MD (2) - Sharpness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Genesis & Mega Drive\Wobbling Pixels NTSC & PAL RGBL - Sharp\
|-
| Genesis & MD (2) DAR - Sharp.rt4
|
|-
| Genesis & MD (2) DAR (Fill) 224, 448 - Sharp.rt4
|
|-
| Genesis & MD (2) DAR+ - Sharp.rt4
|
|-
| Genesis & MD (2) PAL to NTSC DAR - Sharp.rt4
|
|-
| Genesis & MD (2) PAL to NTSC DAR (Fill) 224, 448.rt4
|
|-
| Genesis & MD (2) PAL to NTSC DAR+ - Sharp.rt4
|
|-
| Profiles Information.txt
|
|-
| Zoom Genesis & MD (2) - Sharpness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Master System\
|-
| Basic RGBS.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Master System\FirebrandX HDRV-Low NTSC\
|-
| SMS DAR 11x.rt4
|
|-
| SMS Sharp 11x.rt4
|
|-
| SMS Zoom.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Master System\FirebrandX RGBS NTSC\
|-
| SMS DAR 11x.rt4
|
|-
| SMS Sharp 11x.rt4
|
|-
| SMS Zoom.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Saturn\
|-
| Basic RGBS.rt4
|
|-
| Wobbling Pixels Profiles Information.txt
|
|-
| Wobbling Pixels Sharp vs Razor Sharp Differences.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Saturn\Wobbling Pixels NTSC & PAL RGBL - Razor Sharp\
|-
| Profiles Information.txt
|
|-
| Saturn PAR & Integer 320x & 704x - Razor Sharp.rt4
| style="text-align:center;" |
|-
| Saturn PAR & Integer 352x & 704x - Razor Sharp.rt4
|
|-
| Zoom Saturn 320x & 704x - Sharpness Calibration.rt4
|
|-
| Zoom Saturn 352x & 704x - Sharpness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sega Saturn\Wobbling Pixels NTSC & PAL RGBL - Sharp\
|-
| Profiles Information.txt
|
|-
| Saturn DAR 320x & 704x - Sharp.rt4
|
|-
| Saturn DAR 320x & 704x PAL to NTSC - Sharp.rt4
|
|-
| Saturn DAR 352x & 704x - Sharp.rt4
|
|-
| Saturn DAR 352x & 704x PAL to NTSC  - Sharp.rt4
|
|-
| Zoom Saturn DAR 320x & 704x - Sharpness Calibration.rt4
|
|-
| Zoom Saturn DAR 352x & 704x - Sharpness Calibration.rt4
|
|- style="font-weight:bold;"
| profile\SNK Neo Geo AES\
| style="font-weight:normal;" |
|-
| Neo Geo 320 vs 304 List.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\SNK Neo Geo AES\FirebrandX RGBS Bypass\
|-
| Neo Geo 304 09x.rt4
|
|-
| Neo Geo 304 10x.rt4
|
|-
| Neo Geo 320 09x.rt4
|
|-
| Neo Geo 320 10x.rt4
|
|-
| Neo Geo Zoom.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sony PS1\
|-
| Basic RGBS.rt4
|
|-
| Wobbling Pixels Profiles Information.txt
|
|-
| Wobbling Pixels Sharp vs Razor Sharp Differences.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sony PS1\Firebrandx HDRV-Low NTSC\
|-
| PS1 Generic 4-3 09x.rt4
|
|-
| PS1 Generic 4-3 10x.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sony PS1\FirebrandX RGBL NTSC\
|-
| PS1 DAR 09x.rt4
|
|-
| PS1 DAR 10x.rt4
|
|-
| PS1 Sharp 09x.rt4
|
|-
| PS1 Sharp 10x.rt4
|
|-
| PS1 Zoom.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sony PS1\Wobbling Pixels NTSC & PAL RGBL - Razor Sharp\
|-
| Profiles Information.txt
|
|-
| PS1 PAR & Integer - Razor Sharp.rt4
|
|-
| PS1 PAR+ & Integer+ - Razor Sharp.rt4
|
|-
| Zoom PS1 - Sharpness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sony PS1\Wobbling Pixels NTSC & PAL RGBL - Sharp\
|-
| Profiles Information.txt
|
|-
| PS1 DAR - Sharp.rt4
|
|-
| PS1 DAR+ - Sharp.rt4
|
|-
| PS1 PAL to NTSC DAR - Sharp.rt4
|
|-
| PS1 PAL to NTSC DAR+ - Sharp.rt4
|
|-
| Zoom PS1 - Sharpness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sony PS2\
|-
| Basic YPbPr.rt4
|
|-
| Wobbling Pixels Profiles Information.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sony PS2\Wobbling Pixels NTSC & PAL YPbPr - Sharp\
|-
| Profiles Information.txt
|
|-
| PS2 DAR - Sharp.rt4
|
|-
| PS2 DAR (Fill) NTSC 448, 960  - Sharp.rt4
|
|-
| PS2 NTSC - GSM 512x480i to 480p & 1080i - Sharp.rt4
|
|-
| PS2 NTSC - GSM 640x480i to 1080i - Sharp.rt4
|
|-
| PS2 PAL to NTSC DAR - Sharp.rt4
|
|-
| Zoom PS2 - Sharpness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sony PSP (Go)\
|-
| Wobbling Pixels Profiles Information.txt
|
|-
| Wobbling Pixels Sharp vs Razor Sharp Differences.txt
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sony PSP (Go)\Wobbling Pixels YPbPr - Razor Sharp\
|-
| Profiles Information.txt
|
|-
| PSP 2000 Screen Color PAR (Over) - HDR LCD RGB - Razor Sharp.rt4
|
|-
| PSP PAR (Over) - HDR LCD RGB - Razor Sharp.rt4
|
|-
| PSP PAR (Over) - Razor Sharp.rt4
|
|-
| Zoom PSP - Sharpness Calibration.rt4
|
|- style="font-weight:bold;"
| colspan="2" | profile\Sony PSP (Go)\Wobbling Pixels YPbPr - Sharp\
|-
| Profiles Information.txt
|
|-
| PSP 2000 Screen Color PAR (Fill) - HDR LCD RGB Mask - Sharp.rt4
|
|-
| PSP PAR (Fill) - HDR LCD RGB Mask - Sharp.rt4
|
|-
| PSP PAR (Fill) - Sharp.rt4
|
|-
| Zoom PSP - Sharpness Calibration.rt4
|
|-
| colspan="2" | '''profile\Sony PSTV\Mr. Moro Sony PSTV Sharpscale\'''
|-
| PS1 256 09x.rt4
| rowspan="2" | Use this profile for games that are primarily 256x224.
|-
| PS1 256 10x.rt4
|-
| PS1 320 09x.rt4
| rowspan="2" | Use this profile for games that are primarily 320x224
|-
| PS1 320 10x.rt4
|-
| PS1 384 09x.rt4
| rowspan="2" | Use this profile for games that are primarily 384x224
|-
| PS1 384 10x.rt4
|-
| PS1 512 09x.rt4
| rowspan="2" | Use this profile for games that are primarily 512x224
|-
| PS1 512 10x.rt4
|-
| PS1 640 09x.rt4
| rowspan="2" | Use this profile for games that are primarily 640x224
|-
| PS1 640 10x.rt4
|-
| PS1 Generic.rt4
|
|-
| PSP.rt4
| Use this profile when you're playing a PSP game
|-
| Vita 720p.rt4
| Use this profile when you're playing a Vita game
|}
__FORCETOC__
__FORCETOC__
</translate>

Latest revision as of 02:48, 8 November 2024

Other languages:
The RetroTINK-4K, alongside the included remote and SD card.
Exclamation-circle-fill.svgThis page is a work in progress. It's possible that not all features or settings are covered at this moment, and additions will be made as new features are introduced.

This page is intended for documentation and assistance with the RetroTINK-4K. If you are looking for information on using other retro upscalers, please refer to their wikis and documentation.


The RetroTINK-4K (commonly abbreviated as "TINK-4K" or "RT4K") is an advanced video scaler from RetroTINK LLC. Building on the functionality of the RetroTINK-2X and RetroTINK-5X, the RetroTINK-4K offers high-end video scaling and processing at resolutions up to 4K60. This page serves as both a RetroTINK-4K instruction manual, as well as a How To Guide to help you understand how best to use each of its functions.

Below is a table mapping out all the pages on Console Mods that cover the RetroTINK-4K:

RetroTINK-4K Pages
Main Page Firmware Repository System Specific Settings SD Card Inventory
The page you're reading right now! Covers all operations of the RT4K, including Additional Guides, Community Resources and FAQ / Troubleshooting. An external GitHub repository with downloads for every officially released RT4K firmware. Details the settings you may want to consider when first connecting a console to the RT4K. Covers the SD Card's contents, such as Profiles, CRT Mask profiles, and CSCs (Color Correction Profiles).

Overview

The RetroTINK-4K is the latest evolution of the RetroTINK line of video line doublers and upscalers. For schematics including the dimensions and measures of its casing, see the CAD and Schematics archive.

Below is a list of some standout features:

Output

  • HDMI® up to 4K60
    • Flexible output modes including 480p, 1080p, 1440p at various refresh rates
    • Custom modelines on the SD card
  • Fully buffered video (drop-free on input changes), Gen Locked and Frame Locked sync modes
  • HDR10 output with full color correction to Rec. 2020
  • High frame rate output modes: 1440p120, 1080p240
  • Optional deep color output (10 bits at 4K60 may not be compatible with all displays)
  • Up to 8-ch LPCM audio

Inputs

  • Supports for virtually all analog formats:
    • HD15/VGA: RGBHV, RGBS, RGsB, YPbPr, S-video and Composite
    • SCART: RGBS, RGsB, YPbPr, S-video and Composite
    • Rear RCA: RGsB, YPbPr and Composite
    • Front Composite
    • Front S-Video
  • HDMI® Input supporting up to 1080p60/1200p (CVT-rb) and up to 8 channels LPCM.
  • Analog audio input sampled at up to 96kHz/24-bit with full gain control
  • Optical TOSLINK audio input supporting 2-Ch LPCM or compressed surround
  • HDMI® audio supports up to 8-ch LPCM

Analog Video

  • Automatic gain calibration
  • Automatic phase calibration
  • Automatic input cropping to trim borders
  • Full control of gain, offset and sample rate
  • Console specific automatic sample rate detection (experimental feature)
  • Support for a wide variety of off-spec arcade and PC boards (may require custom profiles to properly trim and center the image)
  • Max input resolution of 1920x1080p60 or 1920x1200p60 CVT-rb
  • Robust composite/S-video decoder with multi-region support (NTSC, PAL, PAL-60, SECAM)

Scaling

  • Fully flexible, custom cropping and zooming in the horizontal and vertical space independent of other settings
  • Automatic aspect ratio correction to 4:3 or 16:9
  • Motion adaptive deinterlacing including film modes for 3:2 and 2:2 inverse telecine (experimental feature)
  • RoTATE 90 deg CW or CCW (for 240p, 288p and 360p inputs)

CRT Simulation

  • Multiple CRT beam profiles
  • Fully configurable CRT beam strength and intensity modulation
  • Adjustable CRT masks and strength
  • Interlaced video simulation with offset scanlines
  • LCD simulation patterns that automatically adapt to scaling, including non-integer factors

Image Processing

  • End to end RGB pipeline with internal 12-bit precision
  • Conventional gamma and approximated modes to minimize quantization error
  • Advanced and fully configurable gamma and perceptual quantizer (HDR)
  • Advanced color gamut transforms to simulate different display technologies
  • Black frame insertion engine with customizable pattern and intensity
  • Linear light processing

User Interface

  • Advanced OSD menu-based system
  • SD Card for storing custom modelines, firmware updates and saving profiles
  • Support for over 100,000 profiles
  • Custom premium remote control

Product Contents

A new RetroTINK-4K package will come with the following items:

  • 1x RetroTINK-4K unit
  • 1x 8GB SD Card, pre-loaded with software and profiles.
  • 1x USB-A / USB-C SD Card Reader
  • 1x Remote Control
  • 1x USB-A to USB-C Power Cord

Exclamation-circle-fill.svgThe package does not include an AC adapter or HDMI® Cable. For power, we recommend using a 5V 2A USB-A adaptor, similar to what's packaged with modern phone chargers. We do not recommend plugging the RT4K into the USB ports of your display, as they often do not provide enough power and may result in operation errors. For HDMI®, any HDMI® 2.0 or higher cable rated at 18Gbps or more will work with the RT4K. Please make sure you purchase products from reputable vendors.


Getting Started

Insert SD card with RT4K firmware, HDMI® output, USB-C power and whatever inputs you wish to use.

The RetroTINK-4K is designed to be powerful, yet easy to use and quick to set up. Here are some steps to get started using the RetroTINK-4K:

  1. SD Card - A card is included with every RetroTINK-4K that includes the firmware and profiles. Please make sure this card is inserted in the device, as it is required for proper operation. If you lose the card or have any issues with it, any SD card, or microSD card with adapter, formatted with FAT32 SD may be substituted. Up to 1TB cards have been tested after having been formatted with this tool.
  2. USB-C Power - Connect a USB-C cable supplying at least 5V/2A to the USB-C power input on the 4K.
  3. Video Output - Connect an HDMI® cable (2.0 or higher / 18Gbps+) from the RetroTINK-4K output to your display.
  4. Video Input - Connect your device's output to any of the RetroTINK-4K's inputs. More information on supported connections can be found in the Inputs section.
  5. Confirm Video Output - By default, the RetroTINK-4K outputs 4K60. If you don't see any picture, confirm that your display supports 4K60, or press the button on the remote that matches the resolution of your display (1080p, 1440p, or 480p). See the Remote and Output sections for more information.
  6. Select Your Input Source - Press the "Input" button at the top of the remote, then choose the port and signal your game system is using.
  7. Enjoy - Once your video source is visible, you're ready to go! Enjoy the high quality, low latency scaling of the RetroTINK-4K. Time to play the game!

Basic Analog Calibration

With your game up and running, you may want to consider two more steps if you're using an analog video source (note that HDMI® video sources do not require calibration):

Tink4k - Auto-Gain Side by Side Example.png
Auto Calibrate the Gain - The RetroTINK-4K has a function to automatically calibrate the gain, which works well so long as there's a patch of pure white somewhere on the screen. Gain should be applied on a per-console basis.
  • To quickly use Auto Gain, press the "Gain" button on the remote.

Advanced users may want to use the manual gain controls under Advanced Settings > RGB/Component ADC, in tandem with the 240p Test Suite.

Tink4k - Auto Crop Example (no crop).png

Tink4k - Auto Crop Example.png
Crop the Picture - Cropping the picture is how the RetroTINK-4K scales images to the edges of a screen and centers them. For best results, use a screen that has no black or dark edges. Crops should be applied on a per-game basis.
  • There are three ways to automatically crop the picture, which can be accessed via the AUX buttons at the bottom of the remote:
    • AUX1 - "Vertical Only", cropping only the top and bottom edges.
    • AUX2 - "Full Crop to 4:3", cropping all four edges.
    • AUX3 - "Full Crop to 16:9", cropping all four edges and setting the Aspect Correction to 16:9.

You can also manually crop and resize the picture if you wish by going to Advanced Controls > Scaling/Cropping. Head to that section to learn more.

Tweaks, Filters and Beyond

Of course, there is a lot more you can do with the RetroTINK-4K. Here are some more advanced options to explore:

Firmware Updates

For firmware notes and downloads, please see the RetroTINK-4K Firmware GitHub page.

Firmware Installation

The RetroTINK-4K can be updated to any firmware (including older firmware), with new releases adding more new features as they are made.

  1. Power off your RetroTINK-4K and remove the SD card.
  2. Insert the SD card used for your RT4K into the SD card slot on your computer. If your computer doesn't have an SD card slot, you can connect it using the provided USB adaptor.
  3. Download the .zip file of the firmware you want from the RetroTINK firmware website.
  4. Extract the contents of the .zip file (the ".rbf" and "rt4kup.bin" files) to the SD card's root directory. Be sure to replace the existing "rt4kup.bin" file on the SD card, as this is used to determine which firmware to install.
    • If you intend to update via the RT4K's menu, do not delete the old *.rbf firmware file. If you do, you'll be forced to update via the Reset button method (see Step 6 below for how to do this).
  5. Remove the SD card and insert it into the SD card slot on the RetroTINK-4K.
  6. There are two methods for initiating the firmware installation. The RT4K installs firmware based on the "rt4kup.bin" file.
    • Option 1: Power on the RetroTINK-4K, then go to Advanced Settings > OSD/Firmware. In the Firmware update section, select "Check SD Card" to scan for the firmware file, then confirm that you want to install it.
    • Option 2: Hold down the blue Reset button on the back of the RetroTINK-4K, then power it on. The firmware installation will begin automatically.
      • As of experimental firmware 1.6.0, if you wish to use the reset button method, you must unplug the rt4k from power, hold the reset button, and plug the power back in.
    • If the LED blinks red, an install error has occurred. Check the files on the SD card and try again.
  7. The RT4K will reboot for about 40 seconds, with the front LED flashing pink and then blue. Once done, it will power on again as normal with a green LED. You're done!
Exclamation-circle-fill.svgIf you can't power on your RT4K or see the LED blink yellow, you've erased your current .rbf firmware file from your SD card. Please make sure both the .rbf and .bin files are on the root of the SD Card, and use the reset button method noted above.


All custom profiles, CSC files, banner images, input modes, mask overlays and modelines will be kept, as those are stored on the SD card instead of on the RT4K itself.

Significant New Features

If you've just gotten a RetroTINK-4K, this sections lists the significant features added after launch.

