AV:RetroTINK-5X Pro: Difference between revisions

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m (→‎Standard Definition Decoder: - corrected SD decoder info order)
m (Motion adaptive deinterlacing on the Retrotink 5x is Weave and Bob, not Weave and Blend. There are no blended field (ghosting) artifacts during motion in this mode.)
 
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[[File:RetroTink 5X Pro .png|thumb|RetroTink 5X Pro as shown at [https://www.retrotink.com/ www.retrotink.com]]]
[[File:RetroTink 5X Pro .png|thumb|RetroTink 5X Pro as shown at [https://www.retrotink.com/ www.retrotink.com]]]
The RetroTINK-5X Pro is an advanced video upscaler designed by [https://www.retrotink.com/ Mike Chi]released on April 29th 2021. It is from the [[Retrotink|RetroTink]] line of upscalers and line-doublers.  
The RetroTINK-5X Pro is an advanced video upscaler designed by [https://www.retrotink.com/ Mike Chi] released on April 29th 2021. It is from the [[Retrotink|RetroTink]] line of upscalers and line-doublers.  


<!--T:2-->
The [https://discord.gg/gHsUNXEh RetroTINK community] has united to create this wiki document as a resource for users looking to better understand the TINK-5X Pro, as well as the growing complexities and capabilities that have been added with ongoing firmware updates. Because of this, '''The RetroTINK-5X Pro Wiki assumes you are on the latest firmware version unless otherwise specified, and it is highly recommended that you upgrade your firmware to the latest public release.''' Please see the [[#Upgrading_Firmware|Upgrading Firmware]] section for instructions and more info.  
The [https://discord.gg/gHsUNXEh RetroTINK community] has united to create this wiki document as a resource for users looking to better understand the TINK-5X Pro, as well as the growing complexities and capabilities that have been added with ongoing firmware updates. Because of this, '''The RetroTINK-5X Pro Wiki assumes you are on the latest firmware version unless otherwise specified, and it is highly recommended that you upgrade your firmware to the latest public release.''' Please see the [[#Upgrading_Firmware|Upgrading Firmware]] section for instructions and more info.  


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<div class="toclimit-3">__TOC__</div>
<div class="toclimit-3">__TOC__</div>


==How to Use the RetroTINK-5X Pro - A Beginner’s Guide==
==How to Use the RetroTINK-5X Pro - A Beginner’s Guide== <!--T:4-->
The RetroTINK-5X Pro is a product designed to solve the problem of using retro video game consoles with modern flat panel displays. If you’ve arrived at this guide, you’re probably aware of some problems when trying to play older video game systems on a newer TV:
The RetroTINK-5X Pro is a product designed to solve the problem of using retro video game consoles with modern flat panel displays. If you’ve arrived at this guide, you’re probably aware of some problems when trying to play older video game systems on a newer TV:


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


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


===Just Play the Damn Game™===
===Just Play the Damn Game™=== <!--T:7-->
Thanks to Mike Chi’s research and engineering, the RetroTINK-5X Pro is one of the best products on the market specifically built to address the peculiarities of retro video game analog signals. While a complex engine of tweakability lies under the hood for enthusiasts, the RetroTINK-5X Pro prioritizes ease of use so anyone can get their console up in running.
Thanks to Mike Chi’s research and engineering, the RetroTINK-5X Pro is one of the best products on the market specifically built to address the peculiarities of retro video game analog signals. While a complex engine of tweakability lies under the hood for enthusiasts, the RetroTINK-5X Pro prioritizes ease of use so anyone can get their console up in running.


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


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#Connect the RetroTINK-5X Pro to your display using an HDMI cable.
#Connect the RetroTINK-5X Pro to your display using an HDMI cable.
#Connect your video game console’s video and audio to the RetroTINK-5X Pro using a [[AV:RetroTINK-5X_Pro#Supported_Inputs|supported cable]].
#Connect your video game console’s video and audio to the RetroTINK-5X Pro using a [[AV:RetroTINK-5X_Pro#Supported_Inputs|supported cable]].
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#Using the included remote, select the appropriate output from the "Output Res." menu. For most TVs, 1080p (Fill) is a great “all around” choice.
#Using the included remote, select the appropriate output from the "Output Res." menu. For most TVs, 1080p (Fill) is a great “all around” choice.


<!--T:10-->
And that’s it! You don’t have to be an A/V engineer to get remarkable results from the RetroTINK-5X Pro, all the hard work is done behind the scenes. Understanding jargon such as ''automatic phase detection'', ''polyphase scaling'' or ''motion adaptive deinterlacing'' isn’t required for you to gain the benefits and enjoy your retro consoles on a flat panel with great results.
And that’s it! You don’t have to be an A/V engineer to get remarkable results from the RetroTINK-5X Pro, all the hard work is done behind the scenes. Understanding jargon such as ''automatic phase detection'', ''polyphase scaling'' or ''motion adaptive deinterlacing'' isn’t required for you to gain the benefits and enjoy your retro consoles on a flat panel with great results.


== Supported Inputs ==
== Supported Inputs == <!--T:11-->
The TINK-5X supports nearly every major analog video format used by retro video game consoles. Please see the [[AV:RetroTINK-5X Pro#Input_Source|Inputs Source]] and [[AV:RetroTINK-5X_Pro#Determining_Video_Modes|Determining Video Modes]] sections for more information about supported resolutions and modes.
The TINK-5X supports nearly every major analog video format used by retro video game consoles. Please see the [[AV:RetroTINK-5X Pro#Input_Source|Inputs Source]] and [[AV:RetroTINK-5X_Pro#Determining_Video_Modes|Determining Video Modes]] sections for more information about supported resolutions and modes.


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


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[[File:Tink5x-input-diagram.png|frame|none|RetroTINK-5X Pro Input / Output Diagram]]
[[File:Tink5x-input-diagram.png|frame|none|RetroTINK-5X Pro Input / Output Diagram]]


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|-
|-
! colspan="2" |
! colspan="2" |
====Composite====
====Composite==== <!--T:14-->
|-
|-
| [[File:Composite Video with Audio.png|200px|Composite Video with Audio RCA Connectors]]  
| [[File:Composite Video with Audio.png|200px|Composite Video with Audio RCA Connectors]]  
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| YPbPr or "Component" video is a high quality analog standard that uses three RCA cables to carry separate parts of the video signal (brightness+sync and two color difference signals). Component video was featured on consoles such as PlayStation 2, PlayStation 3, Xbox, Wii, and Gamecube (model # DOL-001 only).
| YPbPr or "Component" video is a high quality analog standard that uses three RCA cables to carry separate parts of the video signal (brightness+sync and two color difference signals). Component video was featured on consoles such as PlayStation 2, PlayStation 3, Xbox, Wii, and Gamecube (model # DOL-001 only).


<!--T:15-->
To use YPbPr with the TINK-5X, insert the Y RCA plug (typically colored green) into the Tink 5x’s “Y” input, insert the Pb RCA plug (typically colored blue) into the Tink 5x’s “Pb” input, and insert the "Pr" RCA plug (typically colored red) into the Tink 5x’s “Pr” input. For audio, insert your left and right audio into the “L” and “R” inputs respectively.  
To use YPbPr with the TINK-5X, insert the Y RCA plug (typically colored green) into the Tink 5x’s “Y” input, insert the Pb RCA plug (typically colored blue) into the Tink 5x’s “Pb” input, and insert the "Pr" RCA plug (typically colored red) into the Tink 5x’s “Pr” input. For audio, insert your left and right audio into the “L” and “R” inputs respectively.  


<!--T:16-->
Then, select YPbPr  or YPbPr (SDP) for from the Tink 5x’s Input Source menu; the front LED will turn white.
Then, select YPbPr  or YPbPr (SDP) for from the Tink 5x’s Input Source menu; the front LED will turn white.


<!--T:17-->
Review the [[AV:RetroTINK-5X Pro#Input_Source|Input Source]] section of the guide for more information concerning differences between YPbPr  and YPbPr (SDP) modes.
Review the [[AV:RetroTINK-5X Pro#Input_Source|Input Source]] section of the guide for more information concerning differences between YPbPr  and YPbPr (SDP) modes.


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|-
|-
! colspan="2" |
! colspan="2" |
====SCART-RGB====
====SCART-RGB==== <!--T:18-->
|-
|-
| [[File:SCART.png|200px|SCART Connector]]
| [[File:SCART.png|200px|SCART Connector]]
| The TINK-5x supports RGB input through the SCART connector input. SCART was not widely used in the United States but was common in Europe, and video game consoles often featured RGB video and audio connections over SCART. To find out if your console supports RGB over SCART, first check the [[AV:RetroTINK-5X_Pro#Video_Modes_Table|Video Modes Table.]] Some consoles support RGB only after mods have been installed (such as the Nintendo 64). Other resources for RGB information can be found by choosing your console at the [[Main Page]] and seeing if any RGB mods are listed. Additionally, check out [https://www.retrorgb.com/systems.html RetroRGB's website] for detailed information on getting the highest quality RGB picture out of your video game console.
| The TINK-5x supports RGB input through the SCART connector input. SCART was not widely used in the United States but was common in Europe, and video game consoles often featured RGB video and audio connections over SCART. To find out if your console supports RGB over SCART, first check the [[AV:RetroTINK-5X_Pro#Video_Modes_Table|Video Modes Table.]] Some consoles support RGB only after mods have been installed (such as the Nintendo 64). Other resources for RGB information can be found by choosing your console at the [[Main Page]] and seeing if any RGB mods are listed. Additionally, check out [https://www.retrorgb.com/systems.html RetroRGB's website] for detailed information on getting the highest quality RGB picture out of your video game console.


=====Compatibility=====
=====Compatibility===== <!--T:19-->
The TINK-5x is designed to accept RGB over SCART in the "EuroSCART" variant and '''''NOT''''' JP21. Though JP21 uses the same style connector, it is not compatible with the TINK-5x and may damage your hardware.
The TINK-5x is designed to accept RGB over SCART in the "EuroSCART" variant and '''''NOT''''' JP21. Though JP21 uses the same style connector, it is not compatible with the TINK-5x and may damage your hardware.
=====Sync=====
=====Sync=====
The TINK-5x accepts sync on luma, sync on composite and c-sync RGB over SCART configurations. Check with your SCART cable manufacturer to ensure compatibility with the RetroTINK-5x Pro.  Note that TTL-level sync is '''''not''''' supported by the TINK-5x and may damage your hardware. Note that '''''RGsB''''' (such as the PlayStation 2's RGB output for 480i/480p titles) is not supported.
The TINK-5x accepts sync on luma, sync on composite and c-sync RGB over SCART configurations. Check with your SCART cable manufacturer to ensure compatibility with the RetroTINK-5x Pro.  Note that TTL-level sync is '''''not''''' supported by the TINK-5x and may damage your hardware. Note that '''''RGsB''''' (such as the PlayStation 2's RGB output for 480i/480p titles) is not supported.


=====31 kHz Signals=====
=====31 kHz Signals===== <!--T:20-->
The TINK-5x can accept 31 kHz RGB signals with the use of a compatible sync combiner device. This allows for "VGA" input from compatible sources and resolutions. Sync combiner products include the [https://castlemaniagames.com/products/rondo-products-hd15-2-scart HD15-2-SCART] and [https://www.retroupgrades.co.uk/product/vga2scart/ VGA2SCART]. A common implementation of this option is accepting Dreamcast "VGA" output using a compatible VGA cable. Other options include building a sync combiner directly into the SCART cable, such as the [https://retro-access.com/products/dreamcast-15khz-31khz-480i-480p-scart-cable Retro Access Dreamcast 15khz/31khz SCART cable]. More information about these products as they pertain to the Dreamcast can be found [[AV:RetroTINK-5X_Pro#Dreamcast_2|here]].
The TINK-5x can accept 31 kHz RGB signals with the use of a compatible sync combiner device. This allows for "VGA" input from compatible sources and resolutions. Sync combiner products include the [https://castlemaniagames.com/products/rondo-products-hd15-2-scart HD15-2-SCART] and [https://www.retroupgrades.co.uk/product/vga2scart/ VGA2SCART]. A common implementation of this option is accepting Dreamcast "VGA" output using a compatible VGA cable. Other options include building a sync combiner directly into the SCART cable, such as the [https://retro-access.com/products/dreamcast-15khz-31khz-480i-480p-scart-cable Retro Access Dreamcast 15khz/31khz SCART cable]. More information about these products as they pertain to the Dreamcast can be found [[AV:RetroTINK-5X_Pro#Dreamcast_2|here]].


<!--T:21-->
'''Recommended SCART-RGB Cables:'''<br>
'''Recommended SCART-RGB Cables:'''<br>
[https://retro-access.com/ Retro Access Cables]<br>
[https://retro-access.com/ Retro Access Cables]<br>


<!--T:22-->
[https://www.retrogamingcables.co.uk/ Retro Gaming Cables]<br>
[https://www.retrogamingcables.co.uk/ Retro Gaming Cables]<br>


<!--T:23-->
[https://insurrectionindustries.com/ Insurrection Industries]<br>
[https://insurrectionindustries.com/ Insurrection Industries]<br>


<!--T:24-->
|}
|}


==Remote Control==
==Remote Control== <!--T:25-->
===Premium Remote===
===Premium Remote===
Firmware version 3.61 or later is required to use the RetroTINK 5X premium remote.
Firmware version 3.61 or later is required to use the RetroTINK 5X premium remote.
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|0xCD328B74
|0xCD328B74
| AUX4
| AUX4
|
| Pause the screen
|0xCD3227D8
|0xCD3227D8
|}
|}
<nowiki>*</nowiki> Only available if advanced resolutions is turned on.
<nowiki>*</nowiki> Only available if advanced resolutions is turned on.