  • MiSTer DV1 support for auto-decimating and auto-cropping video output from MiSTer cores.
  • SEGA Saturn auto-sampling support.
  • Rewrite of the 3:2 and 2:2 telecine deinterlacers for improved stability and response time.
  • Auto-Cropping for HDMI® input sources.
  • Interlaced scanlines can now be added to progressive sources.
  • Sleep functions to power off the RT4K after some time with no input detected.
  • Fixed various HDMI audio compatibility issues including audio glitches for Atomos recorders and missing HDR infoframes when run through AVRs.

Remote

RetroTINK-4K Remote Diagram
RetroTINK-4K Remote.png
Button Description IR Code Button Description IR Code Button Description IR Code
Power Powers on / off the RT4K 0xE51AB649 11 Profile 11 0xD926B649 4K Switches to 3840x2160p 60Hz 0xCF30B649
INPUT Input source selection menu 0xEE11B649 12 Profile 12 0xD827B649 1080p Switches to 1920x1080p 60Hz 0xCE31B649
OUT HDMI® Output menu 0xDF20B649 MENU RetroTINK-4K Main Menu 0xA35CB649 1440p Switches to 2560x1440p 60Hz 0xCD32B649
SCL Scaling/Cropping menu 0xDE21B649 BACK Back out to previous menu 0xBD42B649 480p Switches to 720x480p 60Hz 0xCC33B649
SFX Processing/Effects menu 0xDD22B649 Up 0xE718B649 RES1 Custom Output Resolution 1-4.

See Custom Modelines for further explanation.

0xCB34B649
ADC HDMI® Receiver menu if HDMI® In is currently displayed

RGB/Component ADC menu if an RGB or Component input is currently displayed

SDP Decoder menu if a Composite / S-Video input is currently displayed

0xDC23B649 Left 0xA857B649 RES2 0xCA35B649
PROF Profiles menu 0xDB24B649 ENTER Enter 0xAC53B649 RES3 0xC936B649
1 Profile 1 0xF40BB649 Right 0xB04FB649 RES4 0xC837B649
2 Profile 2 0xF807B649 Down 0xEF10B649 AUX1 "Vertical Only" Auto Crop 0xC738B649
3 Profile 3 0xFC03B649 DIAG Diagnostic Console screen 0xD728B649 AUX2 "Full Crop to 4 by 3" Auto Crop 0xC639B649
4 Profile 4 0xF50AB649 STAT Status screen 0xD629B649 AUX3 "Full Crop to 16 by 9" Auto Crop 0xC53AB649
5 Profile 5 0xF906B649 AUTO-GAIN Auto Calibrate Gain 0xD42BB649 AUX4 0xC43BB649
6 Profile 6 0xFD02B649 AUTO-PHASE Auto Calibrate Phase 0xD22DB649 AUX5 0xC33CB649
7 Profile 7 0xF609B649 PLAY/PAUSE Pause current screen 0xA956B649 AUX6 0xC23DB649
8 Profile 8 0xFA05B649 SAFE Safe Mode 0xD12EB649 AUX7 0xC13EB649
9 Profile 9 0xFE01B649 SYNC-GEN Sync Lock - Gen Lock 0xD32CB649 AUX8 0xC03FB649
10 Profile 10 0xDA25B649 SYNC-BUF Sync Lock - Triple Buffer 0xD02FB649 -

IR Codes provided by CharlieBeatnik.

Raw IR Code 0xE51AB649 (NEC protocol) corresponds to address 0x49, command 0x1A.

Pause Button

The Remote features one function that cannot be accessed anywhere else: the Pause function. Pressing this will pause the on the current frame and mute the audio. This frame will even be remembered if you switch to a different input source and back.

  • Perhaps the most useful application of the Pause Button is the Deinterlacer/Film menu. Here you'll be able to adjust the deinterlacing settings and see their effects more easily in a scene in motion, letting you tweak them to your liking more easily.
Exclamation-circle-fill.svgThere are a few situations where using the Pause function will have undesirable results, such as loading a different profile, using the cropping tools, or engaging 3:2 Inverse Telecine. Other functions, such as Black Frame Insertion, won't be visible at all because they require new video frames in order to work. In these cases, simply unpause to resume normal operation.


Safe Mode

Safe Mode is an option accessible by pressing the blue Reset button on the back of the unit, or by holding down the "SAFE" button on the remote for two seconds. This causes the following:

  • Loads the Default profile.
  • Sets the input to HDMI® In.
  • Sets the output to 480p at 59.94 Hz.

Safe Mode is intended for use in troubleshooting, as any display that supports HDMI® should be required to support 480p60. It's also handy as a fall-back in case you need to return the RetroTINK-4K to a default state for any reason.

LED Light

The RetroTINK-4K has a front LED light that changes color and behavior to convey information about its operation to the user. Below is a chart for LED light behavior and what they mean.

Color Description
No Light The RT4K has no power. No electrons, no business.
Slow Red Pulse The RT4K is sleeping, and must be turned on for use.
White The RT4K is booting up, but is not yet ready for use.
Green The RT4K is on and ready for operation.
Yellow Flash System files not found on SD card during boot. Check to see if the SD card is correctly inserted, that it has the .rbf system file, and that the rt4kup.bin file matches it.
Purple-Purple Flash The RT4K is updating the firmware.
Blue-Blue Flash Firmware update is successful.
Red Flash Firmware update error. Check the files on the SD card and try again (the unit is NOT bricked).

Inputs

The RetroTINK-4K features inputs for a wide variety of signals and connector types, which can be selected in the Input Selection menu. These options can be accessed by pressing the Input button at the top of the remote, or by pressing the Menu button and choosing "Input Selection".

HDMI®

HDMI® Input
HDMI In.png
The RetroTINK-4K supports many resolutions digitally, up to 1920x1080p60 or 1920x1200p60 CVT-rb. Unlike standard consumer equipment, the RetroTINK-4K can tolerate and adapt to arbitrary and off-spec resolutions.

It does NOT support higher resolution inputs, including 1440p and 4K input. If these inputs are fed into the RT4K, it will not display anything.

Front

The RetroTINK-4K offers S-Video (over Mini-DIN) and Composite (over RCA) inputs in the front (which can be concealed / revealed by moving the sliding panel). The red and white RCA jacks are stereo audio inputs. Red/White front audio inputs are active when either the Front Composite or S-Video input is selected (assuming audio input override is not used).

Front Inputs
Front connectors.png Composite To use Composite video, use the yellow RCA jack for video (CVBS/Composite) and the Red/White RCA jacks for right and left audio input, respectively.
S-Video To use S-Video, use the Mini-Din for video (Y/C S-Video) and the Red/White RCA jacks for right and left audio input, respectively.

Rear RCA

The rear RCA jacks support YPbPr (Component), RGsB, and CVBS (aka Composite) inputs.

Rear RCA Input
Rear RCA.png
YPbPr The Rear RCA input supports YPbPr (Component video). The maximum resolution supported is 1920x1080p at 60fps, or 148.5Mhz.
  • To use YPbPr, connect the Red, Green and Blue YPbPr video cables to their corresponding colored RCA connectors, noting that the Red/White pair to the left is for stereo audio input.
RGsB The Rear RCA input also supports RGsB (aka RGB Sync on Green), a flavor of RGB that sends the sync alongside the Green signal. The maximum resolution supported is 1920x1080p 60fps, or 148.5Mhz
  • To use RGsB, connect the Red, Green and Blue RGsB signals to their corresponding colored RCA connectors, noting that the Red/White pair to the left is for stereo audio input.
CVBS on Green Composite video (CVBS) can be used with the Rear RCA inputs. The maximum supported resolution is 480i.
  • To use CVBS on Green, connect the yellow Composite signal connector to the Green RCA jack, then setting the input to "CVBS on Green" option in the Input Selection menu. The Red / White pair of jacks furthest left is for stereo audio input.

SCART

The SCART port is the large rectangular input on the right-hand side of the device. SCART has many different options for video input using the same connector design, as it was designed to carry a wide array of them using a single cable.

Exclamation-circle-fill.svgTwo M4x0.7 thread screw-holes sit on either side of the SCART port, 70.4mm apart from each other relative to their centers. These allow for a user-made solution to give a more secure fit for the SCART cable (similar to the HD-15 port's screw-holes).


SCART Input
Scart Input.png
RGBS (75 ohm) RGBS is a form of RGB where sync is sent through a discrete line. The RetroTINK-4K accepts the following RGBS signal formats via SCART: Composite Sync (attenuated), Sync-on-Luma, and Sync-on-composite. They all work by sending information down the Red, Green, Blue, and "Sync" lines. The maximum resolution supported is 1920x1080p 60fps, or 148.5 MHz
RGsB RGsB sends sync down the green input, using only 3 cables. This RGB format is notably used by the PS2 when in 480p mode via SCART. The maximum resolution supported is 1920x1080p 60fps, or 148.5 MHz
YPbPr YPbPr is sent through the Green, Blue, and Red pins, respectively. The maximum resolution supported is 1920x1080p 60fps, or 148.5 MHz
CVBS on Pin 20 Composite video sent through Pin 20, usually through a composite to SCART adapter or if your cable uses sync-on-composite video and you wish to use composite instead of RGB. As with all composite signals, only 240p/480i/288p/576i signals are supported.
CVBS on Green Composite video can be sent through the Green pin. This would be useful if you use a component (YPbPr) to SCART adapter, just plug composite (yellow) into the Y RCA jack (Green). As with all composite signals, only 240p/480i/288p/576i signals are supported.
Y/C on Pin 20/Red S-Video (Y/C) can be sent down Pin 20 (sync) and the Red pins. You will need a S-Video to SCART adapter. As with all S-video signals, only 240p/480i/288p/576i signals are supported.
SCART Jack Pinout
SCART Connector (female) Numbered.png
Pin # RGBS (75 Ohm) RGsB YPbPr CVBS on Pin 20 CVBS on Green Y/C on Pin 20/Red
1 Unused
2 Audio In - Right
3 Unused
4 Ground (Audio)
5 Ground (Blue)
6 Audio In - Left
7 Blue Blue Pb Unused
8 Unused
9 Ground (Green)
10 Unused
11 Green Green+Sync Y Unused CVBS Unused
12 Unused
13 Ground (Red) Ground (C)
14 Unused
15 Red Red Pr Unused Chroma (C)
16 Unused
17 Ground
18 Ground (Sync) Ground (CVBS) Unused Ground (Y)
19 Unused
20 Sync Unused CVBS Unused Luma (Y)

HD-15

The HD-15 connector (or VGA connector) is commonly associated with PCs, however it's also famously available for the SEGA Dreamcast.

Exclamation-circle-fill.svgUnlike SCART, the HD-15 port does not accept audio. When using HD-15, audio should be input using the RT4K's 3.5mm TRS input (associated with the HD-15 port by default), or the TOSLINK "optical" input.


HD-15 Input
HD-15 (VGA) Input.png
RGBHV RGBHV is a form of RGB where information is sent through 5 lines: Red, Green, Blue, Horizontal Sync, and Vertical Sync. The maximum resolution supported is 1920x1080p 60fps, or 148.5 MHz. This is most common for PC sources.
RGBS RGBS is a form of RGB where sync is sent through a discrete line. The RetroTINK-4K accepts the following RGBS signal formats via HD-15: Composite Sync (75 Ohm attenuated or TTL), Sync-on-Luma, and Sync-on-composite. They all work by sending information down the Red, Green, Blue, and "Sync" lines. The maximum resolution supported is 1920x1080p 60fps, or 148.5 MHz
RGsB RGsB sends sync down the green input, using only 3 cables. This RGB format is notably used by the PS2 when in 480p mode via SCART. The maximum resolution supported is 1920x1080p 60fps, or 148.5 MHz
YPbPr YPbPr is sent through the Green, Blue, and Red pins, respectively. The maximum resolution supported is 1920x1080p 60fps, or 148.5 MHz
CVBS on Hsync Composite video sent through the horizontal sync line. As with all composite signals, only 240p/480i/288p/576i signals are supported.
CVBS on Green Composite video can be sent through the Green line. As with all composite signals, only 240p/480i/288p/576i signals are supported.
Y/C on Green/Red S-Video (Y/C) can be sent down Green (Y) and the Red (C) pins. As with all S-video signals, only 240p/480i/288p/576i signals are supported.
Y/C on G/R (Enc.) An enhanced S-Video mode only available on the HD15 connector. (Y/C) can be sent down Green (Y) and the Red (C) pins. As with all S-video signals, only 240p/480i/288p/576i signals are supported. Sampling and Luma calibration is done in the RGB/Comp. ADC Setup menu, and settings noted in the system specific settings apply.
HD-15 Jack Pinout
HD-15 Jack (pins numbered).png
Pin # RGBHV RGBS RGsB YPbPr CVBS on Hsync CVBS on Green Y/C on Green/Red & Enhanced Y/C Data
1 Red Red Red Pr Unused Chroma(C) Unused
2 Green Green Green+Sync Y Unused CVBS Luma(Y) Unused
3 Blue Blue Blue Pb Unused
4 Unused
5 Ground (Horizontal Sync) Ground (Sync) Unused Ground (CVBS) Unused
6 Ground (Red) Ground (Red) Ground (Red) Ground (Pr) Unused Ground (Chroma/C) Unused
7 Ground (Green) Ground (Green) Ground (Green+Sync) Ground (Y) Unused Ground (CVBS) Ground (Luma/Y) Unused
8 Ground (Blue) Ground (Blue) Ground (Blue) Ground (Pb) Unused
9 Unused
10 Ground (Vertical Sync) Unused
11 Unused
12 Unused External Transmit (EXT TX)
13 Horizontal Sync Sync Unused CVBS Unused
14 Vertical Sync Unused
15 Unused External Receive (EXT RX)
Enhanced S-Video Wiring
ESV-Pinout.png
Signal HD-15 (Female) 4-Pin Mini Din (Male)
Luma (Y) Signal 2 (Green) 3
Luma (Y) Ground 7 (Green Ground) 1
Chroma (C) Signal 1 (Red) 4
Chroma (C) Ground 6 (Red Ground) 2

3.5mm TRS Audio

3.5mm TRS Audio
Audio in Analog.png
The RetroTINK-4K allows for audio through a 3.5mm TRS input. This accepts stereo analog audio. By default, this is associated with the HD-15 port, as that port does not accept audio signals.

Optical Audio

Optical Audio
TOSLINK Optical Port on the Tink 4K.png
The RetroTINK-4K offers a discrete optical audio TOSLINK input. This input can accept 2-channel LPCM and compressed surround sound.

Alternate Audio Inputs

The RetroTINK-4K allows you to reassign audio inputs from their default video source. Go to Advanced Settings, and select "Audio Input" under the "Acquisition" section. The "Input Override" option under "Source" allows the audio for the current input video input to be taken from a different audio source. The only exception is that it is not possible to assign HDMI® audio to a non-HDMI® video source. The reverse, however, is possible.

  • This menu also has the Input Swap option, letting you swap the audio input channels (handy for some third-party Saturn cables), or derive mono audio using the left or right channels (useful for single-channel systems like the NES).
Audio Input Override Sources
Picture Name Description
Audio Input (RCA).png
RCA (Rear) The leftmost two RCA inputs in the rear. White and Red,
Audio in Analog.png
HD-15 The 3.5mm TRS input in the rear.
SCART Connector (female) Numbered.png
SCART The SCART input on the side. Audio is fed in through pins 2 and 6.
Audio Input (RCA).png
Front The red and white RCA inputs in the front of the unit.
TOSLINK Optical Port on the Tink 4K.png
S/PDIF Optical audio fed through a TOSLINK input.

HDMI® Output

The RetroTINK-4K only outputs via the HDMI® Out port. Note that the RetroTINK-4K can not output video or audio through any other port.

The HDMI® Output menu allows you to set your output resolution, enable black frame insertion, change your colorspace output (colorimetry), and more. Here is a breakdown of the functions in this menu:

Output Resolutions

The following outputs are readily supported by the RetroTINK-4K, and are provided as the first eleven Output Resolution options at the bottom of the HDMI® Output menu. Which resolutions available by pushing their respective button on the remote are also noted. If you are unsure which resolution to use, use the buttons on the remote to quickly try them.

RetroTINK-4K Output Resolutions
Resolution Description Remote Button?
4K60 Default resolution and framerate for 4k displays, aka 3840x2160p.

Default Resolution for the RT4K

Yes
4K50 Intended for PAL games and 24Hz content. No
1080p60 Default resolution for 1080p displays. Yes
1080p50 Intended for PAL games. and 24Hz content No
1440p60 Default resolution and framerate for 1440p monitors, aka 2560x1440p. Yes
1440p50 Intended for PAL games and 24Hz content No
1080p100 Intended for PAL games and 24Hz content with BFI No
1440p100 Intended for PAL games and 24Hz content with BFI No
1080p120 Intended for NTSC content with BFI No
1440p120 Intended for NTSC content with BFI No
480p60 Minimum suggested output resolution for modern displays, aka 720x480p.

Pressing the Reset button on the back of the unit activates this resolution.

Yes
Custom 1 Custom resolutions loaded from custom[1-4].txt on the SD card.

See Custom Modelines for further explanation

Yes
Custom 2 Yes
Custom 3 Yes
Custom 4 Yes
Exclamation-circle-fill.svgAs of firmware version 1.5.1 the RetroTINK-4K supports interlaced output resolutions, such as 480i, 576i, or 1080i. Interlaced output is intended to turn a progressive input into an interlaced output with the same resolution, or act as a passthrough. E.g. 1080p/i -> 1080i or 480p/i -> 480i.