===Standard Remote===
===Standard Remote=== <!--T:26-->
The RetroTINK-5X Pro comes shipped with a IR remote control. For '''Post-2.0''' firmware revisions, it is required to navigate the menu system, as the face buttons on the unit itself are no longer able to navigate the new, more sophisticated GUI. In the following chart, both the Pre-2.0 and Post-2.0 remote functions are listed. IR blaster codes are provided for users interested in their own programmable remotes or home automation systems.  
The RetroTINK-5X Pro comes shipped with a IR remote control. For '''Post-2.0''' firmware revisions, it is required to navigate the menu system, as the face buttons on the unit itself are no longer able to navigate the new, more sophisticated GUI. In the following chart, both the Pre-2.0 and Post-2.0 remote functions are listed. IR blaster codes are provided for users interested in their own programmable remotes or home automation systems.  


<!--T:27-->
''Note: GUI Window "shortcut" buttons (Mouse, Volume Up, etc.) will only open their respective menu when the GUI is fully closed.''
''Note: GUI Window "shortcut" buttons (Mouse, Volume Up, etc.) will only open their respective menu when the GUI is fully closed.''


<!--T:28-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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''IR Codes copied with permission from [https://gist.github.com/joeybaumgartner/e59a05d280874ee79c78e0dd6753efea Joey Baumgartner]''
''IR Codes copied with permission from [https://gist.github.com/joeybaumgartner/e59a05d280874ee79c78e0dd6753efea Joey Baumgartner]''


==Upgrading Firmware==
==Upgrading Firmware== <!--T:29-->
Since debuting in May, 2021, the RetroTINK-5X Pro has received vast upgrades to its features and functionality, as well as numerous bugfixes and tweaks. Mike Chi originally provided an [[AV:RetroTINK-5X_Pro/manual|excellent manual]] that detailed the stock firmware features thoroughly. However, with each iteration, that manual fell out of step and does not cover many of the options found on the RetroTINK-5X Pro today.
Since debuting in May, 2021, the RetroTINK-5X Pro has received vast upgrades to its features and functionality, as well as numerous bugfixes and tweaks. Mike Chi originally provided an [[AV:RetroTINK-5X_Pro/manual|excellent manual]] that detailed the stock firmware features thoroughly. However, with each iteration, that manual fell out of step and does not cover many of the options found on the RetroTINK-5X Pro today.


<!--T:30-->
The [https://discord.gg/gHsUNXEh RetroTINK community] has united to create this wiki document as a resource for users looking to better understand the TINK-5X Pro, as well as the growing complexities and capabilities that have been added with ongoing firmware updates. Because of this, <br>
The [https://discord.gg/gHsUNXEh RetroTINK community] has united to create this wiki document as a resource for users looking to better understand the TINK-5X Pro, as well as the growing complexities and capabilities that have been added with ongoing firmware updates. Because of this, <br>
'''The RetroTINK-5X Pro Wiki assumes you are on the latest firmware version unless otherwise specified, and it is highly recommended that you upgrade your firmware to the latest public release.'''  
'''The RetroTINK-5X Pro Wiki assumes you are on the latest firmware version unless otherwise specified, and it is highly recommended that you upgrade your firmware to the latest public release.'''  


The instructions below covers how to update a RetroTINK-5X on a Windows PC, which can also be found on the [https://www.retrotink.com/post/retrotink-5x-pro-firmware-updates Official RetroTINK Website].  
<!--T:31-->
The instructions below covers how to update a RetroTINK-5X on a '''Windows PC''', which can also be found on the [https://retrotink-llc.github.io/firmware/5x.html Official RetroTINK-5X Firmware Repository].  


# Download and install the [https://consolemods.org/wiki/images/7/74/CDM21228_Setup.zip CDM21228_Setup FTDI D2XX Drivers].
<!--T:32-->
# Download and install the [[:File:CDM21228_Setup.zip|CDM21228_Setup FTDI D2XX Drivers]].
# Download [https://consolemods.org/wiki/images/d/de/Retrotink_firmware_tool.zip the RetroTINK Firmware Tool]. Install it by unzipping and running RT_FWUP.
# Download [https://consolemods.org/wiki/images/d/de/Retrotink_firmware_tool.zip the RetroTINK Firmware Tool]. Install it by unzipping and running RT_FWUP.
# Download the firmware you need via [https://www.retrotink.com/post/retrotink-5x-pro-firmware-updates the RetroTINK-5X firmware page].
# Download the firmware you need via [https://retrotink-llc.github.io/firmware/ the RetroTINK-5X Firmware Repository].
# Hold down the 'Menu' button on the RetroTINK-5X unit, while plugging it into your computer via the USB cable normally used for power. When you do this, the LED on the 5X should be RED, indicating that it is in update mode.
# Hold down the 'Menu' button on the RetroTINK-5X unit, while plugging it into your computer via the USB cable normally used for power. When you do this, the LED on the 5X should be RED, indicating that it is in update mode.
# Run the RetroTINK Firmware Tool. The installer will have left a shortcut on your desktop.
# Run the RetroTINK Firmware Tool. The installer will have left a shortcut on your desktop.
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# The RetroTINK-5X should reboot and be ready to use.
# The RetroTINK-5X should reboot and be ready to use.


<!--T:33-->
'''Multiplatform'''
<!--T:34-->
An unofficial Python update tool called [https://github.com/rmull/tinkup tinkup], developed by Ryan Mullen, can be used to update a RetroTINK-5X on Windows, Linux and Mac (including M1). The browser based [https://retrotink-flasher.pages.dev/ RetroTINK Firmware Flasher], created by Nahuel Cirocco, can be used as an easy-to-use alternative.
<!--T:35-->
As of Firmware Update 2.00, the Menu and Option buttons on the front of the unit no longer have functionality paired to them. The Input button will still cycle through the various input sources.
As of Firmware Update 2.00, the Menu and Option buttons on the front of the unit no longer have functionality paired to them. The Input button will still cycle through the various input sources.


<!--T:36-->
For more help, Bob from [https://www.retrorgb.com/ RetroRGB] has created a [https://www.youtube.com/watch?v=Bva0JXLoq7E video tutorial] giving step-by-step details on how to perform a firmware upgrade on the full RetroTINK line of products.
For more help, Bob from [https://www.retrorgb.com/ RetroRGB] has created a [https://www.youtube.com/watch?v=Bva0JXLoq7E video tutorial] giving step-by-step details on how to perform a firmware upgrade on the full RetroTINK line of products.


<!--T:37-->
<youtube>Bva0JXLoq7E</youtube>
<youtube>Bva0JXLoq7E</youtube>


=== Notable New Features ===
=== Notable New Features === <!--T:38-->
Below is a list of the most notable features that have been added to the RetroTINK-5X through various firmware updates (for a full list, visit [https://www.retrotink.com/post/retrotink-5x-pro-firmware-updates the TINK-5X firmware page]). It's worth noting that none of these remove the plug-and-play nature of a stock 5X.
Below is a list of the most notable features that have been added to the RetroTINK-5X through various firmware updates (for a full list, visit [https://www.retrotink.com/post/retrotink-5x-pro-firmware-updates the TINK-5X firmware page]). It's worth noting that none of these remove the plug-and-play nature of a stock 5X.
 
* '''Hard Resolution Change Masking''' - Hard resolution changes (i.e. 240p <-> 480i) are detected and masked to provide a smoother experience, as of firmware 3.92.
* '''Improved S-Video Processing''' - Significant improvements in S-video quality via firmware 3.93.
* '''ADC Fine-Tuning''' - Newly implemented settings and on-screen display indicators allowing for signal-specific analog to digital calibration, improving video dynamic range and color reproduction.
* '''ADC Fine-Tuning''' - Newly implemented settings and on-screen display indicators allowing for signal-specific analog to digital calibration, improving video dynamic range and color reproduction.
* '''Inverse Telecine''' - New inverse telecine mode allows for 3:2 pulldown video content to play back in reconstructed 24 fps. This helps applicable video content play with its intended cinematic framerate.
* '''Inverse Telecine''' - New inverse telecine mode allows for 3:2 pulldown video content to play back in reconstructed 24 fps. This helps applicable video content play with its intended cinematic framerate.
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* '''Default Profile Shortcut''' - Press the Back button on the remote 6 times rapidly to load the Default Profile.
* '''Default Profile Shortcut''' - Press the Back button on the remote 6 times rapidly to load the Default Profile.


== RetroTINK-5X Pro Firmware Notes==
== RetroTINK-5X Pro Firmware Notes== <!--T:39-->
The current firmware version is '''3.71'''.
The current firmware version is '''3.71'''.
For older firmware version notes, please see the [[AV:RetroTINK-5X Pro/Firmware|RetroTINK-5X Pro firmware version history wiki page]].
For older firmware version notes, please see the [[AV:RetroTINK-5X Pro/Firmware|RetroTINK-5X Pro firmware version history wiki page]].


===Version 3.71===
===Version 3.71=== <!--T:40-->
''Originally released October 9th, 2023''<br>
''Originally released October 9th, 2023''<br>
'''''Notice:''''' Firmware updates erase saved profiles and reset the device to default settings.
'''''Notice:''''' Firmware updates erase saved profiles and reset the device to default settings.


<!--T:41-->
*DRAM controller bug fixed that glitched high resolution sources.
*DRAM controller bug fixed that glitched high resolution sources.
Download Here: [[File:Rt5x 371.zip|thumb]]
Download Here: [[File:Rt5x 371.zip|thumb]]


===Version 3.7===
===Version 3.7=== <!--T:42-->
''Originally released September 8th, 2023''<br>
''Originally released September 8th, 2023''<br>


<!--T:43-->
'''''Notice:''''' Firmware updates erase saved profiles and reset the device to default settings.
'''''Notice:''''' Firmware updates erase saved profiles and reset the device to default settings.


<!--T:44-->
*Support for upgraded remote control. Note: the new remote is NOT mandatory. The old remote works fine.
*Support for upgraded remote control. Note: the new remote is NOT mandatory. The old remote works fine.


<!--T:45-->
*Precise ADC gain controls to adjust the Y, Pb and Pr analog gain and offset to obtain near perfect video levels.
*Precise ADC gain controls to adjust the Y, Pb and Pr analog gain and offset to obtain near perfect video levels.


<!--T:46-->
*ADC gain and SDP contrast/brightness adjustments are now aided by real-time visual indicators of clipping at the bottom and top ranges.
*ADC gain and SDP contrast/brightness adjustments are now aided by real-time visual indicators of clipping at the bottom and top ranges.


*TBC mode added (for all Gen Lock capable units). TBC is similar to Gen Lock but with additional filtering intended for use with unstable sources like VHS.
<!--T:47-->
*Time Base Correction (TBC) mode added for all Gen Lock capable units. TBC is similar to Gen Lock but with additional filtering intended for use with unstable sources like VHS.


<!--T:48-->
*Inverse telecine deinterlacing modes for 3:2 and 2:2 material. 3:2 is useful for 24 fps movies and 2:2 is useful for interlaced games that run at reliable/stable 30 fps. Under these conditions, the deinterlacing is perfect.
*Inverse telecine deinterlacing modes for 3:2 and 2:2 material. 3:2 is useful for 24 fps movies and 2:2 is useful for interlaced games that run at reliable/stable 30 fps. Under these conditions, the deinterlacing is perfect.


<!--T:49-->
*Various bug fixes and optimizations.
*Various bug fixes and optimizations.
Download Here: [[File:Rt5x 370.zip|thumb]]
Download Here: [[File:Rt5x 370.zip|thumb]]


==Troubleshooting / FAQ==
==Troubleshooting / FAQ== <!--T:50-->
There are many helpful users at the RetroTINK [https://t.co/xh9R6nUgjx Discord community] that can help answer most questions you might have, and help step you through troubleshooting steps if you are experiencing issues. Here are some of the common questions and solutions the the community has collected.  
There are many helpful users at the RetroTINK [https://t.co/xh9R6nUgjx Discord community] that can help answer most questions you might have, and help step you through troubleshooting steps if you are experiencing issues. Here are some of the common questions and solutions the the community has collected.  


<!--T:51-->
<Big>'''"Why isn't my RetroTINK-5X Pro showing video or displaying distorted video?"'''</Big>
<Big>'''"Why isn't my RetroTINK-5X Pro showing video or displaying distorted video?"'''</Big>


<!--T:52-->
Steps to attempt to resolve "no video" or "strange / distorted video" issues:
Steps to attempt to resolve "no video" or "strange / distorted video" issues:


<!--T:53-->
'''Turn the RetroTINK-5X Pro off and on again'''
'''Turn the RetroTINK-5X Pro off and on again'''


<!--T:54-->
Occasionally, leaving the 5X on for an extended period of time (24 hours or more) will cause it to display the picture incorrectly, such as the picture being green, or no picture at all. Turning the 5X off and on again is sometimes all that's needed to resolve this issue.
Occasionally, leaving the 5X on for an extended period of time (24 hours or more) will cause it to display the picture incorrectly, such as the picture being green, or no picture at all. Turning the 5X off and on again is sometimes all that's needed to resolve this issue.


<!--T:55-->
'''Plug the RetroTINK-5X Pro into wall power using a dedicated USB power supply.'''<br>
'''Plug the RetroTINK-5X Pro into wall power using a dedicated USB power supply.'''<br>
While in most cases it is okay to plug into your TV's USB port, some TV USB ports do not supply enough amperage and can cause the RetroTINK-5X Pro to run erratically (stuttering, audio distortion) or not at all. Using a dedicated power supply rated for at least 1 amp (1 A) is a simple way to check if this is the issue. Check your TV's documentation to ensure that the supplied USB port is offering at least 1 amp (1.0 A) of power, as the The RetroTINK-5X Pro is rated to draw around 800 mA (.8 A).
While in most cases it is okay to plug into your TV's USB port, some TV USB ports do not supply enough amperage and can cause the RetroTINK-5X Pro to run erratically (stuttering, audio distortion) or not at all. Using a dedicated power supply rated for at least 1 amp (1 A) is a simple way to check if this is the issue. Check your TV's documentation to ensure that the supplied USB port is offering at least 1 amp (1.0 A) of power, as the The RetroTINK-5X Pro is rated to draw around 800 mA (.8 A).


<!--T:56-->
'''Try Different Cables'''<br>
'''Try Different Cables'''<br>
Some users have solved their issue swapping their HDMI cables and/or Micro USB cables. The 5X ships with a new, good quality Micro USB cable but it never hurts to try an alternate if you are experiencing issues.
Some users have solved their issue swapping their HDMI cables and/or Micro USB cables. The 5X ships with a new, good quality Micro USB cable but it never hurts to try an alternate if you are experiencing issues.


<!--T:57-->
'''Ensure your Display is 1080p Compatible'''<br>
'''Ensure your Display is 1080p Compatible'''<br>
When powered on, the RetroTINK-5X Pro outputs 1080p video by default. If you are using an older TV, check your documentation that it can support 1080p. If you find that it does not, there are other video modes that the 5X can output. 720p would be the next lowest standard video mode, but you will have to navigate the selection without seeing the screen.  
When powered on, the RetroTINK-5X Pro outputs 1080p video by default. If you are using an older TV, check your documentation that it can support 1080p. If you find that it does not, there are other video modes that the 5X can output. 720p would be the next lowest standard video mode, but you will have to navigate the selection without seeing the screen.  


<!--T:58-->
'''To Change Output Resolution Without A Working Picture:'''
'''To Change Output Resolution Without A Working Picture:'''
  1. Ensure your TV is turned on and set to the correct HDMI input, and that the RetroTINK-5X Pro is turned on and connected to that input with a tested, working HDMI cable.<br>
  1. Ensure your TV is turned on and set to the correct HDMI input, and that the RetroTINK-5X Pro is turned on and connected to that input with a tested, working HDMI cable.<br>
  2. Using the RetroTINK-5X Pro's remote, perform the following button presses:
  2. Using the RetroTINK-5X Pro's remote, perform the following button presses:


<!--T:59-->
If your RetroTINK-5X Pro is on a firmware '''before 2.0''', simply pressing the "Three Lines" button on your remote to cycle output resolutions, making sure to give a couple seconds between presses for your TV to adjust, until you see a working picture.
If your RetroTINK-5X Pro is on a firmware '''before 2.0''', simply pressing the "Three Lines" button on your remote to cycle output resolutions, making sure to give a couple seconds between presses for your TV to adjust, until you see a working picture.


<!--T:60-->
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
|-
|-
Line 520: Line 572:
|}
|}


<!--T:61-->
If your RetroTINK-5X Pro is at the [[AV:RetroTINK-5X_Pro#RetroTINK-5X_Pro_Firmware_Notes|latest firmware]], here are the remote control steps to change video output to 720p:
If your RetroTINK-5X Pro is at the [[AV:RetroTINK-5X_Pro#RetroTINK-5X_Pro_Firmware_Notes|latest firmware]], here are the remote control steps to change video output to 720p:


<!--T:62-->
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
! colspan="5" | Switching to 720p Mode "Blind" (Latest Firmware)
! colspan="5" | Switching to 720p Mode "Blind" (Latest Firmware)
Line 542: Line 596:
|}
|}


<!--T:63-->
<Big>'''"I cannot change to 1440p after updating my firmware!"'''</big>
<Big>'''"I cannot change to 1440p after updating my firmware!"'''</big>


<!--T:64-->
Make sure the "Advanced Res" is set to '''"Yes"''' in the '''OSD''' menu. These extended resolutions were put behind a toggle to signify that they are ''experimental / bonus features'' and not guaranteed to work in all situations.
Make sure the "Advanced Res" is set to '''"Yes"''' in the '''OSD''' menu. These extended resolutions were put behind a toggle to signify that they are ''experimental / bonus features'' and not guaranteed to work in all situations.


<!--T:65-->
<Big>'''"I'm not seeing video with PlayStation 2 using Component cables!"'''</big>
<Big>'''"I'm not seeing video with PlayStation 2 using Component cables!"'''</big>


<!--T:66-->
Make sure your PS2 is set to YPbPr output mode. A guide for changing this setting can be found [https://consolemods.org/wiki/PS2:Resetting_Component_Video_Out_Setting here].
Make sure your PS2 is set to YPbPr output mode. A guide for changing this setting can be found [https://consolemods.org/wiki/PS2:Resetting_Component_Video_Out_Setting here].


==Cable Comparisons==
<!--T:67-->
'''<big>"I've updated the firmware to my 5X but all of my saved profiles are erased!"</big>'''
 
<!--T:68-->
This is normal, expected behavior and an unavoidable aspect of updating the firmware of the 5X. However, [[:File:RetroTink 5X Profile Settings Template (FW 3.7).xlsx|an Excel/Google Sheets template]] has now been created where you may save each of your profile's settings for easier restoration after an update. This template will be updated after every stable firmware release to reflect any changes.
 
==Cable Comparisons== <!--T:69-->
To view and compare these images, click on one to enlarge it, then use the arrow keys to jump to the next or previous image in the table.
To view and compare these images, click on one to enlarge it, then use the arrow keys to jump to the next or previous image in the table.


{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
! colspan="5" |
! colspan="5" |
===Nintendo Systems===
===Nintendo Systems=== <!--T:70-->
|-
|-
!System
!System
Line 602: Line 666:
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
! colspan="5" |
! colspan="5" |
===Sega Systems===
===Sega Systems=== <!--T:71-->
|-
|-
!System  
!System  
Line 641: Line 705:
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
! colspan="5" |
! colspan="5" |
===PlayStation Systems===
===PlayStation Systems=== <!--T:72-->
|-
|-
!System
!System
Line 676: Line 740:
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
! colspan="5" |
! colspan="5" |
===Microsoft Systems===
===Microsoft Systems=== <!--T:73-->
|-
|-
! System
! System
Line 693: Line 757:
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
! colspan="5" |
! colspan="5" |
===Microcomputers===
===Microcomputers=== <!--T:74-->
|-
|-
! System
! System
Line 714: Line 778:
|}
|}


<!--T:75-->
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
! colspan="5" |
! colspan="5" |


===Miscellaneous Systems===
===Miscellaneous Systems=== <!--T:76-->
|-
|-
!System
!System
Line 743: Line 808:
! colspan="2" |
! colspan="2" |


===Side-By-Sides===
===Side-By-Sides=== <!--T:77-->
|-
|-
|'''Saturn'''
|'''Saturn'''
Line 761: Line 826:
|}
|}


==Advanced Features==
==Advanced Features== <!--T:78-->
===1080p Output Modes===
===1080p Output Modes===
The RetroTINK-5X Pro offers four 1080p output modes in the Output menu: '''1080p (Fill)''', '''1080p (Over)''' and '''1080p (Under)'''. These modes interpret the input video signal in different ways, and understanding their function will help get the most out of the RetroTINK-5X Pro. Note that [[AV:RetroTINK-5X_Pro#Scaling/Cropping|Scaling and Crop]] adjustments are still required in many cases to position the image and crop out unwanted video artifacts. The example Super Mario Bros. images were captured with stock generic settings with minor alignment and cropping adjustments.
The RetroTINK-5X Pro offers four 1080p output modes in the Output menu: '''1080p (Fill)''', '''1080p (Over)''' and '''1080p (Under)'''. These modes interpret the input video signal in different ways, and understanding their function will help get the most out of the RetroTINK-5X Pro. Note that [[AV:RetroTINK-5X_Pro#Scaling/Cropping|Scaling and Crop]] adjustments are still required in many cases to position the image and crop out unwanted video artifacts. The example Super Mario Bros. images were captured with stock generic settings with minor alignment and cropping adjustments.


<!--T:79-->
{| class="wikitable"  
{| class="wikitable"  
! colspan="2" |1080p (Fill)
! colspan="2" |1080p (Fill)
Line 779: Line 845:
Many retro games accommodate this cropping, as they were intended to be played on CRTs that typically concealed the edges of the picture in the overscan \ bezel area (note how the HUD in Super Mario Bros. is still visible in the picture on the left). Other titles don't utilize the full vertical height, and thus won't have any graphics cropped in the 1080p (Over) mode, making this mode an ideal choice for those games.
Many retro games accommodate this cropping, as they were intended to be played on CRTs that typically concealed the edges of the picture in the overscan \ bezel area (note how the HUD in Super Mario Bros. is still visible in the picture on the left). Other titles don't utilize the full vertical height, and thus won't have any graphics cropped in the 1080p (Over) mode, making this mode an ideal choice for those games.


<!--T:80-->
*'''Pros''': Larger playfield due to the 5x scale and sharp image thanks to integer scaling.
*'''Pros''': Larger playfield due to the 5x scale and sharp image thanks to integer scaling.
*'''Cons''': Vertically cropped image for many games.
*'''Cons''': Vertically cropped image for many games.


<!--T:81-->
|-
|-
! colspan="2" | 1080p (Under)
! colspan="2" | 1080p (Under)
Line 791: Line 859:
*'''Cons''': Smaller image / unused 1080p screen space.
*'''Cons''': Smaller image / unused 1080p screen space.
|}
|}
===Video Modes ===
===Video Modes === <!--T:82-->
An important element to unlocking the advanced features of the RetroTINK-5X Pro is knowing the specific ''video mode'' your console is outputting. This isn't always easy - video modes can change depending on your cable type, game selection, console menu options or even settings within the game. In some cases, video modes will change in-game, often between in-game menus and gameplay (see [[AV:RetroTINK-5X_Pro#Triple_Buffer_vs_Frame_Lock_And_Gen_Lock|Triple Buffer vs Frame Lock And Gen Lock]] for more information on the 'Chrono Cross' problem). Thankfully, the RetroTINK-5X Pro handles the hard work and adjusts seamlessly behind the scenes to process nearly anything your video game console can throw at it. However, understanding your console's video modes can open up advanced tuning options to dial in your console and video preferences.
An important element to unlocking the advanced features of the RetroTINK-5X Pro is knowing the specific ''video mode'' your console is outputting. This isn't always easy - video modes can change depending on your cable type, game selection, console menu options or even settings within the game. In some cases, video modes will change in-game, often between in-game menus and gameplay (see [[AV:RetroTINK-5X_Pro#Triple_Buffer_vs_Frame_Lock_And_Gen_Lock|Triple Buffer vs Frame Lock And Gen Lock]] for more information on the 'Chrono Cross' problem). Thankfully, the RetroTINK-5X Pro handles the hard work and adjusts seamlessly behind the scenes to process nearly anything your video game console can throw at it. However, understanding your console's video modes can open up advanced tuning options to dial in your console and video preferences.


<!--T:83-->
A ''Video Mode'', simplified, is the number of vertical picture lines a console is generating, followed by either a '''p''' or an '''i''', or ''Progressive'' and ''Interlaced'' respectively - e.g., '''480p'''. For this section, the differences between ''Interlaced'' and ''Progressive'' will be the focus. (For a complete list of compatible input video modes, see the [[AV:RetroTINK-5X_Pro#Input_Source|Input Source]] section of the wiki.)  
A ''Video Mode'', simplified, is the number of vertical picture lines a console is generating, followed by either a '''p''' or an '''i''', or ''Progressive'' and ''Interlaced'' respectively - e.g., '''480p'''. For this section, the differences between ''Interlaced'' and ''Progressive'' will be the focus. (For a complete list of compatible input video modes, see the [[AV:RetroTINK-5X_Pro#Input_Source|Input Source]] section of the wiki.)  


====Interlaced Signals====
====Interlaced Signals==== <!--T:84-->
Interlaced video is a video standard that dates back to the dawn of broadcast television, and was mainly a technology used on standard definition CRT displays. With interlaced video, the image is drawn on the screen from top to bottom in two consecutive passes. The first pass draws the image in the even spaces, and the second pass fills the image in the odd spaces. This process happens quickly to create a smooth persistence of motion. This "tik-tok" method of filling in the screen allowed early engineers to get more out of the limited bandwidth of TV broadcast signals.  
Interlaced video is a video standard that dates back to the dawn of broadcast television, and was mainly a technology used on standard definition CRT displays. With interlaced video, the image is drawn on the screen from top to bottom in two consecutive passes. The first pass draws the image in the even spaces, and the second pass fills the image in the odd spaces. This process happens quickly to create a smooth persistence of motion. This "tik-tok" method of filling in the screen allowed early engineers to get more out of the limited bandwidth of TV broadcast signals.  