HDR

HDR is a way for the RetroTINK-4K to output a much more luminous picture for TVs that support it. HDR is intended for use with either Black Frame Insertion or Scanlines and Masks, as it helps compensate for the darkened image.

  • Currently, the only option available is "HDR10 [8-bit]".
  • You can adjust the brightness of HDR by going to Advanced Settings > Color Correction, then adjusting the "SMPTE 2084 PQ" value. This is useful is you want to play in HDR without scanlines, so that light tones are perceptible instead of being overly bright.

The table below shows two photos of an LG-CX displaying the RT4K using the "PVM 600 TVL" profile, under the HDR CRT Simulation folder. It's impossible to communicate the luminance of HDR in SDR, so here the camera had its exposure set for the HDR photo first, demonstrating the luminance gain compared to the SDR photo.

HDR Comparisons - Off-screen Photos
PVM 600 TVL scanlines - SDR PVM 600 TVL scanlines - HDR.
PVM 600 TVL scanlines - SDR.
PVM 600 TVL scanlines - HDR.
Exclamation-circle-fill.svgHDR is "intended for use with Scanlines, masks, and BFI." If you are not using any of these features, it is best to turn HDR off. If your picture is too dark, consider adjusting your input [adc adjustments], tweaking your output color space with your colorimetry (see below), or making color corrections [CSC Color Correction]


Colorimetry

HDMI® Output Colorimetry specifies the color space of the HDMI® output. By default, the Auto setting will select Rec. 709, and toggle to Rec. 2100 when HDR is enabled. You may wish to manually set output to Rec. 2020 (without HDR enabled), Adobe RGB or DCI-P3 if your display supports a wider color gamut. This may improve the image quality/accuracy when using the settings in the Color Correction menu.

RGB Range

Set the HDMI® range to Full or Limited, where is it full by default. One setting is not better than the other, but you much make sure your RT4K and display match ranges. If your display uses the limited space, consider turning this option to limited. If your display uses the full range, you may leave the setting alone.

Sync Lock

Sync Lock controls how the RetroTINK-4K synchronizes the output frame rate with the input frame rate, and handles these input changes.

Older video game consoles didn't always have perfect video timings, and while CRTs typically had no problems working with them, 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. How the RT4K handles all of this can be chosen in the Sync Lock section.

  • Triple Buffer - Operates the output independently from the input, which results in a stable output signal even if the input signal glitches or changes. However, this comes at the cost of a variable lag, usually between a fraction of a frame to a fraction of a frame plus one whole frame. On occasion, you will see judder when frames need to be dropped or repeated in order to maintain sync. Use this setting for video capture.
  • Gen Lock - This is the recommended mode as long as your display is compatible with the source's refresh rate. Gen Lock loosely couples the output frame rate with the input frame rate. After a few seconds, the output frame rate will lock with the input frame rate and achieve minimum lag without screen judder. If Gen Lock is giving your equipment trouble, try enabling VRR if they support it.
  • Frame Lock - Tightly couples the input and output frame rates. Any change in the input frame rate will cause a disruption in the output signal and a hard re-synchronization.

Exclamation-circle-fill.svgNote that the Gen Lock and Frame Lock Sync Lock selections will display "Gen Out of Range!" and "Fr. Out of Range!" respectively when the video input frame rate is too far from the selected output to operate. An input more than 19% faster than the selected output frame rate or 30% slower than the selected output frame rate will trigger this error. When Gen and Frame Lock sync is out of range, the RetroTINK-4K buffer will fall back to the triple buffer Sync Lock method, using the frame rate specified in the selected modeline.
Exclamation-circle-fill.svgTriple Buffer, Gen Lock, and Frame Lock are decreasingly compatible, respectively. If you have trouble with Gen Lock or Frame Lock modes, consider going back to Triple Buffer by pressing the BUF button on the remote.
Exclamation-circle-fill.svgProfiles normally default to Triple Buffer for maximum compatibility. Feel free to test your equipment: switch to Gen Lock by pressing the GEN button on the remote and saving your profile to default to Gen Lock in the future.


VRR (Variable Refresh Rate)

The RetroTINK-4K can flag its output as VRR. While the RetroTINK-4K itself never outputs variable frame rates, settings this flag may be useful to force the display to accept a broader range of refresh rates, including if you're using Gen Lock. It is also useful on some displays to prevent re-buffering and other frame rate changes, which will interfere with the RetroTINK-4K's BFI generator. Lastly, some TVs activate a low-lag mode if they detect the VRR flag, which will improve the gameplay experience.

Deep Color

This option changes the bit color depth of the RT4K from 8 bits (Off) to 10-bits (On), increasing the number of colors in the picture. This can be useful if you've used any setting that adjusts the color of the picture. Note that enabling Deep Color will prompt an on-screen confirmation box requiring the user to select "OK" before enabling the feature.

Exclamation-circle-fill.svgEngaging Deep Color may cause issues with some equipment like TVs or capture cards, since enabling it while using 4K60 output will exceed the HDMI 2.0 bandwidth spec. In this case, your options are to either disable Deep Color, or use a lower output resolution. PAL systems may have better luck if the 4K50 option is chosen instead, so long as HDR is disabled.


BFI Control

Gives you quick access to the Strobe and Blur functions of Black Frame Insertion. For explanations on what these do, as well as more BFI controls, head to the Black Frame Insertion (BFI) section.

Audio Output

Surround Sound

The RT4K outputs up to 8 channels LPCM via HDMI®. As of Firmware 1.4.2, and per previous testing all 8 channels are output simultaneously but the channels are correctly routed, so if your receiver reports 7.1 but is only a 5.1 receiver, you should still have correct function from the RT4K.

The RT4K also passes through Dolby Surround® and all previous iterations of Dolby Surround®. This encodes surround sound in stereo signals so it is entirely up to your receiver to decode surround from this signal.

Profiles

Exclamation-circle-fill.svgAll options should be stored in a single profile. If you load a new profile, consider all previously changed settings lost if you did not save these settings to a new profile. This includes, but is not limited to, inputs, output resolutions, and scanline settings. Consider saving settings for profiles before switching between them for comparison.


The Profiles section handles all of the profiles provided on the SD card, as well as any you've put there yourself. Profiles allow you to save your settings to load later. This is where you'll find CRT presets, since they're just saved profiles.

  • For a list of Profiles provided on the SD card by default, head to the Profiles breakout page.
  • For a collection of Profiles made by the community not provided on the SD card by default, head to the Community Profiles section.

Load Profile

  • Load From File - Selecting this will bring up a menu where you can navigate through the "profile" folder on the SD card to load up a specific profile.
  • Load Default - Loads the Default Profile. The Default Profile can never be deleted or overwritten.
  • Auto Load DV1 - Will automatically load a DV1 profile, based on the detected DV1-compatible MiSTer core. Requires the name of the profile to to match the core name, and for the profile to be located in the DV1 folder.

Example: "sdcard/profile/dv1/core-name.rt4".

The arrangement of profiles in the Load From File menu matches the internal file structure of the "profile" folder on the SD card. This means that you can alter the folder structure to your liking if you don't prefer how they're laid out by default.

Save Profile

  • Save Current - Overwrites the currently-loaded profile with the current settings. If selected while using the Default Profile, this will work like "Save As New" instead.
  • Save As New - Saves the current profile as a new file named "New Profile X", where X is an ascending number. This will be located in the root "profile" folder on the SD card, and can be renamed using a PC.

Assign Profile

This section of the menu allows you to assign one of the twelve number buttons at the top of the remote to a specific profile, using the same SD card navigation menu as the "Load From File" function.

Additionally, this is where you can assign a profile to be loaded up when the RetroTINK-4K is Powered Up. This is not the Default Profile, which can never be changed.

Assigned profiles can be cleared by highlighting the button you want to edit and pushing ◁ (Left) on the remote.

Nested Profile Settings

Nested Profile Diagram
Tink4k Nested Profile Diagram.png
The RetroTINK-4K profile system has deeper functionality than might initially appear. By meeting certain conditions, the "ADC" (RGB/Component ADC), "SCL" (Scaling and Crop) and "Interpolation" (Processing/Effects Setup - Interpolation) can have multiple, unique entries.

The criteria that can trigger nested settings include:

  • The Selected Input
  • Special HDMI Modes (DV1 and A/DAC)
  • HDMI Resolution
  • Analog Vertical Line Count / Refresh Rate (using RGB/Comp.)
  • Video Modes (when using SDP Decoder Inputs)
  • Sample Rate Detection (when active)

Please refer to the Nested Profile Settings Diagram for a visual aid to what conditions will trigger unique, nested settings.

Unique Settings

  • HDMI Sources can have unique SCL and Interpolation settings based Special HDMI Modes (DV1 or A/DAC), as well as unique values for each resolution within special or normal HDMI sources.
  • RGB/Component sources have unique ADC, Interpolation and SCL settings based on the input's detected vertical lines and refresh rate.
  • SDP Decoder inputs have a common SDP ADC setting, but can have unique Interpolation and SCL settings based on detected 240p, 480i, 288p and 576i video modes.
  • Sample Rate Detection (when enabled) has unique Scaling/Cropping (SCL) settings per unique horizontal resolution detected.


Exclamation-circle-fill.svgNote that Every setting, included nested settings, are able to be saved within the profile (".rt4" file).


Scaling and Cropping

The Scaling / Crop Setup menu is where you can crop and resize the image. Unlike the RetroTINK-5X, by default the RT4K sizes and positions the image based on the cropping, but this can be overridden with the Scaling Mode setting.

Input Crop

The RetroTINK-4K has robust controls to adjust size, positioning and cropping:

  • "Top Trim" and "Bottom Trim" will effectively scale the image up and down in most Scaling Modes.
    • To more easily see the edges of the Top and Bottom Trims, set the Scaling Mode to "Auto Fill Integer".
  • "Left Trim" and "Right Trim" will adjust the centering of the image, as the RT4K automatically centers the image based on these settings.
    • To shift the image left and right, increase the Left or Right trim to push the image in the opposite direction.

Vertical Pre-Scale

The RetroTINK-4K features the ability to "Pre-Scale" video content, or discard scanlines, at a fractional increment of the source input. Discarding vertical lines results in a loss of vertical resolution. This loss can be useful under certain circumstances, such as creating more accurate scanline rendering for 240p visual content output from consoles that run at higher resolutions (such as the Dreamcast or Wii).

RoTATE

RoTATE (pronounced "roh-tah-tay") is a special feature within the RetroTINK-4K to rotate the image 90 degrees clockwise (right) or counterclockwise (left). This is especially useful for games that may only display their image horizontally, such as many arcade shooters.

RoTATE Example
Standard Output 90 Degrees Right 90 Degrees Left
Rotate example - uncorrected.png
Rotate example - 90 degrees right.png
Rotate example - 90 degrees left.png

The RoTATE mode will only work if the samples per line of your video source is lower than 1024 samples per line (visible in the RGB/Component ADC menu).

  • Because the video of Composite and S-Video is locked to 858 samples per line, no additional tweaking is required when using these input sources.
  • Further, RoTATE mode will only work with 240p, 288p or 360p resolutions. This is important for titles that mix them with 480i.

If you're using RGB or YPbPr input, visit the RGB/Component ADC section of this page for information on ADC and decimation settings to meet the 1024 samples per line requirement. Similar limits apply when using HDMI® sources: use the Input Decimation settings in the "HDMI® Receiver" menu if the horizontal samples exceed 1024 (for example, MiSTer cores that use pixel repetition).

Auto Crop

The RetroTINK-4K can automatically crop and set aspect ratio for an input if it is fed a sufficient game screen. This feature works with RGB,Component and HDMI™ sources. Auto Crop looks for the black edges of a game image and crops to them, so use a picture that clearly shows the edges of the video for best results.

Exclamation-circle-fill.svgScreens that have any dark edges, as well as letterboxed, pillar-boxed, and window-boxed screens, are not recommended as they will fool the Auto Crop into thinking those are the edges of the image, resulting in an incorrect crop.


CP Auto Crop Settings
Name Remote Button Effect
Vertical Only AUX 1 Automatically adjusts "Top Trim" and "Bottom Trim" to the top and bottom of the game image. Does not adjust Left Trim or Right Trim, and does not change Aspect Correction.
Full Crop to 4:3 AUX 2 Automatically adjusts Left, Right, Top, and Bottom Trim to the image, and changes Aspect Correction to "4:3 (PAR)"
Full Crop to 16:9 AUX 3 Automatically adjusts Left, Right, Top, and Bottom Trim to the image, and changes Aspect Correction to "16:9 (PAR)"

Scaler

The Scaler section in the RetroTINK-4K is where you'll find the tools that allow you to manipulate the geometry of the image.

Aspect Correction

The Aspect Correction setting chooses the Pixel Aspect Ratio, or "PAR", of the image. This is important because it needs to match the aspect ratio of the display the game is expecting to be seen on, referred to as the Display Aspect Ratio, or "DAR".

Exclamation-circle-fill.svgThe Aspect Correction controls are only available when the current Input (analog or HDMI®) is a resolution with a variable PAR factor, such as 240p, 288p, 480i/p, and 576i/p. Most other resolutions will lock the Aspect Correction setting to their expected PAR, no matter the input. For example, 720p over the PS3's Component cables will lock Aspect Correction to "1:1 (Sq. Pixel)", while 480p over PS3's HDMI® cables will let you choose yourself.
  • If the Aspect Correction controls are locked, you can still transform the image using the Scaling Factors tools.


The options that are available are:

Pixel Aspect Ratio Description Display Aspect Ratio Use-Case
4:3 (PAR) Uses the common 4:3 Pixel Aspect Ratio, displaying the pixels slightly wider than squares. Pre-HDMI® video game consoles, which expect to be displayed on the 4:3 DAR of CRT televisions.
16:9 (PAR) Uses the 16:9 Pixel Aspect Ratio, displaying the pixels even wider than 4:3 (PAR). Pre-HDMI® games and systems that offer widescreen modes, such as with the PS2 and the Wii.
1:1 (Sq. Pixel) Uses the 1:1 Pixel Aspect Ratio, displaying the pixels as perfect squares. Games and consoles that expect a 1:1 PAR but still output a sub-HD signal, such as PSP, and Game Boy games via the Super Game Boy or Game Boy Player.

If you're using a device that can use more than one Pixel Aspect Ratio, it's important that you set said device to correctly dovetail with the RT4K, so that the game will be shown correctly once it gets to your display.

Scaling Mode

Scaling Mode allows you to select automatic scaling modes or change aspect ratio constraints on manual scaling:

  • Auto Fill - Fills the screen based on the selected Aspect Correction aspect ratio.
  • Proportional - Allows the Vertical Factor to be adjusted while automatically adjusting the Horizontal Factor to keep the aspect ratio selected in Aspect Correction.
  • Free-Form - Untethers the Vertical Factor and Horizontal Factor to allow values outside of the Aspect Correction setting. This setting lets you use the Vert. Factor and Hori. Factor settings to freely transform the image, like on the RetroTINK-5X.
  • Auto Fill Integer - Scales the Vertical Factor and Horizontal Factor to the highest possible integer value without exceeding the screen boundaries, while also respecting the ratio selected in Aspect Correction. We highly recommend using the cropping tools to ensure the picture can be as large as possible while using this scaling mode.

Scaling Factors (Transform Tools)

The Horizontal Factor and Vertical Factor settings allow you to stretch and transform the image, either horizontally or vertically. Each factor diplays the multiplier value, the input resolution, and output resolution respectively.

Which of these are available depends on what option the Scaling Mode is set to. Proportional unlocks the Vert. Factor, while Free-Form unlocks both Vert. and Hori. Factors.

The function can be expressed as a simple formula: [Input Resolution] X [Multiplier] = [Output Resolution].

Horizontal and Vertical Factor Example
Axis Multiplier Input Res. Output Res.
Vert. Factor 9.000 240 2160
Hori. Factor 2.045 1440 2945

Buffer Length

The RetroTINK-4K allows users to set how much video to buffer before outputting to your screen. The buffer, in conjunction with the Sync Lock mode, are the main determining factors for overall latency.

  • Min. Lag - Sets the buffer to only store to bare minimum number of video lines. This option provides the lowest latency.
  • 1/2 Frame - Always buffers half a frame.
  • 1 Frame - Always buffers a full frame.

Min. Lag is typically compatible, but if you encounter an edge case with screen tearing, try setting this to "1/2 Frame" or "1 Frame".

Exclamation-circle-fill.svgCertain movie modes, such as Inverse Telecine, will automatically force the RetroTINK-4K to buffer a full frame.


Blank Resolution Change

Blank Resolution Change will add a black frame between resolution changes to mask image glitching. This can be helpful to smooth out transitions in games that commonly switch between 480i and 240p. Famous examples include Chrono Cross and Silent Hill on PS1. Blank Resolution change can be set to "On" or "Off".

Masking Color

The masking colour settings allow you to adjust the colour of the mask that displays in the Scaling/Crop menu. By default, the values a 0 Red, 0 Green and 31 Blue. You can also change whether the masking colour is displayed in the cropping menu only, or always (even when the RT4K menu isn't displayed).

Processing and Effects

The Processing / Effects Setup menu is where you can adjust the pixel interpolation, as well as add Scanlines and CRT Masks.

Where are the Scanline Presets?

If you're a regular user of the RetroTINK-5X, you may be surprised to enter this menu and find that there's no Presets available to choose from. This is because they are stored as Profiles on the SD card.

  • To load an included CRT Preset, head to the main menu, then go Profiles > Load from File > HDR CRT Simulation, then pick one you want to use.