<!--T:85-->
While interlaced video is still used in certain situations, modern display technology doesn't process video in the same way, and interlaced video has to be converted into a ''progressive'' image before it can be drawn. The process of turning an interlaced video signal into a progressive one is known as ''deinterlacing''. While '''''Motion Adaptive Deinterlacing''''' is the most sophisticated and is the default deinterlacer on the RetroTINK-5X Pro, there are situations where other deinterlacing methods can create desirable effects, such as '''''Bob''''' and the corresponding [[AV:RetroTINK-5X_Pro#Bob_Scanline_Modes|Bob Scanline Modes]]. More about the The RetroTINK-5X Pro's deinterlacing options and examples are outlined in the [[AV:RetroTINK-5X_Pro#Interpolation/De-interlacing|Interpolation/De-interlacing]] section of the wiki.
While interlaced video is still used in certain situations, modern display technology doesn't process video in the same way, and interlaced video has to be converted into a ''progressive'' image before it can be drawn. The process of turning an interlaced video signal into a progressive one is known as ''deinterlacing''. While '''''Motion Adaptive Deinterlacing''''' is the most sophisticated and is the default deinterlacer on the RetroTINK-5X Pro, there are situations where other deinterlacing methods can create desirable effects, such as '''''Bob''''' and the corresponding [[AV:RetroTINK-5X_Pro#Bob_Scanline_Modes|Bob Scanline Modes]]. More about the The RetroTINK-5X Pro's deinterlacing options and examples are outlined in the [[AV:RetroTINK-5X_Pro#Interpolation/De-interlacing|Interpolation/De-interlacing]] section of the wiki.


==== Progressive Signals====
==== Progressive Signals==== <!--T:86-->
Unlike interlaced video, progressive video modes are drawn to the screen in one pass, and thus do not require deinterlacing to be drawn on modern displays. Common progressive modes found in retro consoles include 240p, 480p, and 720p. Because they do not require additional processing, they are typically seen as a higher quality signal (often described as sharper or cleaner) and in most cases are preferred over interlaced options. Progressive video modes can also be processed using the RetroTINK-5X Pro's [[AV:RetroTINK-5X_Pro#Pre-Scaling|Pre-Scaling functions]] for additional resolution-dividing and scanline effects.
Unlike interlaced video, progressive video modes are drawn to the screen in one pass, and thus do not require deinterlacing to be drawn on modern displays. Common progressive modes found in retro consoles include 240p, 480p, and 720p. Because they do not require additional processing, they are typically seen as a higher quality signal (often described as sharper or cleaner) and in most cases are preferred over interlaced options. Progressive video modes can also be processed using the RetroTINK-5X Pro's [[AV:RetroTINK-5X_Pro#Pre-Scaling|Pre-Scaling functions]] for additional resolution-dividing and scanline effects.


==== NTSC and PAL====
==== NTSC and PAL==== <!--T:87-->
oof placeholder
oof placeholder


====Determining Video Modes====
====Determining Video Modes==== <!--T:88-->
Below is a table of common consoles and their supported video modes. Note that some consoles can be modified or use software to support video modes beyond what is shown here. However, this should serve as a good "rule of thumb" for what video modes and cables are required to get a good experience using them with the RetroTINK-5X Pro. More information for specific consoles can be found in the [[#Console_Specific_Configurations|Console Specific Configurations]] section.
Below is a table of common consoles and their supported video modes. Note that some consoles can be modified or use software to support video modes beyond what is shown here. However, this should serve as a good "rule of thumb" for what video modes and cables are required to get a good experience using them with the RetroTINK-5X Pro. More information for specific consoles can be found in the [[#Console_Specific_Configurations|Console Specific Configurations]] section.


=====Video Modes Table=====
=====Video Modes Table===== <!--T:89-->
{| class="wikitable floatheader"  
{| class="wikitable floatheader"  
|-
|-


<!--T:90-->
!Console Video Modes (Without Modification)
!Console Video Modes (Without Modification)
! 240p (NTSC) / 288p (PAL)
! 240p (NTSC) / 288p (PAL)
Line 829: Line 900:
|-
|-


<!--T:91-->
|Sega Master System
|Sega Master System
|Composite*, RGB*
|Composite*, RGB*
Line 834: Line 906:
| style="text-align:center;" | -
| style="text-align:center;" | -
| style="text-align:center;" | -
| style="text-align:center;" | -
|*Multiout only available on model 1, mono audio on multiout. French Master System II consoles have RGB but no composite.
|*Multiout only available on model 1 and French Master System II, mono audio on multiout. French Master System consoles have RGB but no composite.
|-
|-


|Sega Genesis / Megadrive
<!--T:92-->
|Composite, RGB
|Sega Genesis / Mega Drive
|Composite, RGB
|Composite, S-Video*, RGB
|Composite, S-Video*, RGB
| style="text-align:center;" | -
| style="text-align:center;" | -
| style="text-align:center;" | -
| style="text-align:center;" | -
| Model 1 has mono audio (use headphone output for stereo), Model 3 has mono audio.
| Model 1 has mono audio (use headphone output for stereo), Model 3 has mono audio. S-Video is only available on the Wondermega consoles.
|-
|-


<!--T:93-->
| TurboGrafx-16 / PC Engine
| TurboGrafx-16 / PC Engine
|Composite*, RGB*
|Composite*, RGB*
Line 850: Line 924:
| style="text-align:center;" | -
| style="text-align:center;" | -
| style="text-align:center;" | -
| style="text-align:center;" | -
|*Original white PC Engines are RF only; TG-16 and all standalone PC Engine consoles require an expansion device for RGB output without modding
|*Original white PC Engine and TG-16 are RF only; TG-16 and all standalone PC Engine consoles require an expansion device for RGB output without modding
|-
|-


<!--T:94-->
|Neo Geo AES
|Neo Geo AES
|Composite, RGB
|Composite, RGB
Line 861: Line 936:
|-
|-


<!--T:95-->
|Neo Geo CD / CDZ
|Composite, S-Video, RGB
| style="text-align:center;" | -
| style="text-align:center;" | -
| style="text-align:center;" | -
| Composite and mono audio are on the DIN connector
|-
<!--T:96-->
|Super Nintendo / Super Famicom
|Super Nintendo / Super Famicom
| Composite, S-Video*, RGB
| Composite, S-Video*, RGB
Line 869: Line 954:
|-
|-


<!--T:97-->
|Phillips CDi
|Phillips CDi
|Composite, S-Video*, RGB*
|Composite, S-Video*, RGB*
Line 877: Line 963:
|-
|-


<!--T:98-->
| 3DO Interactive Multiplayer
| 3DO Interactive Multiplayer
|Composite, S-Video
|Composite, S-Video
Line 885: Line 972:
|-
|-


<!--T:99-->
|Atari Jaguar
|Atari Jaguar
|Composite, S-Video, RGB
|Composite, S-Video, RGB
Line 893: Line 981:
|-
|-


<!--T:100-->
| Pioneer LaserActive
| Pioneer LaserActive
|Composite
|Composite
Line 901: Line 990:
|-
|-


<!--T:101-->
|Sony PlayStation 1
|Sony PlayStation 1
|Composite, S-Video, RGB
|Composite, S-Video, RGB
Line 909: Line 999:
|-
|-


<!--T:102-->
|Sega Saturn
|Sega Saturn
|Composite, S-Video, RGB
|Composite, S-Video, RGB
Line 917: Line 1,008:
|-
|-


<!--T:103-->
|Nintendo 64
|Nintendo 64
|Composite, S-Video*
|Composite, S-Video*
Line 925: Line 1,017:
|-
|-


<!--T:104-->
|Sega Dreamcast  
|Sega Dreamcast  
|Composite, S-Video, RGB
|Composite, S-Video, RGB
Line 933: Line 1,026:
|-
|-


<!--T:105-->
|Sony PlayStation 2
|Sony PlayStation 2
|Composite, S-Video, RGB, Component
|Composite, S-Video, RGB, Component
Line 941: Line 1,035:
|-
|-


<!--T:106-->
| Microsoft Xbox
| Microsoft Xbox
|Composite, S-Video
|Composite, S-Video
Line 949: Line 1,044:
|-
|-


|Nintendo Gamecube
<!--T:107-->
|Nintendo GameCube
|Composite, S-Video*, RGB*²
|Composite, S-Video*, RGB*²
|Composite, S-Video*, RGB*², Component  
|Composite, S-Video*, RGB*², Component  
Line 957: Line 1,053:
|-
|-


<!--T:108-->
| Microsoft Xbox 360
| Microsoft Xbox 360
| style="text-align:center;" | -
| style="text-align:center;" | -
Line 965: Line 1,062:
|-
|-


<!--T:109-->
|Sony PSP
|Sony PSP
|Composite, S-Video, Component
|Composite, S-Video, Component
Line 973: Line 1,071:
|-
|-


<!--T:110-->
|Nintendo Wii
|Nintendo Wii
|Composite, S-Video, RGB*  
|Composite, S-Video, RGB*  
Line 981: Line 1,080:
|-
|-


<!--T:111-->
| Sony PlayStation 3
| Sony PlayStation 3
| style="text-align:center;" | -
| style="text-align:center;" | -
Line 989: Line 1,089:
|-
|-


<!--T:112-->
|Nintendo Wii U  
|Nintendo Wii U  
| style="text-align:center;" | -
| style="text-align:center;" | -
Line 997: Line 1,098:
|}
|}


===Downscaling===
===Downscaling=== <!--T:113-->
{{#ev:youtube|https://www.youtube.com/watch?v=mcqskbCWPCs&t=782s My Life in Gaming - HD Games Downscaled to 240p}}
{{#ev:youtube|https://www.youtube.com/watch?v=mcqskbCWPCs&t=782s My Life in Gaming - HD Games Downscaled to 240p}}


<!--T:114-->
Downscaling is a feature of the RetroTINK-5X Pro to output certain resolutions the same or lower than the source input. Specifically, 240p, 480i, 480p and 720p inputs can be output as 240p or 480i. Common use cases include converting modern resolution video games to be compatible with standard definition displays, and for non-deinterlaced 480i VHS capture. Typically, a second transcoder is used to take the HDMI output of the RetroTINK-5X Pro and convert it to an analog signal the SD-compatible display accepts.
Downscaling is a feature of the RetroTINK-5X Pro to output certain resolutions the same or lower than the source input. Specifically, 240p, 480i, 480p and 720p inputs can be output as 240p or 480i. Common use cases include converting modern resolution video games to be compatible with standard definition displays, and for non-deinterlaced 480i VHS capture. Typically, a second transcoder is used to take the HDMI output of the RetroTINK-5X Pro and convert it to an analog signal the SD-compatible display accepts.


<!--T:115-->
All HDMI-capable consoles offer a 720p mode as of 2022, however you may need yet another transcoder to convert the signal to Component, since the 5X does not have an HDMI input. Certain "HD" consoles do allow for Component output, including the PlayStation 3 and most Xbox 360 models.
All HDMI-capable consoles offer a 720p mode as of 2022, however you may need yet another transcoder to convert the signal to Component, since the 5X does not have an HDMI input. Certain "HD" consoles do allow for Component output, including the PlayStation 3 and most Xbox 360 models.


<!--T:116-->
Enabling the "Ds Pass-Thru" setting will configure the RetroTINK-5X Pro to automatically change the output to follow the source input. For example, if a 480i input was detected, the output would be 480i. If The "Ds Pass-Thru" toggle was set to "off" (default), the 480i input would be processed and output at whatever resolution was set in the "Output Resolution" menu.
Enabling the "Ds Pass-Thru" setting will configure the RetroTINK-5X Pro to automatically change the output to follow the source input. For example, if a 480i input was detected, the output would be 480i. If The "Ds Pass-Thru" toggle was set to "off" (default), the 480i input would be processed and output at whatever resolution was set in the "Output Resolution" menu.


<!--T:117-->
* The video above is My Life in Gaming's video covering 240p downscaling using the GBS 8200 with the GBS-Control custom firmware. The knowledge and experiences learned there will generally apply to the 5X as well, including trying to fit a 16:9 image into a 4:3 window, and how high-resolution games and pixelart games may not scale down pleasantly to 240p.
* The video above is My Life in Gaming's video covering 240p downscaling using the GBS 8200 with the GBS-Control custom firmware. The knowledge and experiences learned there will generally apply to the 5X as well, including trying to fit a 16:9 image into a 4:3 window, and how high-resolution games and pixelart games may not scale down pleasantly to 240p.


===Triple Buffer vs Frame Lock And Gen Lock===
===Triple Buffer vs Frame Lock And Gen Lock=== <!--T:118-->
Older video game consoles didn't always have perfect video timings. CRTs typically had no problems working with these variances, but these "imprecise" consoles can sometimes have trouble working with modern TVs and capture devices that conform to a more rigid standard. Some games, such as Silent Hill or Chrono Cross on the PlayStation 1, will alternate between 240p or 480i video modes if you are in-game or in the items/pause menu, respectively. On many displays, upscalers and capture devices, this will create a long delay and a "no input detected" screen for several seconds while the device reorients to the new video mode. The issue of a device taking a gameplay-harming amount of time to change between video modes has been colloquially called the "Chrono Cross" problem.
Older video game consoles didn't always have perfect video timings. CRTs typically had no problems working with these variances, but these "imprecise" consoles can sometimes have trouble working with modern TVs and capture devices that conform to a more rigid standard. Some games, such as Silent Hill or Chrono Cross on the PlayStation 1, will alternate between 240p or 480i video modes if you are in-game or in the items/pause menu, respectively. On many displays, upscalers and capture devices, this will create a long delay and a "no input detected" screen for several seconds while the device reorients to the new video mode. The issue of a device taking a gameplay-harming amount of time to change between video modes has been colloquially called the "Chrono Cross" problem.


<!--T:119-->
*These modes can be accessed in the "HDMI" menu, then adjusting the "V-Sync" option.
*These modes can be accessed in the "HDMI" menu, then adjusting the "V-Sync" option.
*For PAL users, it's worth noting that the Lock to 60hz feature may also be required to remove the "Chrono Cross" problem.
*For PAL users, it's worth noting that the Lock to 60hz feature may also be required to remove the "Chrono Cross" problem.
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* The TINK-5X is not able to automatically switch its H. Sampling Preset when the resolution changes. If you are using one of the non-Generic presets, we recommend using the one that matches the gameplay.
* The TINK-5X is not able to automatically switch its H. Sampling Preset when the resolution changes. If you are using one of the non-Generic presets, we recommend using the one that matches the gameplay.