The "bundling" of CRT Presets as Profiles may seem odd to users of the RetroTINK-5X (where CRT Presets could easily be applied to optimal sampling profiles), however this shouldn't have much impact on the final result. CRT displays are inherently a bit blurry as part of their aesthetic (even PVMs and BVMs), so generic sampling is perfectly acceptable to use for them. If you're using a digital source and decimating it (like Nintendo Switch Online or an HDMI® modded system), you may want to simulate the blur using the Horizontal Interpolation Kernel, and / or the Horizontal Blur function.

The only exception to the above is when you're using the LCD scanlines, as the thin lines dividing each pixel won't appear correctly without scaling the image up by a flat number (such as 4.000x or 5.000x).

RetroTINK-5X Equivalent Scanlines

The following profiles are analogous to similar presets on the RetroTINK-5X, these can be found in the \profile\_CRT Emulation\Basic HDR CRT\ folder on the RT4K SD Card

The profiles on the RT4K use HDR and these screenshots may not appear correctly on your monitor. We strongly encourage you to click on the image and zoom in to see the shape and color of the effects. All screenshots were taken with default settings on both presets and profiles, so you may need to adjust settings to your taste.

If you liked this preset on the 5x Then You should try this profile on the RT4K
Slot Mask
Hi-Res Slot Mask
BVM
BVM 1000 TVL
PVM-600
PVM 600 TVL
FV310
Consumer Trinitron
Consumer-1
Consumer Slot Mask
LCD
LCD Mono 1 Scanline Setting

Interpolation

Vertical and Horizontal Kernel

Interpolation in relation to video processing is a technique to create more visual information on the output that is given on the input. These processes help make a more visually cohesive image, and reduce effects such as shimmering when the image is scrolling. The RetroTINK-4K offers a handful of interpolation options that can be applied independently across the vertical and horizontal axis.

  • Bilinear Sharp - The image is scaled up the maximum integer factor that is within the output size using Nearest Neighbor followed by a bilinear scale to the final output size. This option provides sharp pixels without shimmer at non-integer scaling factors.
  • Bilinear Medium - The image is scaled up to the closest integer that is smaller or equal to the output pixels divided by 2 using Nearest Neighbor followed by a bilinear scale to the final output size. This option is somewhat softer than Bilinear Sharp but still sharper than regular Bilinear.
  • Bilinear Std - The image is scaled using conventional bilinear filtering.
  • Bilinear Soft - This performs linear interpolation over 4 pixels instead of the standard 2 pixels resulting in a very soft image. This may be desirable to produce horizontal blur for CRT effects
  • Cubic - Interpolation using the bicubic spline kernel which outputs an image sharper than bilinear but softer than Lanczos.
  • Lanczos2 and Lanczos3 - Interpolation using the Lanczos family of scaling algorithms. Lanczos is a popular algorithm that provides good results for natural imagery (i.e. movies) and most 3D games.
  • Nearest Neighbor - The image is scaled using Nearest Neighbor for completely sharp pixels, but may shimmer if the Scaling Factors are not set to even multipliers (ie set to non-integer factors).

Anti-Ringing

Anti-Ringing is a toggleable option (On / Off) to reduce the appearance of ringing artefacts when using the Lanczos family of interpolation kernels. By default this setting is set to On, but even then it won't actually be engaged unless you're using Lanczos2 or Lanczos3.

Linear Light

Linear Light is a method of image color and brightness reproduction that may provide more accurate scaling and blending. Linear Light will also alter the appearance of scanline effects, which users may consider an improvement or not based on subjective preferences.

  • Linear Light On - The RetroTINK-4K performs inverse gamma mapping at the start of the scaler pipeline and performs all operations in the linear light domain. The output is gamma encoded for SDR modes and PQ encoded for HDR modes.
  • Linear Light Off - The RT4K performs all scaler operations in the gamma domain and only performs inverse gamma at the output if needed for color gamut transforms.

Assuming default SDR settings, for linear light to function properly, you have to manually set input factor and output factor to 2.4 in the Color Correction-> Gamma/PQ menu.
Enabling HDR in HDMI® Output->Transmitter, Enabling Color Space Conversion in Color Correction->Color Space Conversion, or Adobe RGB/P3 in HDMI® Output->Colorimetry will adjust Gamma/PQ settings by default to properly allow Linear Light processing.

More information on the benefits of linear light can be found here.

Scanlines

The RetroTINK-4K has customizable scanline generation which can recreate the look of various displays, including early LCD displays. Scanlines are an effect that simulates the appearance of blank scanlines on a display, similar to what you might see on older cathode ray tube (CRT) monitor or television screens. The effect creates generates black spaces between each visible scanline of video, simulating how lower resolution progressive signals would be presented on higher resolution (480i) displays.

Since scanlines are part of the image drawn by a CRTs red, green and blue electron gun, they scale with the image's pixels, and it's for this reason that the RetroTINK-4K's scanlines behave the same. This means that scanlines will appear thinner depending on the resolution of the input source; 240p scanlines are much thicker than scanlines placed on a 1080p input.

  • For clarity, on a CRT, every line drawn on the display is a scanline. 240p however only uses half of these, resulting in blank scanlines every second row. This causes the scanlines to be perceptible, hence why these blank lines are called "scanlines" despite not being anything at all.

Exclamation-circle-fill.svgProper simulation of CRT and LCD effects involves many more factors than just the scanline settings, such as but not limited to: Scaling, ADC Sampling, Interpolation / Filter and Color Correction. If this is overwhelming, please try one of the pre-made profiles first (included on the RetroTINK-4K SD card).
Exclamation-circle-fill.svgIf your effects don't look correct on your display, your display may not be using 4:4:4 chroma. The methods of enabling this will vary, but solutions include enabling a setting on your TV such as Ultra Deep Color or changing the name and / or icon of the selected input to PC. If no solution is available, setting both the Vert. and Hori. Scaling Factors to even multipliers (such as 4.000x or 5.000x) may help.


Blank / Black Scanlines

This scanline function determines what formula is used by the scanline generator to translate the replaced video scanline to a "blank / black" scanline.

  • Off - Disables the scanline generator. Further settings in the Scanlines section will not have an effect if Off is selected.
  • Exponential - A scanline pattern that has the softest profile from bright to dark.
  • Gaussian - A scanline pattern similar to Exponential, but with a sharper transition from bright to dark.
  • Super Gaussian - A scanline pattern with a very sharp transition from bright to dark.
  • Linear - A scanline pattern with a straight ramp from bright to dark.
  • Box - A scanline pattern similar to old style emulator scanlines, with no blending from bright to dark. The scanline pattern is either completely on or completely off.

You can adjust the scanlines with the next settings:

  • Strength - Adjusts the maximum width of the scanline effect.
  • Modulation - Adjust how much the thickness of the scanline effect will change depending on brightness. Specifically, the higher this value, the thicker the black scanlines will be around dark areas of the picture.
  • Pseudo Interlace - Draws scanlines with an interlaced order even if the source is progressive. 2x (i.e. 480p → 960i) doubles the resolution so that no vertical detail is lost but results in thinner scanlines. 1x (i.e. 480p → 480i) results in thicker scanlines but loses half the vertical resolution.

If you're inputting an interlaced signal, you should consider going to the Deinterlacer/Film menu and setting the Algorithm to "CRT Simulation". This will cause the scanlines to move up and down every frame, giving a look authentic to how these interlaced signals appear on a real CRT.

LCD Effects

The LCD functions behave differently than the "blank / black" functions, and are instead designed to simulate the appearance of older LCD displays.

  • LCD Mono - Will place a 1x1 pixel border around every upscaled pixel in the image.
  • LCD RGB - Simulates RGB subpixels per each upscaled pixel (similar to how the CRT masks simulate phosphor artifacts).

With LCD functions selected, the Strength and Modulation options change to "LCD Subpixel Str." and "LCD Vert Str.", respectively, and will retain their values. Despite being available for both LCD functions, they only have any effect on the LCD RGB effect.

  • LCD Subpixel Str. - Sets how strong the LCD subpixel masking is. Lower values will more strongly "tint" the subpixels the colour of the upscaled pixel they represent.
  • LCD Vertical Str. - Controls the size of the horizontal line under each pixel.

Color Bleed

Color bleed simulates some of the imperfections of how colors were presented on a CRT. These won't do anything unless a scanline generator is enabled; these won't work with the LCD effects.

  • Red Bleed: Enabling Red Bleed simulates a common CRT effect where the Red beam is softer and less focused than Blue and Green.
  • Red Convergence: Adjusts a vertical offset of the red data within the scanline effect. Can be adjusted from a -10 to 10 offset.
  • Blue Convergence: Adjusts a vertical offset of the blue data within the scanline effect. Can be adjusted from a -10 to 10 offset.

Masks

Masks apply effects equivalent to the shadow masks on a CRT (as well as the similar aperture grilles and slot masks). Since these masks were metal plates that spanned the entire surface of a CRTs glass screen, they're independent of the image drawn by the red, green and blue electron guns. For this reason, masks on the RetroTINK-4K behave the same, and so will NOT adhere to the subpixels of the input you've selected.

The RetroTINK-4K accomplishes the mask effect by tiling an image across the entire screen at 1:1 sizing. Because of this, reducing the RT4K's output resolution will increase the size of the masks.

  • Enable - Turns masks Off or On.
  • Strength - Adjusts the strength of the masks. "+0" is the neutral value, "+10" is the maximum value, while "-10" is equivalent to turning Masks off.
  • Load from File - Takes you to the "masks" folder of the SD card

If you want to make your own masks, head for the Custom CRT Masks section of this page.

Horizontal Blur

The Horizontal Blur function approximates the horizontal blurring present in some CRTs, looking rather like the right-to-left smearing on "3CHIP" Super Nintendos.

  • Function - Can be set to "Off" or "IIR LPF".
  • Cut-Off Freq - Adjusts the strength of the horizontal blur.

If you're wanting to blur the image in a more "traditional" sense, you'll want to use the Interpolation Kernels in the Processing/Effects menu.

Smoothing

Example 1: No smoothing Wxample 2 yes smoiot


The RetroTINK-4K offers an XBR-style smoothing algorithm to interpolate pixel edges for a smoother look. While intended for 2d-content, it can also help reduce visible aliasing with 3d content.

  • Algorithm - Selects between "Off", "XBR Level 1", and "XBR Level 2".
  • Noise Threshold - Selects between "Off", "Low", "Medium" and "High" settings.

Color Correction

Color Correction Example
Before Color Correction After Color Correction
Golden Sun on Game Boy Advance / GBI Without Color Correction
Golden Sun using csc/Game Boy Interface/Game Boy Advance.txt
Golden Sun on Game Boy Advance / GBI Without Color Correction Golden Sun using csc/Game Boy Interface/Game Boy Advance.txt

The Color Correction Setup menu controls the advanced color gamut correction and adjustment options on the RetroTINK-4K. The Apply Preset can be used to quickly load Color Correction profiles, such as the ones included on the 1.0 SD Card (more info on 1.0 CSC Profiles here).

Gamma and PQ

The input controls adjust how incoming RGB signals are converted from gamma space to linear light.

  • Input Factor: Factor used to convert the input from gamma space to linear light. Input factor is the inverse gamma exponent. Can be adjusted between 0.10 and 5.00.
  • Input Lift: Lift adds an offset (raises or lowers black level) to the input gamma conversion. Can be adjusted between -1.00 and 1.00.
  • Input Gain: Gain multiplies the output of the input gamma conversion. Can be adjusted between 0.00 and 10.00.
  • Output Factor: Available only in SDR, this is the factor used to re-encode the linear ligh output of the video pipeline back to gamma space. Can be adjusted between 0.10 and 5.00.
  • SMPTE 2048 PQ: Available only in HDR, where the RT4K uses a perceptual quantizer instead of simple gamma, in order to tonemap the linear light signal into an HDR signal. The control sets the maximum brightness of the PQ in units of nits, which represents the maximum brightness of the tone mapping. Normally this is set to your TVs maximum nit level, however this function can be useful to dim the brightness of an HDR picture. Can be adjusted from 250 to 10,000.

Color Space Conversion

  • Apply Preset: Opens the Load CSC Matrix menu, where users can load any saved CSC profiles from the SD card. Most use cases will involve simply applying a preset from the SD card, for example, to apply a color gamut correction to emulate a PVM. The RetroTINK-4K 1.0 SD Card release includes many presets.

You can explore the included CSC presets here.
Information on the Custom Color Matrix preset format can be found here.

  • Custom Matrix: Allows the user to turn On or Off CSC by enabling/disabling the Input RGB to XYZ conversion matrix and settings applied to the Gamma/PQ.
  • Prevent Clipping: Automatically scale the CSC matrix so that highlights are not lost at the cost of making the image dimmer. Can be set to On or Off.
  • Saturation: Controls the color intensity. Lowering it turns the image black and white. Raising it makes the colors more intense. Can be set from -1.0 to +1.0.

Input RGB to XYZ

The user can manually adjust the matrix used to convert the input RGB data into XYZ colorspace. The RT4K automatically chains to correct conversion from XYZ to output RGB depending on the specified output colorimetry (e.g., BT709, BT2020, Adobe RGB, etc.). Each of the conversion functions can be adjusted between -1.75000 to +1.75000.

Advanced Controls

  • Transfer Function: Can be set to "sRGB 0.055", "Rec.601/709 0.099", "SMPTE 240M 0.1115" or "Gamma". The various transfer functions linearize the low-end of the gamma curve to avoid bit loss. "Gamma" uses a simple gamma encoding.
  • Bit Crush: Lowers the number of colors in the core video signal by reducing the number of bits per color. This is primarily intended for removing rounding errors that can occur in the original signal, e.g. when using GBI, as well as potentially removing noise in some limited cases. Alternatively, it can be used for aesthetic purposes to create a posterization or limited-color mode effect.
  • Dithering: Can be set to "On" or "Off". Adds visually imperceptible random noise to the HDMI output to avoid banding and quantization artifacts due to the limit of 8-bit precision.

Black Frame Insertion (BFI)

Exclamation-circle-fill.svgBFI is for adding motion clarity. This does not interpolate frames like various settings on modern displays.


Exclamation-circle-fill.svgPlease use caution when using BFI. This setting may not be great for people who are sensitive to strobing lights.


Black Frame Insertion (BFI) is a technique to improve motion clarity with high refresh rate monitors. As an example, a 60fps video source played on a 120hz monitor could have a black frame interstitially placed between every frame. The resulting "image-black-image-black" pattern can increase the perception of motion and fine details. If you have a higher refresh rate monitor, a customizable example can be viewed over at Blur Busters.

The use-case for Black Frame Insertion is to approximate the appearance of a CRT display, which would draw every line left-to-right, with the pixels dimming until they're replaced again for the next frame. Modern displays don't do this and never darken the pixels like this in the drawing process; this gives the effect of "blur" on moving parts of the picture. Black Frame Insertion is a crude but effective method of replicating the feel of looking at a CRT display, and gives the impression of better motion clarity.

BFI cannot be enabled unless the following two requirements are met:

  • Set a supported Output Resolution and frame rate - Due to bandwidth constraints, BFI is limited to 1440p or lower resolution output. This also must be a high frame rate: either 100hz or 120hz.
  • Set a supported Sync Lock Mode - BFI also cannot be enabled unless you are in Gen or Frame Sync Lock mode.

If both of these requirements are met, the BFI options will be unlocked.

  • LCD Saver: LCD display panels may suffer from image retention when using BFI. The LCD Saver helps prevent this by inverting the order of (video frame)-(inserted frame) at the timer value set. LCD Saver can be set to 0, 1, 5, and 10 Minutes. When the frame order is inverted, it may create a momentary glitch in the video output. Note that setting the time value to 0 will display a message screen warning the user of possible LCD panel image retention.
  • Min. BFI Limit: Can be set to "On" or "Off". Default "On". Disabling will disable safety limits for BFI strobe effects. Will prompt an additional warning screen when set to "Off".

BFI Control

Black Frame Insertion (BFI) Settings
BFI Example Diagram.png
Strobe: Strobe controls how the output frame rate is divided into the input frame rate. As depicted in the diagram, with Strobe 1, the 60Hz input frame is flashed one time at 240 Hz. At Strobe 2, the 60Hz input frame is flashed twice at 240Hz, with black frames in between. Alternatively, a 60Hz source within a 120Hz output would display for 1/2 of the time 120Hz output window.

Blur: Blur is a duty cycle modifier that works in relation to Strobe to change how many frames the source video is presented in relation to the black frames. In the example diagram (60Hz Source inside a 240Hz output), a Blur of 1 would display the source video 1/4 of the 240Hz window, a Blur of 2 would display the source video 2/4 of the 240Hz window, and a Blur of 3 would display the source video 3/4 of the 240Hz window. Some relationships of Blur and Stobe are locked, such as a 60Hz video source in a 120Hz output window, which would only allow a Blur of 1 (1/2 of the output 120Hz window).

More information about BFI can be found at Blur Busters.

BFI Color

The BFI Color settings allows the user to change how the inserted frame appears.

The Blending Mode setting selects between the following functions:

  • Solid: Creates a grayscale inserted frame that can be adjusted with any of the Red, Green or Blue BFI Color settings. A lower BFI Color numerical value is darker, higher is brighter.
  • Alpha: In this mode, the inserted frame is a duplicated video frame with a transparent alpha overlay darkening the inserted frame based on the BFI Color setting. A lower BFI Color numerical value is darker/more opaque, a higher value is brighter/less opaque.
  • Solid Color: Sets a solid inserted frame with an RGB-assignable color from the BFI Color selections.
  • Alpha Color: Inserts a duplicated video frame with an alpha color overlay. The color of the alpha-blended frame is set from the R-G-B BFI Color values.