<!--T:120-->
'''Triple Buffer'''<br>
'''Triple Buffer'''<br>
The RetroTINK-5X Pro uses "Triple Buffer" mode to effectively eliminate the "Chrono Cross" problem and create very high compatibility with displays and capture devices even for consoles with "imprecise" video. However, Triple Buffer mode comes at the expense of increased lag and occasional and minor judder. The lag varies between approximately 0.25 to 1.25 frames in this mode.
The RetroTINK-5X Pro uses "Triple Buffer" mode to effectively eliminate the "Chrono Cross" problem and create very high compatibility with displays and capture devices even for consoles with "imprecise" video. However, Triple Buffer mode comes at the expense of increased lag and occasional and minor judder. The lag varies between approximately 0.25 to 1.25 frames in this mode.


<!--T:121-->
'''Frame Lock'''<br>
'''Frame Lock'''<br>
For those looking for the lowest possible lag, the RetroTINK-5X Pro offers a "Frame Lock" mode. With Frame Lock enabled, the RetroTINK-5X Pro uses the console's video input as its base clock and offers a fixed lag of approx. 0.25 frames. The lowered lag comes at the cost of possibly lower compatibility with some TVs and capture cards, and not protecting devices from the "Chrono Cross" problem.
For those looking for the lowest possible lag, the RetroTINK-5X Pro offers a "Frame Lock" mode. With Frame Lock enabled, the RetroTINK-5X Pro uses the console's video input as its base clock and offers a fixed lag of approx. 0.25 frames. The lowered lag comes at the cost of possibly lower compatibility with some TVs and capture cards, and not protecting devices from the "Chrono Cross" problem.


<!--T:122-->
The RetroTINK-5X Pro defaults to Triple Buffer mode to ensure the highest compatibility for users. To toggle between Triple Buffer and Frame Lock, navigate to the HDMI settings and toggle the V. Sync (Vertical Sync) option.
The RetroTINK-5X Pro defaults to Triple Buffer mode to ensure the highest compatibility for users. To toggle between Triple Buffer and Frame Lock, navigate to the HDMI settings and toggle the V. Sync (Vertical Sync) option.


<!--T:123-->
'''Gen Lock'''<br>
'''Gen Lock'''<br>
''The 'Gen Lock' feature is only available with Firmware 2.73 or higher, and only on units sold after July 2021. This variance is due to a part that was substituted on account of supply shortages. Firmwares 2.73 and above will still work with older models (including newer features such as HDR), but won't display the Gen Lock feature.''<br>
''The 'Gen Lock' feature is only available with Firmware 2.73 or higher, and only on units sold after July 2021. This variance is due to a part that was substituted on account of supply shortages. Firmwares 2.73 and above will still work with older models (including newer features such as HDR), but won't display the Gen Lock feature.''<br>


<!--T:124-->
Similar but unique to Frame Lock Mode, Gen Lock allows the RetroTINK-5X Pro to match the input frame rate with a regenerated clock, resulting in a signal which is more stable than Frame Lock Mode. Mainly useful for 1440p+ resolutions with SDP sources (Composite/S-Video) that previously could not sync in Frame Lock. Other benefits include removing judder and composite artifacts that show up in triple buffering, as well as dejittering the SNES for displays that may otherwise not work in Frame Lock Mode.
Similar but unique to Frame Lock Mode, Gen Lock allows the RetroTINK-5X Pro to match the input frame rate with a regenerated clock, resulting in a signal which is more stable than Frame Lock Mode. Mainly useful for 1440p+ resolutions with SDP sources (Composite/S-Video) that previously could not sync in Frame Lock. Other benefits include removing judder and composite artifacts that show up in triple buffering, as well as dejittering the SNES for displays that may otherwise not work in Frame Lock Mode.


=== Variable Refresh Rate (VRR) ===
=== Variable Refresh Rate (VRR) === <!--T:125-->
Certain displays support Variable Refresh Rate, allowing them to achieve a wider range of frame rates. The RetroTINK-5X can flag its output as VRR, which improves input lag for the Frame Lock and Gen Lock V-Sync modes. For certain displays this will also enable a special low latency mode, reducing the display's input lag.
Certain displays support Variable Refresh Rate, allowing them to achieve a wider range of frame rates. The RetroTINK-5X can flag its output as VRR, which improves input lag for the Frame Lock and Gen Lock V-Sync modes. For certain displays this will also enable a special low latency mode, reducing the display's input lag.


===Horizontal Sampling Modes ===
===Horizontal Sampling Modes === <!--T:126-->
The TINK-5X uses a combination of its flexible video ADC plus polyphase scaler to produce various horizontal sampling options. The Generic 4:3 and 16:9 modes interpolate the horizontal directions to produce the correct aspect ratio at the select output resolution.
The TINK-5X uses a combination of its flexible video ADC plus polyphase scaler to produce various horizontal sampling options. The Generic 4:3 and 16:9 modes interpolate the horizontal directions to produce the correct aspect ratio at the select output resolution.


<!--T:127-->
The optimal modes, listed for the various consoles, sample the horizontal direction at the same rate as the original console, allowing for an even sharper picture.
The optimal modes, listed for the various consoles, sample the horizontal direction at the same rate as the original console, allowing for an even sharper picture.


<!--T:128-->
Note that not all presets may be available for a given signal. The list of available Presets is determined by an internal matrix of input/output combinations. For example, the HiRes 858 Preset may not be available with 480p input.
Note that not all presets may be available for a given signal. The list of available Presets is determined by an internal matrix of input/output combinations. For example, the HiRes 858 Preset may not be available with 480p input.


<!--T:129-->
Here are the currently included "Optimal Timing" presets:
Here are the currently included "Optimal Timing" presets:


<!--T:130-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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|}


=== Post Processing Filters===
=== Post Processing Filters=== <!--T:131-->
The RetroTINK-5X Pro features customizable post processing filters designed to simulate the look of certain CRT and LCD displays. Below is a list of the current featured presets, as well as examples captured from the same video source for comparison and reference. To view the post-processing effects example images with the best clarity, click once to view the images enlarged, and click the enlarged image again to view them in your browser without scaling.
The RetroTINK-5X Pro features customizable post processing filters designed to simulate the look of certain CRT and LCD displays. Below is a list of the current featured presets, as well as examples captured from the same video source for comparison and reference. To view the post-processing effects example images with the best clarity, click once to view the images enlarged, and click the enlarged image again to view them in your browser without scaling.


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||[[File:LCD Preset.png|thumb|LCD Preset - The LCD filter while using an optimal Horizontal Sampling preset. Creates a black border around individual pixels to simulate the look of a retro LCD screen, reminiscent of a Game Boy or Game Gear display.]]||[[File:Lcd-generic.png|thumb|LCD Preset using a generic Horizontal Sampling preset. Creates ultra-thin horizontal scanlines.]]
||[[File:LCD Preset.png|thumb|LCD Preset - The LCD filter while using an optimal Horizontal Sampling preset. Creates a black border around individual pixels to simulate the look of a retro LCD screen, reminiscent of a Game Boy or Game Gear display.]]||[[File:Lcd-generic.png|thumb|LCD Preset using a generic Horizontal Sampling preset. Creates ultra-thin horizontal scanlines.]]
|}
|}
===Video ADC Calibration===
===Video ADC Calibration=== <!--T:132-->
{{Jux|width=798|height=402|0bb41058-4d09-11ee-b5bd-6595d9b17862}}
{{Jux|width=798|height=402|0bb41058-4d09-11ee-b5bd-6595d9b17862}}


The RetroTINK-5X Pro includes the option to manually calibrate it's ADC brightness levels for Standard Definition sources, and brightness / color balance controls for RGB and YPbPr Sources. With manual fine-tuning, the RetroTINK-5X Pro's ADC can better conform to a console's specific analog signal levels, and potentially yield deeper blacks, brighter whites, improve color reproduction and eliminate potential clipping (loss of information) in the digitization process. This can result in a more vivid picture that closely resembles pure digital output, like with emulators or HDMI mods.
<!--T:133-->
The RetroTINK-5X Pro includes the option to manually calibrate its ADC brightness levels for Standard Definition sources, and brightness / color balance controls for RGB and YPbPr Sources. With manual fine-tuning, the RetroTINK-5X Pro's ADC can better conform to a console's specific analog signal levels, and potentially yield deeper blacks, brighter whites, improve color reproduction and eliminate potential clipping (loss of information) in the digitization process. This can result in a more vivid picture that closely resembles pure digital output, like with emulators or HDMI mods.


<!--T:134-->
While some games include brightness scales, such as many Capcom games on PlayStation 1 and Nintendo 64, many of them are only black and white and may not be pure black or white. The most versatile tool to calibrate the RetroTINK-5X Pro's Video ADC to your console's signal is the [https://github.com/ArtemioUrbina/240pTestSuite 240p Test Suite] by Artemio, which can be used for the NES family, Sega Genesis / CD, the PC Engine / Turbo Grafx-16 family, Sega Dreamcast, Wii and GameCube. More information and downloads for the 240p Test Suite can be found here: https://junkerhq.net/xrgb/index.php/240p_test_suite.
While some games include brightness scales, such as many Capcom games on PlayStation 1 and Nintendo 64, many of them are only black and white and may not be pure black or white. The most versatile tool to calibrate the RetroTINK-5X Pro's Video ADC to your console's signal is the [https://github.com/ArtemioUrbina/240pTestSuite 240p Test Suite] by Artemio, which can be used for the NES family, Sega Genesis / CD, the PC Engine / Turbo Grafx-16 family, Sega Dreamcast, Wii and GameCube. More information and downloads for the 240p Test Suite can be found here: https://junkerhq.net/xrgb/index.php/240p_test_suite.


<!--T:135-->
* ''Note that the numerical values shown in the examples below are not transferable to your console. This is because the exact brightness can vary between systems, even if they are the exact same model. The purpose of manual calibration is to find the correct values for '''your''' console's signal!''
* ''Note that the numerical values shown in the examples below are not transferable to your console. This is because the exact brightness can vary between systems, even if they are the exact same model. The purpose of manual calibration is to find the correct values for '''your''' console's signal!''


====Calibrating ADC-2====
====Calibrating ADC-2==== <!--T:136-->




<!--T:137-->
{{#ev:youtube|https://youtu.be/GyqUZgaqkmI Calibrating ADC-2}}
{{#ev:youtube|https://youtu.be/GyqUZgaqkmI Calibrating ADC-2}}




<!--T:138-->
Because the RetroTINK-5X Pro operates internally using YPbPr, both RGB and YPbPr sources will be adjusted using Y, Pb and Pr gain and offset values. Reminder that only RGB and YPbPr sources and be calibrated using the Video ADC-2 menu. SD sources (Composite, S-video, and YPbPr(SDP)) can be calibrated in the SDTV Decoder menu. The following example uses EBU Color Bars (100%) from the [https://github.com/ArtemioUrbina/240pTestSuite 240P Test Suite].
Because the RetroTINK-5X Pro operates internally using YPbPr, both RGB and YPbPr sources will be adjusted using Y, Pb and Pr gain and offset values. Reminder that only RGB and YPbPr sources and be calibrated using the Video ADC-2 menu. SD sources (Composite, S-video, and YPbPr(SDP)) can be calibrated in the SDTV Decoder menu. The following example uses EBU Color Bars (100%) from the [https://github.com/ArtemioUrbina/240pTestSuite 240P Test Suite].


<!--T:139-->
The goal of YPbPr calibration is to synchronize the settings of the RetroTINK 5X-Pro's ADC and the maximum and minimum values for each of your console's luma (Y), difference between blue and luma (Pb), and difference between red and luma (Pr) signals.  
The goal of YPbPr calibration is to synchronize the settings of the RetroTINK 5X-Pro's ADC and the maximum and minimum values for each of your console's luma (Y), difference between blue and luma (Pb), and difference between red and luma (Pr) signals.  


<!--T:140-->
* It's important that you follow the steps in order, otherwise your calibration will not be correct!
* It's important that you follow the steps in order, otherwise your calibration will not be correct!
* Calibration is stored per resolution. Ensure that you have enabled and set the correct resolution for your desired calibration in 240p Test Suite.
* Calibration is stored per resolution. Ensure that you have enabled and set the correct resolution for your desired calibration in 240p Test Suite.
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* On 480p sources, if after doing the full calibration process your colors still look off, such as a hue shift in dark areas, open up the Video ADC menu and turn EDTV LPF to ON, and start the calibration over from the beginning.  
* On 480p sources, if after doing the full calibration process your colors still look off, such as a hue shift in dark areas, open up the Video ADC menu and turn EDTV LPF to ON, and start the calibration over from the beginning.  


<!--T:141-->
The calibration examples below use "EBU Color Bars" test pattern, set to 100% levels, but you can also use SMPTE (100%) color bars.
The calibration examples below use "EBU Color Bars" test pattern, set to 100% levels, but you can also use SMPTE (100%) color bars.


<!--T:142-->
'''Step 1- Pr Calibration'''<br>
'''Step 1- Pr Calibration'''<br>
Open the EBU Color Bars (100%) on your console, and navigate to the RetroTINK-5X Pro's ADC-2 Menu. The first setting selected should be "Pr Gain". You will notice the color bars have become desaturated/grayscale.
Open the EBU Color Bars (100%) on your console, and navigate to the RetroTINK-5X Pro's ADC-2 Menu. The first setting selected should be "Pr Gain". You will notice the color bars have become desaturated/grayscale.


<!--T:143-->
[[File:No-Colors-Calibration-Tink5x.png|400px]]
[[File:No-Colors-Calibration-Tink5x.png|400px]]


<!--T:144-->
This is because the visual indicator for the high and low signal clipping points will be the colors blue and magenta respectively. The goal is to have both blue and magenta clip at the same time, without making their column '''completely''' solid, as doing so could potentially clip video information outside the range of the ADC.
This is because the visual indicator for the high and low signal clipping points will be the colors blue and magenta respectively. The goal is to have both blue and magenta clip at the same time, without making their column '''completely''' solid, as doing so could potentially clip video information outside the range of the ADC.


<!--T:145-->
* First, adjust '''Pr Gain''' setting until either magenta or blue beginning enveloping their respective columns (red and cyan).
* First, adjust '''Pr Gain''' setting until either magenta or blue beginning enveloping their respective columns (red and cyan).
* If only magenta is clipping, reduce '''Pr Offset'''
* If only magenta is clipping, reduce '''Pr Offset'''
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* After adjusting '''Pr Offset''' adjust '''Pr Gain''' again and see if both clip at the same time
* After adjusting '''Pr Offset''' adjust '''Pr Gain''' again and see if both clip at the same time


<!--T:146-->
If the two colors will not clip at the same time, you can adjust the '''Clamp Length''' to a value between 8-12 and try again. Please note that increasing '''Clamp Length''' increases visual noise.
If the two colors will not clip at the same time, you can adjust the '''Clamp Length''' to a value between 8-12 and try again. Please note that increasing '''Clamp Length''' increases visual noise.


<!--T:147-->
[[File:Pr-Calibration-Tink5x.png|400px]]
[[File:Pr-Calibration-Tink5x.png|400px]]


<!--T:148-->
'''Step 2 - Pb / Y (Luma) Calibration'''<br>
'''Step 2 - Pb / Y (Luma) Calibration'''<br>
Adjusting Pb and Y values is more straightforward than Pr. Note that Pr adjustments should be made before Pb and Luma adjustments as clamp length will change all other adjustments. The ideal levels occur when blue and magenta indicators appear at the ''same time'' per value, using the gain and offset controls.
Adjusting Pb and Y values is more straightforward than Pr. Note that Pr adjustments should be made before Pb and Luma adjustments as clamp length will change all other adjustments. The ideal levels occur when blue and magenta indicators appear at the ''same time'' per value, using the gain and offset controls.


<!--T:149-->
Correct Pb adjustments should cause the blue and yellow columns clip simultaneously:
Correct Pb adjustments should cause the blue and yellow columns clip simultaneously:


<!--T:150-->
[[File:Pb-Calibration-Tink5x.png|400px]]
[[File:Pb-Calibration-Tink5x.png|400px]]


<!--T:151-->
Correct Y adjustments should cause the black and white columns to clip simultaneously:
Correct Y adjustments should cause the black and white columns to clip simultaneously:


[[File:Blue-Purple-Colors-Calibration-Tink5x.png|400px]]
[[File:Blue-Purple-Colors-Calibration-Tink5x.png|400px]]
====Calibrating SDTV Decoder====
====Calibrating SDTV Decoder==== <!--T:152-->
<youtube>https://www.youtube.com/watch?v=DFCPKV32SXA&t=46s</youtube>
<youtube>https://www.youtube.com/watch?v=DFCPKV32SXA&t=46s</youtube>
'''How to calibrate the video levels on the composite or S-video input of a retrotink 5x Pro using a 100% color bar test pattern:'''
'''How to calibrate the video levels on the composite or S-video input of a retrotink 5x Pro using a 100% color bar test pattern:'''


<!--T:153-->
This calibration should be performed separately for each source console, as each one will have slightly different video levels.
This calibration should be performed separately for each source console, as each one will have slightly different video levels.


<!--T:154-->
# Dial in brightness. Some consoles may have somewhat inconsistent black levels, so some creative interpretation is required. this can be done directly in the SDTV decoder window.
# Dial in brightness. Some consoles may have somewhat inconsistent black levels, so some creative interpretation is required. this can be done directly in the SDTV decoder window.
# Dial in contrast. this currently requires flipping back and forth between the SDTV menu to change the setting and the ADC-2 menu to see how it looks
# Dial in contrast. this currently requires flipping back and forth between the SDTV menu to change the setting and the ADC-2 menu to see how it looks
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# Recheck chroma/saturation, as this can change a fair bit after dialing in phase.
# Recheck chroma/saturation, as this can change a fair bit after dialing in phase.


<!--T:155-->
If you cannot properly distinguish the discontinuities in the blue columns from Step 5, your television or monitors' saturation/white level is set too high, try reducing it slightly.
If you cannot properly distinguish the discontinuities in the blue columns from Step 5, your television or monitors' saturation/white level is set too high, try reducing it slightly.


===Inverse Telecine and 2:2 Modes===
===Inverse Telecine and 2:2 Modes=== <!--T:156-->
''placeholder''
''placeholder''
Inverse Telecine - New inverse telecine mode allows for 3:2 pulldown video content to play back in reconstructed 24 fps. This helps applicable video content play with its intended cinematic framerate.
Inverse Telecine - New inverse telecine mode allows for 3:2 pulldown video content to play back in reconstructed 24 fps. This helps applicable video content play with its intended cinematic framerate.
2:2 Deinterlacing 2:2 deinterlacing mode rebuilds progressive video output from 480i games that run at reliable/stable 30 fps, which can effectively convert 480i into 480p, increasing visual resolution/clarity. Especially useful for PlayStation 2 where much of the library is 480i only.
2:2 Deinterlacing 2:2 deinterlacing mode rebuilds progressive video output from 480i games that run at reliable/stable 30 fps, which can effectively convert 480i into 480p, increasing visual resolution/clarity. Especially useful for PlayStation 2 where much of the library is 480i only.


===HDR===
===HDR=== <!--T:157-->
"Inject HDR" can be used with compatible displays to treat the RetroTINK-5X Pro's HDMI output as "HDR enabled-content." This allows extended range of the ''+Gamma Boost'' value in the Post Processing menu to compensate for the loss of image brightness when using Scanline and/or CRT Mask filters, as well as the display's Black Frame Insertion feature. Without "Inject HDR" enabled, ''+Gamma Boost'' operates at a range of -10 to +10. With "Inject HDR" enabled, the range is increased to -10 to +20.
"Inject HDR" can be used with compatible displays to treat the RetroTINK-5X Pro's HDMI output as "HDR enabled-content." This allows extended range of the ''+Gamma Boost'' value in the Post Processing menu to compensate for the loss of image brightness when using Scanline and/or CRT Mask filters, as well as the display's Black Frame Insertion feature. Without "Inject HDR" enabled, ''+Gamma Boost'' operates at a range of -10 to +10. With "Inject HDR" enabled, the range is increased to -10 to +20.


<!--T:158-->
* To enable HDR, navigate to the '''''[HDMI]''''' selection from the RetroTINK-5X Pro GUI and set '''''"Inject HDR:"''''' to either '''''"HLG"''''' or '''''"HDR10"'''''.
* To enable HDR, navigate to the '''''[HDMI]''''' selection from the RetroTINK-5X Pro GUI and set '''''"Inject HDR:"''''' to either '''''"HLG"''''' or '''''"HDR10"'''''.
* HDR is intended to be used with the 5X's scanline presets found in the "Post Proc." menu.
* HDR is intended to be used with the 5X's scanline presets found in the "Post Proc." menu.
* Note that HLG will look very de-saturated at first; you must go to the ''[Post Proc.]'' menu and adjust '''"Color Boost"''' to 0.
* Note that HLG will look very de-saturated at first; you must go to the ''[Post Proc.]'' menu and adjust '''"Color Boost"''' to 0.


<!--T:159-->
HLG and HDR10 are different formats of HDR, and from the RetroTINK-5X will appear different from each other. HDR10 is more luminous, and with scanlines can help mimic the brightness of a real CRT, but can appear garish without scanlines. HLG isn't as luminous, but is more pleasing without scanlines. The CRT look can be mimicked even further if your display is capable of Black Frame Insertion (BFI).
HLG and HDR10 are different formats of HDR, and from the RetroTINK-5X will appear different from each other. HDR10 is more luminous, and with scanlines can help mimic the brightness of a real CRT, but can appear garish without scanlines. HLG isn't as luminous, but is more pleasing without scanlines. The CRT look can be mimicked even further if your display is capable of Black Frame Insertion (BFI).


<!--T:160-->
Note that HDR isn't well represented in screenshots, and that the effect is more pronounced when viewed in person on an HDR display.
Note that HDR isn't well represented in screenshots, and that the effect is more pronounced when viewed in person on an HDR display.


<!--T:161-->
In the table below, all photos have had their exposure set for HDR10 with PVM-600 scanlines, to demonstrate the brightness differences between the various examples. Since they're photos of a screen, the contrast is not representative of looking at them with the human eye. The TV used was an LG CX 55".
In the table below, all photos have had their exposure set for HDR10 with PVM-600 scanlines, to demonstrate the brightness differences between the various examples. Since they're photos of a screen, the contrast is not representative of looking at them with the human eye. The TV used was an LG CX 55".


<!--T:162-->
{| class="wikitable"
{| class="wikitable"
! colspan="4" |HDR Comparisons - Off-Screen Photos
! colspan="4" |HDR Comparisons - Off-Screen Photos
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|}
|}


<!--T:163-->
This second table shows what the HDR modes look like via direct capture.
This second table shows what the HDR modes look like via direct capture.


<!--T:164-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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===Pre-Scaling and Bob Scanline Modes===
===Pre-Scaling and Bob Scanline Modes=== <!--T:165-->
====Pre-Scaling====
====Pre-Scaling====
The RetroTINK-5X Pro includes the ability to "Pre-Scale" progressive video content, or discard scanline intervals, at one-half or one-third increments of the source input. This discards vertical lines resulting in a loss of resolution and visual information, and isn't always a desirable effect. However, this loss in resolution is useful in some circumstances, such as more accurate scanline rendering for 240p visual content output from consoles that run at higher resolutions (such as the Dreamcast or Wii). The following example is from Street Fighter 3: Third Strike for the Dreamcast. The Dreamcast is outputting 480p, but the assets of the game are 240p graphics being doubled in software. The RetroTINK-5X Pro can throw away half the redundant visual data before applying post-processing effects, resulting in a more "arcade CRT authentic" scanline size and effect.  
The RetroTINK-5X Pro includes the ability to "Pre-Scale" progressive video content, or discard scanline intervals, at one-half or one-third increments of the source input. This discards vertical lines resulting in a loss of resolution and visual information, and isn't always a desirable effect. However, this loss in resolution is useful in some circumstances, such as more accurate scanline rendering for 240p visual content output from consoles that run at higher resolutions (such as the Dreamcast or Wii). The following example is from Street Fighter 3: Third Strike for the Dreamcast. The Dreamcast is outputting 480p, but the assets of the game are 240p graphics being doubled in software. The RetroTINK-5X Pro can throw away half the redundant visual data before applying post-processing effects, resulting in a more "arcade CRT authentic" scanline size and effect.  


<!--T:166-->
More information can be found at the [[AV:RetroTINK-5X_Pro#Post_Processing_Filters|Post-Processing Filters]], [[AV:RetroTINK-5X_Pro#Post-Processing|Post-Processing]], and [[AV:RetroTINK-5X_Pro#Interpolation/De-interlacing|Interpolation/Deinterlacing]] sections.
More information can be found at the [[AV:RetroTINK-5X_Pro#Post_Processing_Filters|Post-Processing Filters]], [[AV:RetroTINK-5X_Pro#Post-Processing|Post-Processing]], and [[AV:RetroTINK-5X_Pro#Interpolation/De-interlacing|Interpolation/Deinterlacing]] sections.


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====Bob Scanline Modes====
====Bob Scanline Modes==== <!--T:168-->
Much like pre-scaling for progressive content,  Bob Scanline Modes gives you additional control for how scanlines are applied with 480i interlaced content. To use the various Bob Scanline options, the Deinterlacer must be set to "Bob"  in the Interpolation / Deinterlacing menu, and scanlines should be enabled in the Post-Processing menu (any preferred combination of "+Scanline Beam" and "+Scanline Str." settings).
Much like pre-scaling for progressive content,  Bob Scanline Modes gives you additional control for how scanlines are applied with 480i interlaced content. To use the various Bob Scanline options, the Deinterlacer must be set to "Bob"  in the Interpolation / Deinterlacing menu, and scanlines should be enabled in the Post-Processing menu (any preferred combination of "+Scanline Beam" and "+Scanline Str." settings).


<!--T:169-->
The "Post-Deint." or Post Deinterlace option applies scanlines after the 480i source has been deinterlaced to 480p. This gives the appearance of thinner scanlines.  
The "Post-Deint." or Post Deinterlace option applies scanlines after the 480i source has been deinterlaced to 480p. This gives the appearance of thinner scanlines.  


<!--T:170-->
"Pre-Deint. or "Pre-Deinterlace" treats the 480i source as 240p, so the applied scanlines are thicker. This is especially appropriate for situations where a 240p graphical asset game is being displayed in a 480i video mode.  
"Pre-Deint. or "Pre-Deinterlace" treats the 480i source as 240p, so the applied scanlines are thicker. This is especially appropriate for situations where a 240p graphical asset game is being displayed in a 480i video mode.  