The Red, Green and Blue BFI Color values allow for customizable colors in the Solid Color and Alpha Color modes, and are an interlocked numerical valued for Solid and Alpha blending modes (R-G-B values cannot be adjusted separately).

Deinterlacer and Film

The Deinterlacer / Film Mode Setup menu allows you to adjust settings for use on interlaced sources, such as deinterlacing methods, apply LCD blending to progressive sources and setup Inverse Telecine.

While tweaking the options under the Mode and Motion Adaptive Settings sections, we suggest using the Pause Button to pause the video on a frame with motion. This will allow you to see the effects of the deinterlacing more easily.

Mode

There are six deinterlacing algorithms to choose from:

  • Motion Adaptive - Uses an algorithm to determine whether to use Bob deinterlacing for areas of the screen that change, or Weave deinterlacing for areas that stay the same. Can be further tweaked in the Motion Adaptive Settings section.
  • Weave - The current field remains on-screen while the next field is drawn, 'weaving' the two fields together. This is the same as 'disabled' in video players such as VLC, and will result in combing artifacts.
  • Bob - Doubles the vertical height of each line to fill the full frame. This causes the image to appear as if it's moving up and down, since the two fields are not aligned in the interlaced signal, but preserves temporal resolution of interlaced video.
  • Linear - Linear interpolated Bob (i.e., rather than a pure linedouble, line 2 is the average of lines 1 and 3, line 4 is the average of lines 3 and 5, etc.).
  • Blend - The frame is created by averaging lines from the two most recent fields. Produces ghosting.
  • CRT Simulation - Similar to Bob, but additionally changes scanline behavior to match that of interlaced content on a real CRT. If Scanlines have not been enabled, this mode will appear identical to Bob. See below for more details on this algorithm.
  • LCD Blending - (Progressive sources) Averages the current frame and the previous frame. Produces ghosting that can blend flickering objects. (Interlaced sources) Averages the current field and previous same field, skipping the other field. Eliminates NTSC composite artifacts if the picture is completely still. Not recommended for gaming.

CRT Simulation

The CRT Simulation algorithm is unique enough to warrant its own section. It's used to to simulate the way 480i content is displayed on a real CRT: each frame of a 480i image is actually only 240 lines, and each new frame switches to using lines that were unused in the previous frame. Because of this, CRT Simulation will appear identical to Bob deinterlacing unless you use one of the Scanline functions enabled in the Processing / Effects menu (since they simulate the unused lines), and are viewing interlaced content.

CRT Simulation will also cause your crop settings to be displayed incorrectly, so be prepared to redo your crop after enabling this feature.

Exclamation-circle-fill.svgThe output frame rate of the RT4K must match the input signal's frame rate in order for the effect to be displayed correctly. This is important if you're using a PAL system, which run at 50 frames per second: if the RT4K is outputting at 60fps (as it usually does by default), the CRT Simulation will not appear correctly for PAL content!


Motion Adaptive Settings

Motion Adaptive settings apply only to the Motion Adaptive Deinterlacing mode, allowing you to adjust how the Motion Adaptive Deinterlacing operates.

  • Sensitivity: Adjusts the sensitivity of Motion Adaptive, between "Min", "Medium", "High" and "Max". The higher this is set, the more weaving will be present for moving parts of the screen, at the benefit of a stabler look for static parts of the screen. Many games will look just fine on the Min. setting, however several games may require Medium or higher. For example, Burnout 3: Takedown on PlayStation 2 has a subtle flickering and noise-like dithering that throws off the Motion Adaptive Deinterlacer for still parts of the screen.
  • Noise Threshold: Adjusts how much low-level changes are ignored, so that the deinterlacer doesn't fall back to Bob deinterlacing unnecessarily. Useful for content that has noise and / or dithering present.
  • Interpolator:Controls how the Bob function of the deinterlacer is calculated. The bob is either taken from the line above (Upper Field), line below (Lower Field) or the Average of the upper and lower lines.
  • Detector: Can be set to "Zero-Lag", which favors the most current field. "Symmetric" favors the previous field, but allows for symmetric motion detection, which may provide cleaner results.

Bob Settings

The only Bob Setting here is the Bob Offset, which adjusts adjusts how far apart each field is from each other. It can be set between "-3" and "+3". This setting is useful for 240p games that were poorly ported to run at 480i, such as Mega Man Anniversary Collection on PlayStation 2.

Film Mode

The settings under Film Mode contain options to help process video content.

Inverse Telecine:

  • 3:2 - In this mode, video content that was from a 24 Hz source converted to a 60 Hz signal will play back in a reconstructed 24 fps. This helps applicable video content play with its intended cinematic framerate.
  • 2:2 - In this mode, the deinterlacer will rebuild progressive video output from 480i games that run at reliable/stable 30 fps, which effectively converts 480i into 480p. This will result in an increase in visual resolution and clarity. This is especially useful for PlayStation 2 where much of the library is 480i only.

Dejudder 24 Hz: This mode treats telecine material as a virtual 24 Hz source when using Gen Lock and Frame Lock Sync Lock, allowing for true 24 Hz output when combined with a 24 Hz output modeline. It can also be used with a 48, 72 or 120 Hz output modeline. This option only applies when a 3:2 source is successfully detected / deinterlaced.

Cadence Detection

The cadence detection menu offers controls to adjust the RetroTINK-4K's detection of content to pass to the the inverse telecine functions.

  • Motion Digital, Motion CP, and Motion SDP: These values change the noise threshold for HDMI inputs, component/RGB inputs and composite/S-video inputs, respectively. Adjusting the noise threshold higher will decrease the detection of false positives, but may miss weaker or nosier telecine signals. Adjusting the threshold lower may increase false readings but allow less stable signals to be processed. Each value can be set from a range of 0 to 500.
  • Threshold: Once a signal passes the check of the Motion thresholds, the Threshold number sets how many consecutive detections of a telecine pattern are required before the deinterlacer function activates. This may be helpful for noiser sources such as VHS to further filter out false detections.

HDMI® Receiver

The HDMI® Receiver Setup menu is where you control how the RT4K handles HDMI® In video. This menu is only functional when the HDMI® In port is the currently selected Input. If it is, this menu can be quickly accessed by pressing the ADC button at the top of the remote when HDMI® is selected as the input.

Input Decimation

Input Decimation
Input Decimation Example.png
Input decimation is a function to reduce the horizontal resolution of a given HDMI input. This works by taking the current input horizontal resolution, and reducing it as a division between the Input Pixels and Output Pixels settings. A display of the final output resolution after decimation has occurred is shown in parenthesis at the end of the Input Pixels field.


  • Input Pixels: Sets the number of sample width pixels to generate a decimation from.
  • Output Pixels: Sets how many pixels to divide the sample width into.
  • Initial Phase: Sets the phase offset for the decimation, determining which pixels are preserved and which pixels are removed.

Colorspace

Colorspace has options to assign what colorspace the HDMI® input is using, as well as what method to use for 4:2:2 upsampling.

  • 4:2:2 Upsampler: Determines how to process digital inputs that are using 4:2:2 chroma subsampling. Can be set to "Linear", which uses a bilinear filter for a smoother appearance, or "Nearest", which uses a nearest neighbor filter for a sharper look (but with more obvious aliasing).
  • Input Range: Determines what color range to process the incoming digital signal as. "Auto" should be used unless there is a specific colorspace mismatch. Other settings include "RGB Lim.", "RGB Full", "YCbCr 601", "YCbCr 709", "xvYCC 601", "xvYCC 709", "YCbCr 601 (Full)" or "YCbCR 709 (Full)".
Exclamation-circle-fill.svgThis setting is independent of the HDMI range in the output menu. This should be consistent with the HDMI range of your console's output (e.g., the Wii U outputs Limited Range, so you set this to Limited Range, but you do not necessarily have to change the HDMI range in the output menu.


MiSTer DV1

The RetroTINK-4K is compatible with the MiSTer's DirectVideo (aka DV1) video output mode. Compatible cores can output DV1 video over HDMI, which aims to preserve the original content's pixel-accurate video. To work within the HDMI standard, DV1 can often require resolution padding padding (black bars) and pixel multiplication. By including the padding and multiplication info in the HDMI transmission itself (via the HDMI SPD Infoframe), compatible devices can recreate a pixel-accurate image by cropping the frame and decimating any pixel duplication.

  • Auto-Decimate: When set to "Infoframe" (recommended when using DV1), the RetroTINK-4K will use the DV1 infoframe data to set the correct decimation factor. "Measure" will try to guess the best decimation setting based on the characteristics of the image. Auto-Decimate can be disabled by selecting "Off".
  • Auto-Crop: When set to "On", the RetroTINK-4K will use the DV1 infoframe data to automatically crop any black borders. Auto-Crop can be disabled by choosing "Off".

Note that DV1 input can also automatically trigger profile changes, using the Auto Load DV1 Profile function.

A/DAC

  • A/DAC Mode: Allows Analogue consoles that support the Analogue DAC to output an unscaled image to the RT4K. For more information, please visit the Analogue Consoles section of the System Specific Settings page.
    • Off: The Analogue console sees the RT4K as a regular HDMI display.
    • NTSC: The Analogue console sees the RT4K as an Analogue DAC with the region switch set to NTSC.
    • PAL: The Analogue console sees the RT4K as an Analogue DAC with the region switch set to PAL.
Exclamation-circle-fill.svgPLEASE NOTE: While using A/DAC mode, the connected Analogue console will output 240p with horizontal variable pixel repetition, in order to allow for cases such as SNES 512-column mode to be rendered correctly. This may cause some scaling settings to not behave how you expect. Nothing is broken, please adjust Input Decimation and Scaling/Cropping until you get the desired image, noting that the initial horizontal scale is 4x what you are probably expecting (2x if you're playing a game that uses 512-column mode), and THIS MAY CHANGE IN THE FUTURE. Additionally, A/DAC Mode when set to PAL will require manual aspect ratio adjustment, and when set to either NTSC or PAL will require significant cropping when used with the Mega Sg due to the Mega Sg's output having a significantly exaggerated overscan area. Due to limitations both with Analogue hardware and with our understanding of the Analogue DAC, none of these issues can be addressed automatically at this time. Finally, please also note that, like with the actual Analogue DAC, changing the A/DAC mode setting while your Analogue console is connected and turned on will result in improper operation from your Analogue console, and is not recommended.


RGB and Component ADC

The RGB / Component ADC Setup menu is where you control how the RT4K handles analog inputs, such as the RCA, S-Video, HD-15 and SCART ports. This menu is only functional when an RGB or Component input is in use. If that is the case, this menu can be brought up by pressing the ADC button at the top of the remote when YPbPr, RGBS, RGsB, or RGBHV is selected as the input.

Sampling (ADC)

Sampling (ADC)
ADC Decimation Example.png
  • Samples per Line: Adjusts the total number of samples taken per line of video. When Samples per Line is set to a multiple of the pixels per line in a particular video source, the image will appear sharper as the pixel edge boundaries are aligned with the ADC sample rate. The parenthetical information after the Samples per Line shows the active, visible samples.
  • Decimation Factor: Decimation divides the Samples per Line by the Decimation Factor value. For instance, if your Samples per Line is 1716, a Decimation Factor of 2 would leave 858 remaining samples. The parenthetical number after the Decimation Factor displays how many samples are remaining after decimation.
  • Decimation Phase: Phase determines which set of samples is preserved when Decimation is active, and which set of samples is discarded. The selection will be a single instance of the Decimation Factor, I.E, If Decimation Factor was 3, you could choose between 1,2 or 3 Decimation Phase selections. Decimation Phase is disabled if Decimation Factor is off.
  • Sub-Phase:A fine-tuning calibration to control the exact timing for when samples are taken. A calibrated Sub-Phase will result in a sharper image. This can be manually set or the alignment can be set with the Auto Phase function. Sub-Phase can be a value of 0 to 348.75 degrees, with 11.25 degree increment selections.
  • Anti-Alias LPF: Applies a low pass filter the incoming analog signal before the signal is sampled by the ADC. This can help eliminate analog signal interference in the video, but may result in a less sharp image at higher settings. Auto setting will attempt to apply an appropriate setting based on the signal's sampling rate. Can be set to "Auto", "9MHz (Strong)", "16 MHz (Med)", "35 MHz (Light)", "95 MHz (Min.)" and "Off".

Sync (ADC)

  • SoG Threshold: Sets the voltage level used to slice the video signal and generate a digital sync pulse. Adjusting this level may help with problematic sources. The voltage can be set between "0.00 mV" and "327.42 mV" in in 11.29 increments.
  • Pre-coast: Sets the number of lines before vertical sync to switch from syncing with video source to internally generated sync. Can be set between 1 and 31 lines.
  • Post-coast: Sets the number of lines after vertical sync to switch from syncing with video source to internally generated sync. Can be set between 1 and 31 lines.

The coast settings create a padding area away from the vertical sync pulse, so syncing to the horizontal doesn't encounter errors from off-spec signals or glitchy signal transitions. Adjusting Pre-coast and Post-cost values may be helpful when processing off-spec video sources.

  • Wide Tolerance: Enables extra sync processing to help with 240p and 288p sources, such as arcade boards or NEOGEO, that may have sync issues due to malformed sync pulses. This should be turned off for normal use as it may cause artifacts for other systems.

Gain

  • Pre-ADC: Changes the amount of analog gain applied to the signal before the ADC, functioning as a coarse contrast adjustment. Can be set between -0.7 and +0.8.
  • Red,Green, and Blue allows fine adjustment of the individual color channel digital gain, functioning as a finer contrast adjustment per color channel. Can be adjusted between 1.000 and 1.996.

Offset

  • Red,Green, and Blue offset provides per color black level / brightness adjustment. Values can be set between -100 and +100.

Auto Calibrate

Auto Phase

Any game screen is sufficient for automatic phasing, but it is recommended to use the 240p Test Suite or other sufficiently patterned screen for eyeballing results. whether you've set automatic sample detection using that menu, or you manually selected Decimation Factor in the ADC page, selecting Auto-Calibrate Phase makes the RetroTINK-4K automatically select the best Decimation Phase and Sub-Phase for your current picture and should give you the sharpest results. It is recommended you run this 3-5 times to make sure the same factors and phases are consistently chosen.

Auto Gain

The Auto Gain function will calibrate the gain levels for the current input, however it only works for RGB and YPbPr sources.

  • To use Auto Gain with an RGB source, go to a game screen which has a patch of that should be pure 100% white. To use it with a YPbPr source, you will need the colors used in the 100% SMPTE color bars. When you enable the Auto Gain function, the RT4K automatically calibrates the Gain levels based on that white patch.

Auto Gain only works in calibrating the overall brightness Gain, not the individual color gain. You may need to manually adjust the individual colors a few ticks more for in the Gain section to get the true RGB code (255) for a given color. We highly recommend the use of the 240p Test Suite for this task.

Auto Gain must be calibrated on a per-console basis, meaning it will need to be set between different systems. This applies even across different units of the same system, such as two Super Nintendos, as their picture output will have degraded slightly differently.

To use this feature on Enhanced S-Video sources you will need firmware 1.2.3 or above. On earlier firmware, the RT4K will try to calibrate Pb and Pr despite Enhanced S-Video's use of the SDP Decoder for color. Please calibrate gain on Green manually for Luma/Y only for any firmware earlier than 1.2.3.

Sample Rate Detection

The Sample Rate Detection menu is where you control how the RT4K automatically detects the sample rate of a given analog source. This menu is only functional when an RGB or Component input is in use.

Sample Rate Detection Overview

The RetroTINK-4K can take advantage of sampling and scaling algorithms to seamlessly change settings when it detects a horizontal resolution change. This is useful for some analog retro gaming consoles, but requires knowledge of their "Master Sampling Rate." Please consult the table below to see which resolutions are available for consoles where automatic sampling detection is recommended.

If you do not see your console here, consider going to their System Specific Settings page and look for more information. Some consoles do not use this feature and will not be shown here.

Master Sampling Rate Chart (NTSC)
Console Name ADC Sample Rate Decimation Factor & Total (Active) Resolution
1/10 1/8 1/7 1/6 1/5 1/4
Super NES 3410 341.000 (256) 682.000 (512)
Sega Genesis/Mega Drive 3420 342.000 (256) 427.500 (320)
Turbo Grafx 16/PCEngine 2730 341.250 (256) 455.000 (368) 682.500 (512)
Sony PlayStation 3413 341.300 (256) 426.625 (320) 487.571 (384) 682.600 (512) 853.250 (640)
Sony PlayStation 2 3432 343.200 (256) 429.000 (320) 490.286 (384) 686.400 (512) 858.000 (640)
Master Sampling Rate Chart (PAL, if different)
Console Name ADC Sample Rate Decimation Factor & Total (Active) Resolution
1/10 1/8 1/7 1/6 1/5 1/4
Sony PlayStation 3406 340.600 (256) 425.750 (320) 486.571 (384) 681.200 (512) 851.500 (640)
Sony PlayStation 2 3456 345.6 (256) 432 (320) 493.714 (384) 691.2 (512) 864 (640)

Once you know the master sampling rate of your console, set that console's ADC Sample rate in the "Sample Rate Detection" menu under ADC Sample Rate, and turn both "Auto Dec. Factor" and "Auto Dec. Phase" to "On." Once you enable those options, if you know which resolutions you'll use, scroll down to that resolution to enable that horizontal resolution's detection and the RetroTINK-4K should automatically switch to a different set of settings whenever it detects that particular resolution is used. This process will help automatically set Decimation Factor and Decimation Phase in the ADC setup.

Exclamation-circle-fill.svgYou may be tempted to turn on every resolution, but if you know your console won't use it, consider turning that resolution off to help with the detection speed.