<!--T:171-->
The "CRT Simulate" setting functions similarly to Pre-Deinterlace, but shifts the odd and even scanlines every frame to reproduce how a CRT display would draw the image.
The "CRT Simulate" setting functions similarly to Pre-Deinterlace, but shifts the odd and even scanlines every frame to reproduce how a CRT display would draw the image.


<!--T:172-->
For more information on deinterlacing methods, please see the [[AV:RetroTINK-5X_Pro#Interpolation/De-interlacing|Interpolation/De-interlacing]].
For more information on deinterlacing methods, please see the [[AV:RetroTINK-5X_Pro#Interpolation/De-interlacing|Interpolation/De-interlacing]].


<!--T:173-->
Below are some examples from ''Mega Man Anniversary Collection'' on the PlayStation 2. It is an example of a game that renders 240p assets through 480i video output. This is not typically a desirable combination for the best video quality, but using Bob Scanline modes and scanline Post Processing filters can help improve the visual experience of the game.
Below are some examples from ''Mega Man Anniversary Collection'' on the PlayStation 2. It is an example of a game that renders 240p assets through 480i video output. This is not typically a desirable combination for the best video quality, but using Bob Scanline modes and scanline Post Processing filters can help improve the visual experience of the game.


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===Saving and Loading Profiles===
===Saving and Loading Profiles=== <!--T:175-->
The RetroTINK-5X Pro includes 10 slots to save your custom settings. To save your settings, navigate to the [Save Profile] section from the [[AV:RetroTINK-5X_Pro#Save_Profile|Main Menu]]. Selecting one of the Save Profile slots (1-10) will save any current changes made to the RetroTINK-5X Pro system into the chosen slot.  
The RetroTINK-5X Pro includes 10 slots to save your custom settings. To save your settings, navigate to the [Save Profile] section from the [[AV:RetroTINK-5X_Pro#Save_Profile|Main Menu]]. Selecting one of the Save Profile slots (1-10) will save any current changes made to the RetroTINK-5X Pro system into the chosen slot.  


<!--T:176-->
As of firmware 2.98, selecting a slot to save a profile will bring up a secondary window allowing you to name your profile with an on-screen keyboard. The saved values can then be loaded from the [[AV:RetroTINK-5X_Pro#Load_Profile|Load Profile]] menu, or a slot be set to load on boot from the [[AV:RetroTINK-5X_Pro#On-Screen_Display|On-Screen Display/Startup Profile]] selection.
As of firmware 2.98, selecting a slot to save a profile will bring up a secondary window allowing you to name your profile with an on-screen keyboard. The saved values can then be loaded from the [[AV:RetroTINK-5X_Pro#Load_Profile|Load Profile]] menu, or a slot be set to load on boot from the [[AV:RetroTINK-5X_Pro#On-Screen_Display|On-Screen Display/Startup Profile]] selection.


<!--T:177-->
The Load Profile menu also allows you to go to the Default Profile; this isn't visible in the Save Profile menu to prevent the user from accidentally overwriting it. You can also load the Default Profile by quickly pressing the Back button on the remote six times.
The Load Profile menu also allows you to go to the Default Profile; this isn't visible in the Save Profile menu to prevent the user from accidentally overwriting it. You can also load the Default Profile by quickly pressing the Back button on the remote six times.


===Chroma Subsampling===
===Chroma Subsampling=== <!--T:178-->
Chroma subsampling is a technique used in video that reduces the data size of video information. It does this by compressing chroma (the color tone) separately from luma (the brightness) of a given pixel. This method takes advantage of the human eye’s ability to detect luma at a higher sensitivity as compared to chroma, and is a common practice in video reproduction to save on video bandwidth while minimizing degradation in quality.
Chroma subsampling is a technique used in video that reduces the data size of video information. It does this by compressing chroma (the color tone) separately from luma (the brightness) of a given pixel. This method takes advantage of the human eye’s ability to detect luma at a higher sensitivity as compared to chroma, and is a common practice in video reproduction to save on video bandwidth while minimizing degradation in quality.


<!--T:179-->
A more detailed explanation of chroma subsampling can be found [https://en.wikipedia.org/wiki/Chroma_subsampling here].  
A more detailed explanation of chroma subsampling can be found [https://en.wikipedia.org/wiki/Chroma_subsampling here].  


<!--T:180-->
The RetroTINK 5X operates using a YCbCr 4:2:2 chroma subsampling encoding. However, with sources up to 480p, a color fidelity comparable to YCbCr 4:4:4 is achieved through sampling the incoming video data at up to 3 times that of “traditional” capturing techniques - the ‘oversampled’ image is interpolated to produce much higher color accuracy than 4:2:2 alone.
The RetroTINK 5X operates using a YCbCr 4:2:2 chroma subsampling encoding. However, with sources up to 480p, a color fidelity comparable to YCbCr 4:4:4 is achieved through sampling the incoming video data at up to 3 times that of “traditional” capturing techniques - the ‘oversampled’ image is interpolated to produce much higher color accuracy than 4:2:2 alone.


<!--T:181-->
With 720p and 1080i content, however, it isn’t possible to capture enough sample data for the “pseudo-4:4:4” technique to work, revealing color compression artifacts of the Tink’s baseline YCbCr 4:2:2 encoding. While there is nothing inherently “wrong” with using 720p and 1080i input content captured by the Tink, some users regard the 4:2:2 compression as suboptimal and may wish to find alternative methods of upscaling 720p and 1080i content.
With 720p and 1080i content, however, it isn’t possible to capture enough sample data for the “pseudo-4:4:4” technique to work, revealing color compression artifacts of the Tink’s baseline YCbCr 4:2:2 encoding. While there is nothing inherently “wrong” with using 720p and 1080i input content captured by the Tink, some users regard the 4:2:2 compression as suboptimal and may wish to find alternative methods of upscaling 720p and 1080i content.


== Console Specific Configurations==
== Console Specific Configurations== <!--T:182-->
This section goes over the specific settings and configurations you may want to consider for specific platforms, including their quirks such as the Nintendo 64's additional blur filters, or counteracting the 3DO's 480i output. Please keep in mind that the RetroTINK-5X Pro still provides a great experience without diving into any of this so that you can Just Play The Damn Game<sup>TM</sup>.
This section goes over the specific settings and configurations you may want to consider for specific platforms, including their quirks such as the Nintendo 64's additional blur filters, or counteracting the 3DO's 480i output. Please keep in mind that the RetroTINK-5X Pro still provides a great experience without diving into any of this so that you can Just Play The Damn Game<sup>TM</sup>.


<!--T:183-->
This section in particular delves into what is known as "Optimized Sampling". This process further refines the picture to gain the sharpest pixels possible by dialing in to the specific resolution the game is currently outputting. This comes at the expense of freely resizing the picture like in the Generic 4:3 and Generic 16:9 modes: doing this with Optimized Sampling will result in undesired results. This, combined with the pixel aspect ratios many retro games expected to be viewed on, means that Optimized Sampling is frequently at the mercy of integer-based scales. If that all sounds complicated, stick to the Generic 4:3 / 16:9 modes so you can resize to your heart's content.
This section in particular delves into what is known as "Optimized Sampling". This process further refines the picture to gain the sharpest pixels possible by dialing in to the specific resolution the game is currently outputting. This comes at the expense of freely resizing the picture like in the Generic 4:3 and Generic 16:9 modes: doing this with Optimized Sampling will result in undesired results. This, combined with the pixel aspect ratios many retro games expected to be viewed on, means that Optimized Sampling is frequently at the mercy of integer-based scales. If that all sounds complicated, stick to the Generic 4:3 / 16:9 modes so you can resize to your heart's content.


<!--T:184-->
The Optimized Sampling Settings in this section are transcribed from  [https://www.youtube.com/channel/UC7cKyiyU7IK9cLZXxSA0sPg/videos?view=0&sort=dd&shelf_id=0 Wobbling Pixels' YouTube channel], where he creates excellent video guides to dial in optimal settings for various retro gaming consoles and configurations.
The Optimized Sampling Settings in this section are transcribed from  [https://www.youtube.com/channel/UC7cKyiyU7IK9cLZXxSA0sPg/videos?view=0&sort=dd&shelf_id=0 Wobbling Pixels' YouTube channel], where he creates excellent video guides to dial in optimal settings for various retro gaming consoles and configurations.


===NES / Famicom===
===NES / Famicom=== <!--T:185-->
The Famicom (or Family Computer) is the original Japanese version of Nintendo's landmark console, while the NES (or Nintendo Entertainment System) was released in all other regions. All Famicom / NES systems will be marked as such at the front, so simply read that to tell which one yours is (particularly useful regarding the top-loading redesigns).  
The Famicom (or Family Computer) is the original Japanese version of Nintendo's landmark console, while the NES (or Nintendo Entertainment System) was released in all other regions. All Famicom / NES systems will be marked as such at the front, so simply read that to tell which one yours is (particularly useful regarding the top-loading redesigns).  


<!--T:186-->
The NES / Famicom can only output either Composite video or RF (with one rare exception). Use the list below to tell which one your system outputs:  
The NES / Famicom can only output either Composite video or RF (with one rare exception). Use the list below to tell which one your system outputs:  


<!--T:187-->
*'''Composite''' signals are supported by the RetroTINK-5X: insert the yellow cable into the green plug, then go to the "Input" menu and select "Composite".
*'''Composite''' signals are supported by the RetroTINK-5X: insert the yellow cable into the green plug, then go to the "Input" menu and select "Composite".
**Original "Front-loading" NES.
**Original "Front-loading" NES.
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**The RF Modulator output from the original "Front-loading" NES, which has softer sound compared to the the sharper Composite output.
**The RF Modulator output from the original "Front-loading" NES, which has softer sound compared to the the sharper Composite output.


<!--T:188-->
Because these systems can only output Composite or RF, there's very limited room for the 5X to improve it. Here's our suggestions:
Because these systems can only output Composite or RF, there's very limited room for the 5X to improve it. Here's our suggestions:


<!--T:189-->
*Optimal sampling settings are the same as with the SNES / Super Famicom, so you can use the table provided in that section below. Because of Composite's low quality, it's subjective whether sharper look is better or not (see table below for examples).
*Optimal sampling settings are the same as with the SNES / Super Famicom, so you can use the table provided in that section below. Because of Composite's low quality, it's subjective whether sharper look is better or not (see table below for examples).
*NES signals also tend to have some vertical jitter. This can be reduced by going to the "Interp./Deint." menu and setting "Vertical Filter" to "Soft".
*NES signals also tend to have some vertical jitter. This can be reduced by going to the "Interp./Deint." menu and setting "Vertical Filter" to "Soft".
*Certain titles would often have large parts of the screen that go unused, barely visible on a CRT but prominent on modern displays. To mask them out, go to the "Scaling/Crop" menu and use the Crop settings to adjust the Start and Ends of H Crop and V Crop.
*Certain titles would often have large parts of the screen that go unused, barely visible on a CRT but prominent on modern displays. To mask them out, go to the "Scaling/Crop" menu and use the Crop settings to adjust the Start and Ends of H Crop and V Crop.


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===SNES / Super Famicom===
===SNES / Super Famicom=== <!--T:191-->


<!--T:192-->
{{#ev:youtube|https://www.youtube.com/watch?v=xtakkJL84aY&t=250s SNES}}
{{#ev:youtube|https://www.youtube.com/watch?v=xtakkJL84aY&t=250s SNES}}


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


====512 "Hi Res" Games====
====512 "Hi Res" Games==== <!--T:194-->
Certain games in the SNES' library used a "Hi Res" 512 pixels wide mode for certain layers. These were often used for higher resolution textures, or for increased text clarity in official Japanese titles or unofficial fan translations. Other games used it for transparency effects instead, such as Kirby's Dream Land 3.
Certain games in the SNES' library used a "Hi Res" 512 pixels wide mode for certain layers. These were often used for higher resolution textures, or for increased text clarity in official Japanese titles or unofficial fan translations. Other games used it for transparency effects instead, such as Kirby's Dream Land 3.


<!--T:195-->
Each will require a different approach:  
Each will require a different approach:  


<!--T:196-->
*For games that use 512 pixels for transparency effects, use the following settings:
*For games that use 512 pixels for transparency effects, use the following settings:
**In the "H. Sampling" menu, set "Preset" to "Generic 4:3"
**In the "H. Sampling" menu, set "Preset" to "Generic 4:3"
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**In the "Scaling/Crop" menu, there's a number in a white box: adjust the "V Size" setting until this number reads "1.00" (which means the pixel aspect ratio is correct). Then, adjust the V Position value to your preference.
**In the "Scaling/Crop" menu, there's a number in a white box: adjust the "V Size" setting until this number reads "1.00" (which means the pixel aspect ratio is correct). Then, adjust the V Position value to your preference.


<!--T:197-->
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====1CHIP Vs 3CHIP Video Output====
====1CHIP Vs 3CHIP Video Output==== <!--T:198-->
A quirk of earlier SNES models is a rightwards horizontal streaking of the image, resulting in a "murkier" picture. This effect is found to various degrees in all "3CHIP" SNES consoles, named after the numerical count of processors and video processing chips used on the console's main board. Later model SNES consoles have a revised design, and notably consolidated the CPU and video processors in a single package. These versions of the SNES are colloquially referred to as "1CHIP" consoles (this includes the slimmer SNES "Jr.", however the SNES Jr does not support RGB output without modding).
A quirk of earlier SNES models is a rightwards horizontal streaking of the image, resulting in a "murkier" picture. This effect is found to various degrees in all "3CHIP" SNES consoles, named after the numerical count of processors and video processing chips used on the console's main board. Later model SNES consoles have a revised design, and notably consolidated the CPU and video processors in a single package. These versions of the SNES are colloquially referred to as "1CHIP" consoles (this includes the slimmer SNES "Jr.", however the SNES Jr does not support RGB output without modding).