Control

  • Auto Dec. Factor: Turns on Sample Rate Detection
  • Auto Dec. Phase: Turning this on makes the RT4K select phase for you. This disables the Decimation Phase setting in the ADC menu.
  • Detection Mode: Can be set to "Generic Console" or "Saturn". Generic Console covers most systems since they have a fixed video clock. A special Saturn mode is needed due to the Saturn's variable master video clock.
  • ADC Sample Rate: Tells the RT4K how many samples to take in each line.

Progressive Detection & Interlace Detection

Each line shows the result of the ADC Sample Rate divided by a different Decimation Factor: 10, 8, 7, 6, 5, and 4, respectively.

SDP Decoder

The SDP Decoder Setup menu is where you control how the RT4K handles Composite and S-Video. This menu can be quickly accessed by pressing the ADC button at the top of the remote when S-Video or Composite are selected as inputs.

Gain and Balance

  • Brightness: Adjusts the brightness of the image. Can be set between "-100" and "+100".
  • Contrast: Adjusts the contrast of the image. Can be set between "-100" and "+100".
  • Chroma: Adjust the saturation of the image. Can be set between "-100" and "+100".
  • Phase: Adjusts the tint of the image.
  • Blue Only: Displays a greyscale depiction of the blue colour values, with white being full blue and black being no blue.
  • Setup: Can be set between 0 IRE and 7.5 IRE.

Processing

These controls will adjust how the RT4K handles the processing of the Composite video signal.

2D Processing

  • 2D Y/C Filter: For composite video to be displayed, the "chroma" (color) and "luma" (black and white) parts of the signal must be separated. The RetroTINK-4K offers a variety of filter functions to perform this signal separation. The 2D functions available are "2D Adaptive", "2D Fixed" and "Notch".
  • 2D Bandwidth: 2D bandwidth determines how much detail to try to preserve when separating luma and chroma components. Higher bandwidth maintains more detail but also introduces more artifacts. Can be toggled between "Low" and "High" settings.
  • Chroma Bandwidth: Controls a low pass filter on the chroma signal, may help to remove rainbowing and other artifacts.
  • Sharpness: Artificially sharpens the image. Can be set between "0" and "15".
  • CTIE: Can be set between "0" to "3". CTIE sharpens the chroma channels using the luma channel as a guide.

3D Processing

  • 3D Comb Enable: When set to "On", this will enable the RetroTINK-4K's 3D Comb Y/C Filter. The 3D Comb filter will analyze three consecutive fields of the same location in the video. If there is no detected motion across these 3 samples, the filter can operate with very high accuracy, effectively replicating the quality of S-Video. When changes across the sampled fields are detected, the algorithm will fall back to 2D Comb filtering, a technique that does not rely on previous frames of video to inform the filter. This "3D when the screen is still, 2D when in motion" is similar to the methods employed when using Motion Adaptive Deinterlacing. 3D Comb can be adjusted further with the Noise Threshold setting.
  • Noise Threshold: Adjusts the 3D Comb sensitivity to bias 2D or 3D filtering. "Low" will quickly fall back to 2D filtering when motion is detected, while the Medium and High settings will bias the 3D filtering. "Default" is calibrated between "Low" and "Medium".

Sync (SDP)

Adjusts how the RetroTINK-4K syncs and locks onto the Composite signal.

  • H-Lock Speed: Can be set to "Auto", "Slow", "Medium" and "Fast".
  • Standard: Changes the analog signal standard for composite video decoding. Can be set to "Auto", "NTSC", "PAL", "SECAM", "NTSC-443", "PAL-M", "PAL-N" and "PAL-60".

Enhanced S-Video

Enhanced S-Video Example
S-Video Enhanced S-Video w/ Optimizations
Tink4k-example-normal-svideo-mario64.png
Tink4k-example-enhanced-svideo-mario64.png

The RetroTINK-4K offers a special mode for processing S-Video (Y/C) video signals known as Enhanced S-Video. By bringing S-Video into the 4K's HD15 port, the signal can be fed through the SD and High-Resolution analog-to-digital converters simultaneously. This method offers higher resolution luma digitization, while enabling Decimation and Auto Phase on S-Video sources. To enable Enhanced S-Video, Y/C must be connected to the HD-15's Green/Red pins respectively, and the RetroTINK-4K's input must be set to Y/C on G/R (Enc.).

See Enhanced S-Video Wiring for more detailed information on how to bring S-Video into the HD-15 input.

  • Chroma Shift: Adjusts the horizontal alignment of the chroma signal when using Enhanced S-Video mode. Can be set from "-100" to "100" Default is "0".

Audio Input

The Audio Input Setup menu is where you'll find options regarding the RT4K's handling of audio, such as the sampling rate and overriding which audio input is in use. More information can be found in the Alternate Audio Inputs and Inputs section.

Sampling (Audio)

  • Sample Rate: Set the RetroTINK-4K's audio output sample rate. You can choose either 48khz and 96khz.
  • Pre-amp Gain: Boost or attenuate the audio output gain. Can be set from -24dB to +28dB.

Source

  • Input Override: Here you can override the current audio source with an alternate input, choosing between RCA, HD-15, SCART, Front S/PDIF or Off.
  • Input Swap: Allows you to enable mono to stereo function (1 signal to two speakers) with Mono (left) and Mono (right) selections, or swap the left and right audio channels with the L/R Swap selection.

Surround Sound Input and Support

If your console is using Dolby Surround, it is likely using compressed surround sound encoded in Stereo Audio. There is no setting to adjust for this as it is entirely up to your receiver to decode Dolby Surround. The RetroTINK-4K simply passes this information through.

If your console outputs via Optical Audio, it will send compressed surround sound, which is properly decoded to the output.

If your console outputs LPCM via HDMI®, the RetroTINK-4K will simply pass through up to 8 channels of surround sound to its HDMI® output.

System

The System selection of menus relate to the RetroTINK-4K itself, including the On-screen display, firmware updates, and displaying various status screens.

OSD and Firmware

This menu allows you to load in your own banner. The default banner is the RetroTINK-4K banner, but community banners are also included, like FirebrandX's banner displaying Firebrand from Demon's Crest, and moon banners (which intentionally do not display the moon in a perfect circle).

Here's some information on how banners work on the RT4K:

  • Banners are stored in the "image" folder of the SD card.
  • Banners must be 24-bit BMPs in order to work with the RT4K.
  • 320 x 128 is the recommended pixel dimensions. It can be larger, however only the upper-left 320x128 pixels of the image will be drawn.
  • An RGB value of "255, 0, 255" (magenta colour) will be treated as transparency.
  • Banners are saved as part of the profile.
  • If a profile doesn't have a banner image specified, the file named "default.bmp" will be loaded instead. This lets you determine your own default banner image.

On Screen Display

This section allows you to adjust facets of the On Screen Display, including the menu.

  • Position - This lets you set whether the menu is displayed on the Left side of the screen, the Center, or the Right side of the screen. This is set to "Left" by default.
  • Auto-Off - Lets you determine how long the menu will wait before disappearing (as if you pressed the menu button). This is set of "Off" by default, but you can set it to turn the Menu off after up between 10 - 100 seconds (and anything in-between in 10 second increments).
  • Hide Input Res. - Turning this on will mean the RT4K will not display the current input and resolution in the top-right corner of the screen every time it changes. This is useful if you're capturing or streaming games that switch resolutions.
  • Enable Debug OSD - This option allows you to permenantly display one of the three Status Pages or the Diagnostic Console.

Firmware Update

This option allows you to Check the SD card for the two files needed for installing new firmware to the RetroTINK-4K. For more information on how to install new firmware, head to the Firmware Updates section.

Status

Displays the Status menu, letting you learn more about the current status of the RetroTINK-4K. For more information, visit the Device section of our GUI Map.

Diagnostic Console

Shows the 30 most recent actions in the RetroTINK-4K's operations. Or something?

About

Displays the About Page, containing the following information:

  • About
    • Device - Displays information about the RT4K's hardware version.
    • FW Version - Displays the current firmware name.
    • Device ID - Displays the ID of the RT4K.
  • Resources
  • Special Thanks To:
    • RetroRGB - GameSack - FirebrandX - Wobbling Pixels - Extrems - CouryC - John Linneman - Try4ce - Artemio - Blur Busters - Voultar - Old Kid - MinotaurZombie - teen Nick - Chungo - Mr. Moro - Guspaz - SquidHominid - Mizox - blizzz - Supercowabunga - Jeff Chen - pram0d - atrac17 - Cyo - 8bitesquire - Fenris Wolf Retro - Ace - Kuro Houou - ScarletSprites - wizzo - CGQ - TechnicalMonkey - EposVox - Derf - IceStrike256 - RegentOfOrigin - Kjeld - cobhc - KBABZ
      • Names are ordered to favour formatting, and are otherwise in no particular order.

SD Card and Profiles

The RetroTINK-4K includes an SD card with a set of Profiles, CRT Masks, Color Correction Profiles and more from the talents of FirebrandX, Wobbling Pixels, Exrems, Kuro Houou, pram0d, Cyo, MrMoro, austinbroth, Chungo, and (anyone else I'm forgetting). This area includes a mirror to download the stock RetroTINK-4K 1.0 Full SD Card, as well as a comprehensive list of every profile included with the release.

Name Description
SD Card Version 1.0 A downloadable.zip copy of the 1.0 launch SD Card, including the stock firmware and included Profiles.
Profiles Version 1.0 A comprehensive breakout page detailing every Profile included with the 1.0 launch SD Card.

New SD cards, firmware, and profiles are now available in the Firmware Repository.

System Specific Settings

System Specific Settings is all about highlighting how you can use the RetroTINK-4K's various features to improve the experience of using your video game systems beyond just plugging them in. This can range from setting 1:1 pixel aspect ratio for Super Game Boy on the SNES, to dovetailing with the Sharpscale Plugin on the PlayStation TV.

  • Due to its sheer size, this section has been broken out into its own subpage, which can be found here.

Additional Guides

Custom CRT Masks

The RT4K allows for the use of custom CRT Mask overlays via the Masks menu. This is primarily intended to give an effect similar to CRT shadow, slot and aperture masks that stretch across the screen (as opposed to scanlines, which affect the picture underneath). The RT4K uses mask images and tiles them across the screen to replicate the effect.

Here's what you need to know when it comes to making your own CRT Mask:

  • Custom CRT Masks must be saved as 32-bit .BMP files.
  • The maximum dimensions of a CRT Mask image is 16 x 16 pixels. They can be smaller, which will result in denser tiling of the mask across the screen.
  • A color value of 128 will be neutral, while 0 will completely black out the corresponding pixel. 255 will double the input value (although this will be clamped).
  • Custom CRT Mask images should be stored in the "mask" folder on the SD card.
Exclamation-circle-fill.svgCRT masks will NOT adhere to the pixel grid like the RT4K's scanlines will. If you want them to adhere to the pixel grid, you'll need to have your shadow mask image match the dimensions of a single upscaled pixel, but this will vary depending on many factors, and so should be paired with a specific Profile you have in mind. Since Mask images have a maximum size of 16x16 pixels, this inherently means that the upscaled pixels of the input image cannot exceed 16x16 pixels in RT4K's output resolution.


Custom Color Matrix

RetroTINK-4K Custom Color Matrix Instructions - Custom color gamut correction factors can be loaded by the user. Each file is a set of csv values describing gamma and Input RGB → XYZ transforms. The RT4K will automatically apply the correct XYZ → Output RGB matrix depending on the specified HDMI output colorimetry.

The csv file has 14 entries (all floating point) on a single line:

  • 1: Input Gamma
  • 2: Input Lift
  • 3: Input Gain
  • 4: Output Gamma
  • 5: Transfer Function (0 = sRGB, 1 = Rec. 601/709, 2 = SMPTE 240, 3 = Conventional Gamma)
  • 6-14: Input RGB → XYZ Matrix Coefficients

Thanks to Dan Mons, Keith Raney (https://github.com/danmons/colour_matrix_adaptations/tree/main) and Extrems (https://www.gc-forever.com/wiki/index.php?title=Game_Boy_Interface) for providing technical assistance and example data.

Custom Modelines

The RetroTINK-4k supports user generated modelines for custom output resolutions, these are accessible by the RES1-RES4 buttons directly on the remote control.

These can be edited on the SD card in the modelines folder, these are named custom1.txt, custom2.txt, custom3.txt, and custom4.txt (corresponding to the remote buttons)

Modelines are stored as a single line of 12 comma separated values. For example:

1690, 130, 184, 624, 1, 1420, 3, 10, 60, 1, 69.420, "1420p60"

  • 1. Horizontal Active Pixels
  • 2. Horizontal Front Porch Pixels
  • 3. Horizontal Sync Pixels
  • 4. Horizontal Total Blank Pixels (Front Porch + Sync + Back Porch)
  • 5. Horizontal Sync Polarity (1 = positive, 0 = negative)
  • 6. Vertical Active Lines
  • 7. Vertical Front Porch Lines
  • 8. Vertical Sync Lines
  • 9. Vertical Total Blank Lines (Front Porch + Sync + Back Porch)
  • 10. Vertical Sync Polarity (1 = positive, 0 = negative)
  • 11. Nominal Frame Rate (floating point value) when in Triple Buffer mode
  • 12. String Text Name (not used currently)

Interlaced output resolutions only:

  • 13. 1 (Also values 7, 8 and 9 should use the smaller set of numbers for the two different fields. See example below.)


To easily make your own custom modelines, we recommend using Guspaz's RetroTINK 4K Video Timings Calculator.


For example, users of 1536p displays like the iPad lcd monitors can use the following modeline:
2048, 48, 32, 160, 1, 1536, 3, 4, 44, 0, 60.0, "1536p"

Disclaimer: Custom modeline compatibility depends on your display, YMMV. With 1080p input the output is limited to ≤120 Hz (144 Hz output may work with 24 Hz input).

Interlaced Modelines

Exclamation-circle-fill.svgInterlaced output is intended to turn a progressive input into an interlaced output with the same resolution, or act as a passthrough. E.g. 1080p/i -> 1080i or 480p/i -> 480i. Set the scaling mode to Free-Form. Interlaced output does not support scaling.


480i: 720, 16, 62, 138, 0, 480, 4, 3, 22, 0, 59.94, "720x480i59.94", 1

576i: 720, 12, 63, 144, 0, 576, 3, 3, 24, 0, 50.00, “720x576i50.00”, 1

1080i: 1920, 88, 44, 280, 1, 1080, 2, 5, 22, 1, 59.94, "1920x1080i59.94", 1


To convert a progressive modeline to interlaced output, simply divide values 7, 8 and 9 from the progressive modeline by 2, rounding down. Then add a 1 as the final value. Example for 480p:

720, 16, 62, 138, 0, 480, 9, 6, 45, 0, 59.94, "720x480p59.94" -> 720, 16, 62, 138, 0, 480, 4, 3, 22, 0, 59.94, "720x480i59.94", 1

Custom Modelines Tutorial

Exclamation-circle-fill.svgThis is not an exact science. There are many variations of modelines and display technologies, and your particular display may not agree with the modeline you are trying to feed it, despite timings falling under 600MHz and your display's feature claims. Unfortunately every combination of display and modeline cannot be tested by Mike alone and we depend on the community to help give information regarding modelines and particular displays.


Follow these steps to correctly use the Custom Modelines Feature. For this example a 1080p180 modeline will be used for a monitor that cannot reach 240fps, but a 2-1 BFI cadence is still possible.

  1. Find the resolution and framerate of your display. For this example: 1920x1080p is the resolution and 180fps is the framerate.
  2. Visit the RT4K Video Timings Calculator
  3. Enter your desired Horizontal Pixels, Vertical Pixels, and Refresh Rate (Hz). In this example, 1920 goes into horizontal pixels, 1080 goes into vertical pixels, and 180 goes into the refresh rate.
  4. Click into another field to update the Timings chart.
  5. Note that the Timings chart will show some values in green and some values in red. Green Values indicate the timing is within the 600MHz output clock of the RT4K. Red means the timing exceeds the 600MHz output and the RT4K will not work with it.
  6. Make your way down to "RT4K Custom modelines" and note the text for the modelines that are green. In this example you want the following bits of text
    • 1920, 176, 208, 768, 0, 1080, 3, 5, 122, 1, 179.98, "1920x1080p179.98"
    • 1920, 48, 32, 160, 1, 1080, 3, 5, 98, 0, 179.98, "1920x1080p179.98"
    • 1920, 8, 32, 80, 1, 1080, 84, 8, 98, 0, 180, "1920x1080p180"
    • 1920, 8, 32, 80, 1, 1080, 84, 8, 6, 0, 180, "1920x1080p180"
  7. Take your SD Card out of your RT4K and connect it to your computer. Enter the "modelines" folder in the root of your SD Card. You should note there are 5 files: "_Mode Line Instructions.html" has the information noted in the above section. "Cutom[number].txt stores modeline data.
  8. Open each modeline file and put one modeline noted above into each file. If you have more than 4 you will have to come back to this step, as the RT4K can only use 4 at a time.
  9. Save each file. Place your SD Card back into your RT4K.
  10. With your RT4K on, press the Res1, Res2, Res3, and Res4 on the remote until you find a modeline that is stable.
  11. You may have to repeat this tutorial and tweak your values until you find something your display agrees with. As an example, a 180Hz modeline may not work with a Super NES, which would need a Refresh Rate of 180.03Hz for its unique refresh rate.

Custom Input Modes

Custom input mode definitions improve the handling of input sources that are detected as "Unknown" by the RetroTINK-4K. Unknown input sources are often displayed as a small strip in the middle of the screen, with parts of the image missing. With the correct definition the image will be automatically cropped and scaled to the desired aspect ratio. Up to 24 definitions can be added to the "input_database.txt" text file in the "inputmodes" folder on the SD card.


The parameters for each custom input mode is a single line of csv values with the format:

1. Minimum acceptable frame rate (floating point)
2. Maximum acceptable frame rate (floating point)
3. Minimum acceptable number of lines per frame (integer, note interlaced signals are treated on a frame, not field basis, so 525 for 480i or 625 for 576i)
4. Maximum acceptable number of lines per frame (integer)
5. Horizontal Sync Polarity (integer, 0 = don't care, 1 = negative, 2 = positive)
6. Vertical Sync Polarity (integer, 0 = don't care, 1 = negative, 2 = positive)
7. Interlaced (integer, 0 = expect progressive, 1 = expect interlaced) 8. Horizontal Sync + Back Porch Pixels (integer)
9. Horizontal Active Pixels (integer)
10. Horizontal Total (Front Porch + Sync + Back Porch + Active) Pixels (integer)
11. Vertical Sync + Back Porch Lines (integer)
12. Vertical Active Lines (integer)
13. Vertical Total (Front Porch + Sync + Back Porch + Active) Lines (integer)
14. Actual Horizontal Sampling Pixels (integer)
15. PAR Factor (float)
16. Desired Slot Number in Profile (integer 1-24)
17. String Name for Mode


If an RGB or YPbPr signal does not match an existing known definition, the RT4K will attempt to find a match from the database file using parameters 1-7. If a match is found, parameters 8-15 are then used for sampling and cropping the signal. The save slot inside the profile file that is used for this custom input mode is set by parameter 16. The final parameter is the name for the custom input mode, which is shown in the RT4K menu and input detection popup.


Examples:

This is the input mode definition for a standard 480i signal: "55.0, 65.0, 523, 527, 0, 0, 1, 122, 720, 858, 18, 240, 263, 1716, 0.90909, 10, 480iCustom"

Input mode defintion for Sega NAOMI provided by Aru: "59.0, 61.0, 529, 531, 1, 1, 0, 122, 749, 858, 34, 480, 495, 2200, 0.90909, 11, Sega Naomi"


Notes:

  • Parameters 8-13 can be determined either from technical documentation of the source system, or by trial and error.
  • The actual sample rate (parameter 14) can be different from the "canonical" sample rate (item 10) for the input mode.
  • BT.656 480i signals are conventionally sampled with 858 pixels/per line with a PAR of 10/11 (0.9090). However, the modeline specifies that the RT4K should actually sample at 1716 pixels per line (which will result in improved image quality due to oversampling). The RT4K will use the "canonical" sample rate, the PAR factor and the actual sample rate such that the final image is scaled correctly.

Preparing your TV for use with the RT4K

Try these options to prepare your TV for use with the RT4K. You may need to do a google search for [your tv model number] and the setting you are looking for, as every manufacturer uses a different name for the feature.

  • Turn off Motion Interpolation. This is a very big contributor to latency. Disabling this also helps make sure post processing effects render correctly
  • Turn off every setting if it has an off switch. Smart TV settings typically add to latency.
  • Turn on Game Mode. This helps turn most off most options, but you may need to manually turn off other settings. Game mode should instruct the display to let the RT4K drive the display rather than letting the display dictate how to handle colors and effects. Turning game mode on is usually the best way to lower latency.
  • Turn on PC Mode. This typically forces the PC to display all colors and disables chroma subsampling on a TV. PC mode on and off is the difference between post processing effects looking correct and not rendering correctly. See below for an example.
  • Locate your TV's Black Frame Insertion feature. If your TV has BFI you may want to implement that while the RT4K renders in 4K to reap the benefits of 4K post processing and keeping your resolution high.
  • Enable HDR and make sure all previous steps are repeated. Some displays will turn previously unselected options back on when you enable HDR.
PC Mode Demonstration: Aperture Grill Dense Mask
PC Mode On PC Mode Off
PC Mode On.jpg
PC Mode Off.jpg

Custom EDID Instructions

The RT4K normally loads its default EDID for the HDMI® input port unless the file ‘edid.bin’ is present in the root of the SD card.

The 'edid.bin' should be a direct binary dump of a 256-byte EDID structure. You can use a tool such as:

https://www.analogway.com/emea/products/software-tools/aw-edid-editor/ or https://www.monitortests.com/forum/Thread-Custom-Resolution-Utility-CRU

to generate a custom EDID in this format.

Community Resources

This section provides a list of helpful resources and additions to the RetroTINK-4K. Click the link in the name to go directly to an item's page.

Accessories

Name Author(s) Description
SCART2VGA Adapter jeffqchen A 3D-printed adapter for the RT4K's SCART port, turning it into a second rear HD-15 port.
SCART-Lock Kytor Industries A sleeve that fits over most angled SCART connector heads. Has two screws that go into the screwholes flanking the RT4K's SCART port for a secure fit, much like the HD-15 port.
Vertical Stand Retro Frog A vertical stand for the RT4K, with a holder for the remote control. Available as a .stl file for 3D printing.
Remote Mount Laser Bear Industries A mount for the RT4K's remote so it can be mounted on a wall or other flat surface. Also works with the RT5X's remote!
Wall Mount Kit Laser Bear Industries A wall mount for the RT4K, including VESA mounting holes and cable strain relief brackets.
Fan Mount Kit Laser Bear Industries A fan kit that replaces the white cover on the left side of the unit (fan sold separately). While the RT4K does not need a fan for normal operation, one may be handy if the device does not have good airflow.
DB15 to S-Video and CVBS Adapter Laser Bear Industries An adaptor that allows S-Video and CVBS (Composite) signals to be fed into the DB15 port. Do note that the DB15 port does not accept audio, which must instead be fed into the 3.5mm jack.
YC2VGA Zaxour An open source adaptor that allows S-Video and CVBS (Composite) signals to be fed into the DB15 port. Do note that the DB15 port does not accept audio, which must instead be fed into the 3.5mm jack. Also has 3D print files available for an enclosure.

Downloads and Web Pages

Various downloads and websites for use with the RT4K, including 3D printed files and custom modelines.

Name Author(s) Description
Fat32format (GUI) Ridgecrop Consultants A utility to format SD and microSD cards larger than 32GB with FAT32, as needed for the RetroTINK 4K.
RetroTINK Firmware Repository Squid Hominid A collection of all release and experimental firmware for RetroTINK devices, as well as SD card images with updated firmware and profiles.
RT4K Schematics Mike Chi A .zip file containing the RT4K schematics with dimension measurements, and a .step CAD model. These are ideal for designing your own shell or other parts that need to physically interact with the device in some way.
Video Timings Calculator Guspaz Generates custom Output modelines.
Mask Editor infinest Lets you manually create, load, and export your own CRT Mask images for use on the RT4K.

Community Profiles

Helpful Profiles created by the RetroTINK-4K community. These are not contained on the SD Card by default: to add them, connect the RT4K's SD card to your computer, then drag the profile's .rt4 file into the "profile" folder on the SD card.

Name Author(s) Description
RetroTINK 4K NTSC & PAL Profiles Wobbling Pixels A link to the latest updated version of the Wobbling Pixels RetroTINK 4K profiles. IMPORTANT: Read the "How to install and update profiles" txt file.
Prof_gLX RT4K Profiles Prof_gLX Current profiles include 3DO via RGB in 240p and 480i modes, Atari 2600 Composite, GBA Consolizer, Neo Geo MVS, Hi-Def NES (HDMI Mod). Up to date as of 2023-12-17. See "Readme - Prof_gLX Profiles.txt" for details.
RegentOfOrigin Profile Packs RegentOfOrigin N64 NTSC HD Retrovision profiles and a collection of 7th and 8th Gen simple HDMI profiles. Up to date as of 2023-12-26.
VHS Capture Profile Bob from RetroRGB The default RT4K profile tweaked for the purposes of VHS tape video capture.using the front Composite / S-Video ports.
Exclamation-circle-fill.svgAll community profiles can now be found on the firmware repository. These are rounded up and released with every stable firmware release. https://retrotink-llc.github.io/firmware/4k-sdcards.html


Community Masks

Comunity masks can be found in the SD Card Images on the Firmware Repository under Masks.

Community Banners

Banners made by the RetroTINK-4K community. These should be placed into the "banners" folder on the SD card. Refer to the OSD and Firmware section for more information on how to select a banner for your profile.

Preview Name Author(s) Description
MisterFPGA.bmp
MiSTerFPGA Pezz82 The MiSTer FPGA logo, as a banner!
ArielAces Pixelwarps RT4K-RGB.bmp
RT4K-RGB ArielAces Rainbow RGB banner of the RetroTINK-4K logos.
ArielAces Pixelwarps Retrowave-01.bmp
Retrowave ArielAces A Retrowave-style RetroTINK-4K banner.
ArielAces Pixelwarps NES-SMB3.bmp
NES-SMB3 ArielAces A banner styled after the NES and Super Mario Bros. 3.
ArielAces Pixelwarps SNES-SFII.bmp
SNES-SFII ArielAces An SNES Street Fighter II banner.
ArielAces Pixelwarps SNES-ChronoTrigger-A.bmp
Chrono Trigger ArielAces A Chrono Trigger-themed banner.
ArielAces Pixelwarps Sega-Sonic.bmp
Sega Sonic A ArielAces A Sonic the Hedgehog-themed banner.
ArielAces Pixelwarps Sega-Sonic-B.bmp
Sega Sonic B ArielAces A banner themed after the Sonic the Hedgehog logo. Ooo!
ArielAces Pixelwarps 8BitEsquire-01.bmp
#EmulationIsForQuitters ArielAces A banner made for 8BitEsquire after his Emulation is for Quitters hashtag.
ArielAces Pixelwarps 8BitEsquire-02.bmp
$10 FPGA inside ArielAces A banner made for 8BitEsquire after the $10 FPGA in-joke in the RetroTINK community.
ArielAces Pixelwarps RetroRGB-01.bmp
RetroRGB ArielAces A banner made for Bob from RetroRGB after said website.
ArielAces Pixelwarps RetroRGB-02.bmp
The Lag is Real! ArielAces A The Lag is Real! banner made for Bob from RetroRGB. Features the faces of Bob and Art of fgcOS.

Video Guides

Various videos that help with using the RetroTINK-4K.

Video Author Description
My Life in Gaming Guide on the possibilities of the HDMI input, including scanlines on retro and retro-style games presented in HD. Also has an overview on the analog inputs.
FirebrandX Guide on how to make an optimal sampling RetroTINK 4K profile.
Wobbling Pixels Guide on how to use Wobbling Pixels' profiles included on the SD card.

Other Resources

For other cool things that don't really fit anywhere else.

Item Author(s) Description
Sd card label v2.png
Mike Chi The image used for the sticker on the SD Card that comes with every RT4K.

FAQ / Troubleshooting

Support Questions

Basic Troubleshooting Steps

Confirm the following
  • Your power supply is capable of 5V and at least 2A (or 5V and at least 10W)
  • SD Card is formatted with FAT32
  • Input is 1080p60 or less
  • Correct input is selected on the RetroTINK-4K to match your device. Confirm by cycling through the variations on the Input menu at the top of the RetroTINK-4K menu
  • Output cable is rated for HDMI 2.0 (18Gbps). Narrow down to this or display support issue by using 480p button on bottom half of remote
  • Your display supports 4K. Narrow down to this or HDMI issue by using 480p button on bottom half of remote
  • Motion Interpolation is off. Called different things by different manufacturers (Motion Smoothing, Tru(e) Motion, etc.), this creates extra frames that aren't present in the source and can cause flickering or ghosting, especially when using scanlines. Check your TV's manual for how to disable this feature
  • Chroma Subsampling is set to 4:4:4 (often incorrectly called "RGB"), instead of 4:2:2. When incorrectly set colors may distort and fine details may be lost. This can be set on many displays by setting the input to "PC Mode". Check your TV's manual for how to enable this feature
Try this
  • Connect your console directly to the RetroTINK-4K and the RetroTINK-4K directly to your Display without splitters (unless absolutely necessary), AVRs, etc.
  • Download the newest stable firmware and put BOTH files on the root of the SD card (overwriting anyrt4kup.bin file that already exists). Hold the reset button on the back of the device as you plug in the device or press the power button on the remote. Wait for it to update.
  • Reload the profile you were using to reset any changes. Download it again if needed. Reload the default if you're too far gone.

Store / Pricing Questions

Compatibility Questions

Hardware Questions

Software Questions

Comparison Questions

Recommendation Questions

Miscellaneous Questions

RetroTINK-4K GUI Map

The GUI Map lists every single menu and menu item on the RetroTINK-4K, along with a brief description of what it does. For more information on them, click on a header to be taken to the appropriate section on this page.

GUI - Basic Setup

GUI - Input Selection

More information concerning inputs can be found in the Inputs section.

HDMI®
HDMI® Selects the HDMI® In input.
Front
Composite Selects the front composite input.
S-Video Selects the front s-video input.
Rear RCA
YPbPr Selects the rear RCA YPbPr input.
RGsB Selects the rear RCA RGsB input.
CVBS on Green Selects the rear RCA CVBS input.
SCART
RGBS (75 ohm) Selects the SCART input and sets it to RGBS
RGsB Selects the SCART input and sets it to RGsB
YPbPr Selects the SCART input and sets it to YPbPr
CVBS on Pin 20 Enables Composite input on SCART Pin 20
CVBS on Green Enables Composite input on SCART Green
Y/C on Pin 20/Red Enables S-Video input on pin 20 and pin Red
HD-15
RGBHV Selects RGBHV input on HD-15
RGBS Selects RGBs input on HD-15
RGsB Selects RGBsB input on HD-15
YPbPr Selects Component input on HD-15
CVBS on Hsync Selects Composite input on Hsync Pin
CVBS on Green Selects Composite input on Green Pin
Y/C on Green/Red Selects S-Video Input on Green/Red
Y/C on G/R (Enh.) Selects Enhanced S-Video Mode.

GUI - HDMI® Output

More information concerning outputs can be found in the Outputs section.

Transmitter
HDR Toggles "HDR10 [8-bit]", "HLG [8-bit]", and off.
Colorimetry Lets you choose between "Auto", "Rec. 709", "Rec. 2020", "Adobe RGB" and "Display-P3".

With HDR enabled, Rec. 2100 is also available via the "Auto" setting.

RGB Range Lets you choose between "Full" or "Limited" RGB range settings.
Sync Lock Lets you choose between "Triple Buffer", "Gen 50.0 Hz (x1)" and "Frame 50.0 Hz (x1)".
VRR Lets you choose between "Off", "FreeSync", and "VESA".
Deep Color Lets you choose between "Off" and "On". Exceeds the HDMI® 2.1 bandwidth spec if used with 4K60 output.
BFI Control
Strobe Sets BFI Strobe.
Blur Sets BFI Blur.
LCD Saver Sets LCD Saver.
Output Resolution
4K60 Sets the output to 3840x2160p at 60 frames per second.
4K50 Sets the output to 3840x2160p at 50 frames per second.
1080p60 Sets the output to 1920x1080p at 60 frames per second.
1080p50 Sets the output to 1920x1080p at 50 frames per second.
1080p100 Sets the output to 1920x1080p at 100 frames per second.
1440p100 Sets the output to 2560x1440p at 100 frames per second.
1080p120 Sets the output to 1920x1080p at 120 frames per second.
1440p120 Sets the output to 2560x1440p at 120 frames per second.
480p60 Sets the output to 720x480p at 60 frames per second.
Custom Modeline 1 The first entry in the custom modeline output resolution field.
Custom Modeline 2 The second entry in the custom modeline output resolution field.
Custom Modeline 3 The third entry in the custom modeline output resolution field.
Custom Modeline 4 The fourth entry in the custom modeline output resolution field.

GUI - Profiles

Load Profile
Load From File Loads a chosen profile from the "profile" folder on the SD card.
Load Default Loads the Default Profile.
Auto Load DV1 Can be set to "Off" or "On". Automatically loads DV1 profile when DV1 signal is detected.
Save Profile
Save Current Saves the current profile by overwriting the original file on the SD card.
Save As New Saves the current profile as "New Profile #".
Assign Profile
Button 1 Sets a specified profile on the SD card to Button 1 on the remote.
Button 2 Sets a specified profile on the SD card to Button 2 on the remote.
Button 3 Sets a specified profile on the SD card to Button 3 on the remote.
Button 4 Sets a specified profile on the SD card to Button 4 on the remote.
Button 5 Sets a specified profile on the SD card to Button 5 on the remote.
Button 6 Sets a specified profile on the SD card to Button 6 on the remote.
Button 7 Sets a specified profile on the SD card to Button 7 on the remote.
Button 8 Sets a specified profile on the SD card to Button 8 on the remote.
Button 9 Sets a specified profile on the SD card to Button 9 on the remote.
Button 10 Sets a specified profile on the SD card to Button 10 on the remote.
Button 11 Sets a specified profile on the SD card to Button 11 on the remote.
Button 12 Sets a specified profile on the SD card to Button 12 on the remote.
Power Up Sets a specified profile on the SD card to load when the RT4K is powered up.

GUI - Advanced Settings

GUI - Scaling/Cropping

Input Crop
Top Trim Adjusts trim on the top edge of the picture.
Bottom Trim Adjusts trim on the bottom edge of the picture.
Left Trim Adjusts trim on the left edge of the picture.
Right Trim Adjusts trim on the right sedge of the picture.
Vert. Pre-Scale Reduces the effective vertical resolution of an HDMI® image. Can be set between "1/2" and "1/31".
RoTATE (Beta) Enables image rotation methods.
Auto Crop
Vertical Only Crops only the top and bottom edges of the image, sets Aspect Correction to "4:3 (PAR)" and Scaling Mode to "Proportional".
Full Crop to 4:3 Crops all edges of the image, sets Aspect Correction to "4:3 (PAR)" and Scaling Mode to "Proportional".
Full Crop to 16:9 Crops all edges of the image, sets Aspect Correction to "16:9 (PAR)" and Scaling Mode to "Proportional".
Scaler
Aspect Correction Lets you choose between "4:3 (PAR)", "16:9 (PAR)" and "1:1 (Sq. Pixel)" options.
Scaling Mode Lets you choose between "Auto Fill", "Proportional", "Free-Form" and "Auto Fill Integer" options.
Vert. Factor Adjusts the vertical height of the image. Only available when Scaling Mode is set to "Proportional" or "Free-Form".
Hori. Factor Adjusts the Horizontal width of the image. Only available when Scaling Mode is set to "Free-Form".
Buffer Length Can be set to "Min. Lag", "1/2 Frame" or "1 Frame". Displays the current detected lag in milliseconds.
Blank Res. Change Adds a black frame between resolution changes to mask image glitching. Can be set to "On" or "Off".
Masking Color
Red Adds red to the cropping mask, between 0 and 31.
Green Adds green to the cropping mask, between 0 and 31.
Blue Adds blue to the cropping mask, between 0 and 31.
Show Lets you choose between "Cropping Only" and "Always".

GUI - Processing / Effects

Interpolation
Vert. Kernel Lets you choose between "Bilinear Sharp", "Bilinear Med.", "Bilinear Std.", "Bilinear Soft", "Cubic", "Lanczos2", "Lanczos3", and "Nearest Neighbor".
Hori. Kernel Lets you choose between "Bilinear Sharp", "Bilinear Med.", "Bilinear Std.", "Bilinear Soft", "Cubic", "Lanczos2", "Lanczos3", and "Nearest Neighbor".
Anti-Ringing Can be set to "On" or "Off". Only visible on "Lanczos2" and "Lanczos 3".
Linear Light Can be set to "On" or "Off". When On, the RT4K performs inverse gamma correction at the start of the processing pipeline and all processing is done in the linear light domain.

When Off, The RT4K performs all processing in the gamma domain. Inverse gamma is only applied at the end, if needed, for transformations between different color spaces.

Scanline
Function Lets you choose between "Off", "Exponential", "Gaussian", "Super Gaussian", "Linear", "Box", "LCD Mono 1", "LCD Mono 2", "LCD BGR", and "LCD RGB". Anything except for "Off" will enable the settings below.
Strength Increases scanline strength from 0 to 99.
Modulation Increases modulation strength from 0 to 99.
Pseudo Interlace Draws scanlines with an interlaced order even if the source is progressive. 2x (i.e. 480p → 960i) doubles the resolution so that no vertical detail is lost but results in thinner scanlines. 1x (i.e. 480p → 480i) results in thicker scanlines but loses half the vertical resolution.
Red Bleed Enables red bleed.
Red Convergence Adjusts red convergence from -10 to 10.
Blue Convergence Adjusts blue convergence from -10 to 10.
Masks
Enable Enables the Mask feature, as well as the Strength option. Will not appear to do anything until "Load from File" is used.
Strength Adjusts the mask strength from -10 to 10.
Load from File Select a Mask File from the "mask" folder on the SD card.
Horizontal Blur
Function Lets you choose between "Off" and "IIR LPF", enabling the Cut-Off Freq option below.
Cut-Off Freq Adjusts the blur strength from 0.50 MHz to 9.00 MHz, in 0.25 increments.
Smoothing
Algorithm Enables XBR smoothing. Selects between "Off", "XBR Level 1", and "XBR Level 2".
Noise Threshold Selects between "Off", "Low", "Medium" and "High" settings.

GUI - Color Correction

Gamma/PQ
Input Factor Factor used to convert the input from gamma space to linear light. Can be adjusted between 0.1 and 5.00.
Input Lift Lift adds an offset to the input gamma conversion. Can be adjusted between -1.00 and 1.00.
Input Gain Gain multiplies the output of the input gamma conversion. Can be adjusted between 0.00 and 10.00.
Output Factor Factor used to convert encode the output of the video pipeline back to gamma space. Can be adjusted between 0.10 and 5.00.
SMPTE 2048 PQ For HDR output mode, the RT4K uses a perceptual quantizer instead of simple gamma. The control sets the maximum brightness of the PQ in units of nits. Can be adjusted from 250 to 10,000.
Color Space Conversion
Apply Preset Lets you load a CSC file from the "csc" folder on the SD card. The csc file is a list of presets to quickly apply gamma and conversion matrix.
Custom Matrix Enables the Input RGB to XYZ conversion matrix.
Prevent Clipping Automatically scale the CSC matrix so that highlights are not lost at the cost of making the image dimmer. Can be set to On or Off.
Saturation Controls the color intensity. Lowering it turns the image black and white. Raising it makes the colors more intense. Can be set from -1.0 to +1.0.
Input RGB to XYZ
Xo[Rin] Can be adjusted between -1.75000 to +1.75000.
Xo[Gin] Can be adjusted between -1.75000 to +1.75000.
Xo[Bin] Can be adjusted between -1.75000 to +1.75000.
Yo[Rin] Can be adjusted between -1.75000 to +1.75000.
Yo[Gin] Can be adjusted between -1.75000 to +1.75000.
Yo[Bin] Can be adjusted between -1.75000 to +1.75000.
Zo[Rin] Can be adjusted between -1.75000 to +1.75000.
Zo[Gin] Can be adjusted between -1.75000 to +1.75000.
Zo[Bin] Can be adjusted between -1.75000 to +1.75000.
Advanced Controls
Transfer Function Can be set to "sRGB 0.055", "Rec.601/709 0.099", "SMPTE 240M 0.1115" or "Gamma". The various transfer functions linearize the low-end of the gamma curve to avoid bit loss. "Gamma" uses a simple gamma encoding.
Bit Crush Lowers the color depth of the picture. Can be adjusted between "Off" and "7 bits Removed". This is useful to eliminate rounding errors in GBI or to create an artificially lower bit depth effect (similar to posterize in Photoshop).
Dithering Can be set to "On" or "Off". Adds visually imperceptible random noise to the HDMI output to avoid banding and quantization artifacts due to the limit of 8-bit precision.

GUI - Black Frame Insertion

BFI Control
Strobe Strobe sets the number of times a frame is flashed in the BFI.
Blur Blur sets the duration of each flash in the BFI.
LCD Saver IPS LCD displays may exhibit temporary image retention due to the flashing BFI pattern. LCD saver alternates the phase of the BFI flash to reduce this effect. However you will see a momentary glitch on every inversion.
Min. BFI Limit Can be set to "On" or "Off". Default "On". Disabling will disable safety limits for BFI strobe effects. Will prompt an additional warning screen when set to "Off".
BFI Color
Blending Mode Sets the BFI insertion mode: Black/grey frame, Colored frame, blend to black or blend to color.
Red Adjusts Red, Green and Blue from 0 to 31.
Green Adjusts Red, Green and Blue from 0 to 31.
Blue Adjusts Red, Green and Blue from 0 to 31.

GUI - Deinterlacer / Film

Mode
Algorithm Lets you choose between "Motion Adaptive", "Weave", "Bob", "Linear", "Blend", "CRT Simulation" and "LCD Blending*".
Field Inversion Reverses the fields of 480i signals. Can be set to "Off" or "On".

* Works with progressive inputs.

Motion Adaptive Settings
Sensitivity Adjusts the sensitivity of the Motion Adaptive Deinterlacer. Can be set to "Low", "Medium", "High" and "Max". Higher settings result in a more solid image but with more weaving artifacts.
Noise Threshold Adjusts the noise threshold, at the cost of weaving. Can be adjusted between 0 and 63.
Interpolator Can be set between "Linear" or "Edge Adaptive".
Detector Can be set to "Zero-lag" or "Symmetric".
Bob Settings
Offset Adjusts how far each field is shifted when using the "Bob" Algorithm. Can be set between -3 and +3.
Film Mode
Inverse Telecine Enables a detector for "3:2" telecine (24fps content) and "2:2" telecline (30fps content).
Dejudder 24 Hz Can be set to "Off" or "On".
Cadence Detection
Motion Digital Can be set from 0 to 500.
Motion CP Can be set from 0 to 500.
Motion SDP Can be set from 0 to 500.
Threshold Can be set from 0 to 500.

GUI - Acquisition

GUI - HDMI® In Receiver

Input Decimation
Input Pixels Can be set between "1 (Output: 1)" and "15 (Output: 1)".
Output Pixels Can be set between 1 and 15.
Initial Phase Can be set between "1 of X" and "X of X", where "X" what Input Pixels is set to.
Colorspace
4:2:2 Upsampler Can be set to "Linear" or "Nearest".
Input Range Can be set to "Auto", "RGB Lim.", "RGB Full", "YCbCr 601", "YCbCr 709", "XUYCC 601", "XUYCC 709", "YCbCR 601 (Full)" or "YCbCR 709 (Full)".
MiSTer DV1
Auto-Decimate Can be set to "Infoframe", "Measure", or "Off".
Auto-Crop Can be set to "On" or "Off".
A/DAC
Enable Can be set to "Off", "NTSC" or "PAL".
Auto-Decimate Can be set to "On" or "Off".

GUI - RGB / Component ADC

Sampling
Samples per Line Adjust the samples per-line of the RGB/Component digital to analog conversion.
Decimation Factor Divides the samples per line by the decimation factor number.
Decimation Phase Selects which subdivision of the decimation to display.
Sub-Phase Adjusts the Sub-Phase in 11.25 increments. Can be set as high as "348.75 deg"
Anti-Alias LPF Can be set to "Auto (16MHz)", "9MHz (Strong)", "16 MHz (Med)", "35 MHz (Light)", "95 MHz (Min.)" and "Off".
Sync
SoG Threshold Adjusts the Sync on Green Threshold in 11.29 increments. Can be set between "0.00 mV" and "327.42 mV".
Pre-coast Can be set between 1 and 31.
Post-coast Can be set between 1 and 31.
Wide Tolerance Can be set to "On" or "Off". On enables extra sync processing to help with 240p and 288p sources, such as arcade boards or NEOGEO, that may have sync issues due to malformed sync pulses.

This should be turned off for normal use as it may cause artifacts for other systems.

Gain
Pre-ADC Adjusts the picture gain. Can be set between -0.7 and +0.8.
Red Adds red to the picture, in increments of 0.008. Can be adjusted between 1.000 and 1.996.
Green Adds green to the picture, in increments of 0.008. Can be adjusted between 1.000 and 1.996.
Blue Adds blue to the picture, in increments of 0.008. Can be adjusted between 1.000 and 1.996.
Offset
Red Can be set between -100 and +100.
Green Can be set between -100 and +100.
Blue Can be set between -100 and +100.
Auto Calibrate
Phase Analyzes the picture to determine the Sub-Phase setting. Works best on detailed images with high contrast details.
Gain Analyzes the picture to determine the Red, Green and Blue Phase settings. Works best on calibration screens like in the 240p Test Suite.

GUI - Sample Rate Detection

Control
Auto Dec. Factor Can be set to "Off" or "On". Enables all other options in the Sample Rate Detection Menu
Auto Dec. Phase Can be set to "Off" or "Auto".
Detection Mode Can be set to "Generic Console" or "Saturn". Generic Console covers most systems since they have a fixed video clock. A special Saturn mode is needed due to the Saturn's variable master video clock.
ADC Sample Rate Manually set the sampling.
Progressive Detection
Enable 1/10 Enables 1/10th Progressive Auto Decimation detection.
Enable 1/8 iEnables 1/8th Progressive Auto Decimation detection.
Enable 1/7 Enables 1/7th Progressive Auto Decimation detection.
Enable 1/6 Enables 1/6th Progressive Auto Decimation detection.
Enable 1/5 Enables 1/5th Progressive Auto Decimation detection.
Enable 1/4 Enables 1/4th Progressive Auto Decimation detection.
Interlaced Detection
Enable 1/10 Enables 1/10th Interlaced Auto Decimation detection.
Enable 1/8 Enables 1/8th Interlaced Auto Decimation detection.
Enable 1/7 Enables 1/7th Interlaced Auto Decimation detection.
Enable 1/6 Enables 1/6th Interlaced Auto Decimation detection.
Enable 1/5 Enables 1/5th Interlaced Auto Decimation detection.
Enable 1/4 Enables 1/4th Interlaced Auto Decimation detection.

GUI - SDP Decoder

Gain / Balance
Brightness Adjusts the brightness level of an SDP source. Can be set from "-100" to "+100". Default is "0".
Contrast Adjusts the contrast level of an SDP source. Can be set from "-100" to "+100". Default is "0".
Chroma Adjusts the level of chroma, aka saturation, of an SDP source. Can be set from "-100" to "+100". Default is "0".
Phase Adjusts the green/magenta tint of an SDP source. Can be set from "-100" to "+100". Default is "0".
Blue Only Only allows the blue channel of the video signal to be displayed for calibration purposes. Can be set to "On" or "Off". Default is "Off".
Setup Chooses the black level the SDP signal. Can be set to "0 IRE" or "7.5 IRE". Default is "0".
2D Processing
2D Y/C Filter Chooses the 2D method used to separate luma from chroma in composite video sources. Can be set to "Notch", "2D Adaptive", "2D Fixed".
2D Bandwidth Determines how much detail to try to preserve when separating luma and chroma components using 2D comb filtering. Higher bandwidth maintains more detail but also introduces more artifacts. Can be toggled between "Low" and "High" settings.
Chroma Bandwidth Controls a low pass filter on the chroma signal, may help to remove rainbowing and other artifacts.Can be set to "Low" or "High".
PAL Delay Line the fuck if I know
Sharpness Artificially sharpens the image. Can be set between "0" and "15".
CTIE CTIE sharpens the chroma channels using the luma channel as a guide. Can be set between "0" to "3".
3D Processing
3D Comb Enable Enables (On) or disables (Off) the 3D Comb filter algorithm.
Noise Threshold "Default", "Low", "Medium", "High".
Sync
H-Lock Speed Adjusts how quickly the RetroTINK-4K syncs and locks onto a composite signal. Can be set to "Auto", "Slow", "Medium", and "Fast".
Standard Changes the analog signal standard for composite video decoding. Can be set to "Auto", "NTSC", "PAL", "SECAM", "NTSC-443", "PAL-M", "PAL-N" and "PAL-60".
Enhanced S-Video
Chroma Shift Adjusts the horizontal alignment of the chroma signal when using Enhanced S-Video mode. Can be set from "-100" to "100" Default is "0".

GUI - Audio Input

Sampling
Sample Rate Can be set to "48 kHz" or '96 kHz".
Pre-amp Gain Can be set between "-24.0 dB" and "+28.0 dB" in 0.5 increments.
Source
Input Override Manually changed the audio input to another source. Can be set to "Off", "RCA", "HD-15", "SCART", "Front" or "S/PDIF".
Input Swap Can be set to "Mono (Left)", "Mono (Right)" or "L/R Swap".

GUI - System

GUI - OSD / Firmware

On Screen Display
Position Can be set to "Left", "Center" and "Right".
Auto-Off Sets the time the menu will disable after inactivity. Can be set up to "100 sec" in 10 sec increments.
Load Banner Loads a menu banner from the "image" folder on the SD card.
Hide Input Res Can be set to "On" or "Off".
Enable Debug OSD Permenantly displays one of the debug OSDs on the screen. Can be set to "Off", "Status Pg 1", "Status Pg 2", "Status Pg 3" or "Console".
Firmware Update
Check SD Card Checks the SD card for update files stored in the SD card's root directory. If multiple firmware files are present, the most recent one will be chosen.

GUI - Device

GUI - Status

Status
Lets one display one of three System Status pages relating to the RT4K.

GUI - System Status Page 1

Video Source
Video Source CP Proc. (I assume CP Proc will change based on selection)
Input Timing information
Pixel Clock information
Freq information
Detected Mode information
Audio Input
Audio Input I2S (I assume will change based on audio input)
Measured Freq information
Measured Freq information
HDMI® N / CTS information
FPGA Core
Scaler Clock information
PLL VCO information
Pipeline information
SDRAM Clock information
SDRAM Load information
HDMI® Transmitter
Output Timing information
Active Size information
Pixel Clock information
HDMI® Standard information
PIC32MX MCU
System Clock information
Uptime information
Loop Time information
Last IR Code information
SD Card Free information

GUI - System Status Page 2

HDMI® Input Protocol Analyzer
TMDS information
Mode information
Resolution information
Colorspace information
H. Timing Front Porch, Sync (Polarity), Back Porch, Active.
V. Timing (F0) Front Porch, Sync (Polarity), Back Porch, Active, Total.
V. Timing (F1) information
Audio information
AVI Infoframe information
Aud. Infoframe information
VS Infoframe information
ACP Infoframe information

GUI - System Status Page 3

HDMI® TX Information
TX Mode information
Hot Plug information
Scrambling information
Clock Factor information
Ch 0 Error information
Ch 1 Error information
Ch 2 Error information
Sink EDID Dump information

GUI - Diagnostic Console

Diagnostic Console
Displays a diagnostic console screen regarding HDMI® In TX channels.

GUI - About

About
About Displays the name of the device, the firmware version, and the Device ID.
Resources Displays the URLs for the RetroTINK website, Discord channel, and the RetroTINK-4K wiki page.
Thanks! Displays a list of RetroTINK-4K development members that Mike Chi wanted to thank.