<!--T:199-->
The "1CHIP" SNES design eliminated the horizontal streaking artifact, while increasing the overall brightness of the video output. The brightness boost is noticeably more vibrant, but without correction can "clip the whites" and cause some brighter details to be lost (the [https://www.hdretrovision.com/snes HD Retrovision SNES Cable] has a selectable mode specifically for this issue). Despite the downsides, the "1CHIP" is still typically favored over "3-CHIP" models.
The "1CHIP" SNES design eliminated the horizontal streaking artifact, while increasing the overall brightness of the video output. The brightness boost is noticeably more vibrant, but without correction can "clip the whites" and cause some brighter details to be lost (the [https://www.hdretrovision.com/snes HD Retrovision SNES Cable] has a selectable mode specifically for this issue). Despite the downsides, the "1CHIP" is still typically favored over "3-CHIP" models.


<!--T:200-->
While the TINK-5X cannot completely remove the streaking found with "3CHIP" video output, it can help mitigate the effect somewhat:
While the TINK-5X cannot completely remove the streaking found with "3CHIP" video output, it can help mitigate the effect somewhat:


<!--T:201-->
*First, the optimized sampling numbers in the table above won't remove the blur, but will sharpen the edges of all pixels.
*First, the optimized sampling numbers in the table above won't remove the blur, but will sharpen the edges of all pixels.
*Second, try setting the pre-emph to a positive value to apply a further sharpening effect.
*Second, try setting the pre-emph to a positive value to apply a further sharpening effect.
*Third, try using a scanline preset in the 5X's "Post Proc." menu (and adjusting them further if you wish). This may help obfuscate the remaining blur.
*Third, try using a scanline preset in the 5X's "Post Proc." menu (and adjusting them further if you wish). This may help obfuscate the remaining blur.


<!--T:202-->
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<!--T:203-->
{{Jux|height=400|width=800|cb3bc39e-7f5f-11ed-b5bd-6595d9b17862}}
{{Jux|height=400|width=800|cb3bc39e-7f5f-11ed-b5bd-6595d9b17862}}


====Super Game Boy 8:7 Settings====
====Super Game Boy 8:7 Settings==== <!--T:204-->


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<!--T:206-->
If you're using the Super Game Boy, you'll want to use its own optimized sampling numbers when using it. This is because Game Boy games were expected to be displayed on the square pixels of a Game Boy screen, unlike the rectangular CRT pixels that the SNES expects. While not perfect squares, the 8:7 aspect ratio of the numbers provided above will give proportions that are much closer to an actual Game Boy, and so is a more accurate look. The Super Game Boy's borders however ''were'' intended to be shown on a CRT, and thus will look more accurate with the SNES optimized sampling numbers.
If you're using the Super Game Boy, you'll want to use its own optimized sampling numbers when using it. This is because Game Boy games were expected to be displayed on the square pixels of a Game Boy screen, unlike the rectangular CRT pixels that the SNES expects. While not perfect squares, the 8:7 aspect ratio of the numbers provided above will give proportions that are much closer to an actual Game Boy, and so is a more accurate look. The Super Game Boy's borders however ''were'' intended to be shown on a CRT, and thus will look more accurate with the SNES optimized sampling numbers.


<!--T:207-->
In the Pokémon Yellow examples below, note how the Pokéball in the game window is a perfect circle with the Super Game Boy's sampling but is squashed with the SNES' sampling. Meanwhile, the Pokéballs in the border are correct with the SNES' sampling.
In the Pokémon Yellow examples below, note how the Pokéball in the game window is a perfect circle with the Super Game Boy's sampling but is squashed with the SNES' sampling. Meanwhile, the Pokéballs in the border are correct with the SNES' sampling.


<!--T:208-->
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=== Nintendo 64===
=== Nintendo 64=== <!--T:209-->


<!--T:210-->
{{#ev:youtube|https://www.youtube.com/watch?v=XPV4LMic1R4 N64}}
{{#ev:youtube|https://www.youtube.com/watch?v=XPV4LMic1R4 N64}}


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|'''V Crop End'''
|'''V Crop End'''


<!--T:212-->
|1405
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Similarly to the SNES, optimal sampling for the Nintendo 64 is simple thanks to a preset just for it that works for many games in its library. Simply go to "H. Sampling", set the Preset to "N64 320", then go to the "Scaling/Crop" menu to center the image.
Similarly to the SNES, optimal sampling for the Nintendo 64 is simple thanks to a preset just for it that works for many games in its library. Simply go to "H. Sampling", set the Preset to "N64 320", then go to the "Scaling/Crop" menu to center the image.


====Counteracting N64 Anti-Aliasing====
<!--T:384-->
A small percentage of the N64 library has a higher resolution option available if an N64 Expansion Pack is installed. Consult the [[wikipedia:Nintendo_64_accessories#Expansion_Pak|list of supported games]] to determine if you will need other profiles to handle the different horizontal resolutions instead of the N64 optimal settings.
 
<!--T:385-->
(For example: Perfect Dark NTSC with Expansion Pack: 640×222p vs 320×222p without. Perfect Dark PAL with Expansion Pack: 448×268p vs 320×268p without.)
 
====Counteracting N64 Anti-Aliasing==== <!--T:213-->
The Nintendo 64 uses an anti-aliasing (AA) effect to smooth the picture and reduce the appearance of hard pixel edges and dithering. Users that prefer a sharper look have the option to disable the N64's AA with GameShark codes, or by patching the game ROM. More information regarding methods to disable AA can be found [[N64:N64blur|here]].
The Nintendo 64 uses an anti-aliasing (AA) effect to smooth the picture and reduce the appearance of hard pixel edges and dithering. Users that prefer a sharper look have the option to disable the N64's AA with GameShark codes, or by patching the game ROM. More information regarding methods to disable AA can be found [[N64:N64blur|here]].


<!--T:214-->
The RetroTINK-5X Pro's optimal Nintendo 64 sampling can also greatly increase the sharpness of the image, and can be used in conjunction with the disable-AA methods for the sharpest possible picture. For many, optimal sampling alone may provide results equivalent to an Anti-Aliasing patch.
The RetroTINK-5X Pro's optimal Nintendo 64 sampling can also greatly increase the sharpness of the image, and can be used in conjunction with the disable-AA methods for the sharpest possible picture. For many, optimal sampling alone may provide results equivalent to an Anti-Aliasing patch.


<!--T:215-->
The following examples are from Mario Kart 64, using S-Video cables in the Peach example and RGB cables in the Track example. The images show the RetroTINK-5X Pro's generic and N64 optimal sampling modes, as well as with and without disable-AA patches applied.
The following examples are from Mario Kart 64, using S-Video cables in the Peach example and RGB cables in the Track example. The images show the RetroTINK-5X Pro's generic and N64 optimal sampling modes, as well as with and without disable-AA patches applied.


<!--T:216-->
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{{#ev:youtube|https://www.youtube.com/watch?v=BCu56uJ1L60 N64 Tutorial: Disable N64 Nintendo 64 Anti-Aliasing/Blur for Sharper Image WITHOUT OSSC & ultraHDMI}}
{{#ev:youtube|https://www.youtube.com/watch?v=BCu56uJ1L60 N64 Tutorial: Disable N64 Nintendo 64 Anti-Aliasing/Blur for Sharper Image WITHOUT OSSC & ultraHDMI}}


<!--T:217-->
<br>
<br>


=== GameCube===
=== GameCube=== <!--T:218-->


====GBA Player====
====GBA Player==== <!--T:219-->


<!--T:220-->
{{#ev:youtube|https://www.youtube.com/watch?v=dVWwJsGK5So GameCube + GBA Player}}
{{#ev:youtube|https://www.youtube.com/watch?v=dVWwJsGK5So GameCube + GBA Player}}


<!--T:221-->
The GameCube supports a peripheral called the GBA Player, which allows Game Boy Advance games to be played via a GameCube, similar to the Super Game Boy on a SNES. However, the GBA Player used software with a blurry and otherwise undesirable video output. To get around this, many players use an SD card and SWISS to load a replacement program known as the Game Boy Interface, which has a much improved video output. The Wobbling Pixels video above shows how to get this working on your GBA Player.
The GameCube supports a peripheral called the GBA Player, which allows Game Boy Advance games to be played via a GameCube, similar to the Super Game Boy on a SNES. However, the GBA Player used software with a blurry and otherwise undesirable video output. To get around this, many players use an SD card and SWISS to load a replacement program known as the Game Boy Interface, which has a much improved video output. The Wobbling Pixels video above shows how to get this working on your GBA Player.


<!--T:222-->
When the RetroTINK-5X detects the 360p output of the Game Boy Interface, a special "GBI Optimal" Preset can be found and selected in the "H. Sampling" menu. This automatically enables optimized sampling just for the Game Boy Interface.
When the RetroTINK-5X detects the 360p output of the Game Boy Interface, a special "GBI Optimal" Preset can be found and selected in the "H. Sampling" menu. This automatically enables optimized sampling just for the Game Boy Interface.


<!--T:223-->
For a more authentic look, you may want to consider enabling the LCD Scanlines preset in the "Post Proc." menu, which overlays a thin pixel grid that looks a lot like a Game Boy Advance screen. Keep in mind however that due to their thin width, LCD Scanlines only display correctly for GBI when using the 1080p (Fill), 1200p and 1440p Output Resolutions.
For a more authentic look, you may want to consider enabling the LCD Scanlines preset in the "Post Proc." menu, which overlays a thin pixel grid that looks a lot like a Game Boy Advance screen. Keep in mind however that due to their thin width, LCD Scanlines only display correctly for GBI when using the 1080p (Fill), 1200p and 1440p Output Resolutions.


=== Sega Genesis / Mega Drive ===
=== Sega Genesis / Mega Drive === <!--T:224-->
For practicality, "Genesis" refers to both the Sega Genesis ''and'' the Mega Drive (it's Japanese and European name), as they are functionally identical as far as the RetroTINK-5X is concerned, outside of NTSC and PAL standards.
For practicality, "Genesis" refers to both the Sega Genesis ''and'' the Mega Drive (its Japanese and European name), as they are functionally identical as far as the RetroTINK-5X is concerned, outside of NTSC and PAL standards.


<!--T:225-->
The Sega Genesis has three "240p" output resolutions. The fourth, 480i, is only known to be used in the 2 Player VS modes of Sonic the Hedgehog 2 and Combat Cars. Select these presets in the 5X's "H. Sampling" menu:
The Sega Genesis has three "240p" output resolutions. The fourth, 480i, is only known to be used in the 2 Player VS modes of Sonic the Hedgehog 2 and Combat Cars. Select these presets in the 5X's "H. Sampling" menu:


<!--T:226-->
* Most Genesis games run at 320x224. For these, use "Gen/Sat 320".
* Most Genesis games run at 320x224. For these, use "Gen/Sat 320".
* Other titles run at 256x224. For these, "SNES/PCE 256" should be used.
* Other titles run at 256x224. For these, "SNES/PCE 256" should be used.
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Once you've chosen the correct preset, make sure to go to the "Scaling/Crop" menu and adjust the "V Position" value to center the image.
Once you've chosen the correct preset, make sure to go to the "Scaling/Crop" menu and adjust the "V Position" value to center the image.


==== CRAM Dots ====
==== CRAM Dots ==== <!--T:227-->
Certain Genesis games will display coloured dots along the bottom edge of the screen. Known as CRAM (Colour RAM) dots, these would have been in the overscan area of most CRTs and thus invisible to the player, but are quite prominent on modern displays. If you find them unsightly, the 5X has a way to hide them:
Certain Genesis games will display colored dots along the bottom edge of the screen. Known as CRAM (Colour RAM) dots, these would have been in the overscan area of most CRTs and thus invisible to the player, but are quite prominent on modern displays. If you find them unsightly, the 5X has a way to hide them:


<!--T:228-->
* Go to the "Scaling/Crop" menu, then lower the "V Crop End" value until CRAM dots are no longer visible.
* Go to the "Scaling/Crop" menu, then lower the "V Crop End" value until CRAM dots are no longer visible.


==== Genesis Dithering ====
==== Genesis Dithering ==== <!--T:229-->
Genesis games make extensive use of dithering in tandem with composite video and CRT displays to simulate transparency and blend colours together (such as the waterfalls in Sonic the Hedgehog). These effects disappear when using devices like the 5X and higher-quality signals like S-Video and SCART, but they can be "restored" with this specific setup:
Genesis games make extensive use of dithering in tandem with composite video and CRT displays to simulate transparency and blend colours together (such as the waterfalls in Sonic the Hedgehog). These effects disappear when using devices like the 5X and higher-quality signals like S-Video and SCART, but they can be "restored" with this specific setup:
* In the "H. Sampling" menu, use the "Generic 4:3" preset.
* In the "H. Sampling" menu, use the "Generic 4:3" preset.
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* You can further use some of the scanline and mask options in the "Post Proc." menu to disguise the blurriness of the picture.
* You can further use some of the scanline and mask options in the "Post Proc." menu to disguise the blurriness of the picture.


<!--T:230-->
{| class="wikitable"
{| class="wikitable"
|+Genesis Dithering Solution
|+Genesis Dithering Solution
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|}
|}


===Sega Saturn===
===Sega Saturn=== <!--T:231-->
Since the Saturn has only three possible output resolutions, figuring out optimal settings is similar to the Genesis. You can select these presets in the 5X's "H. Sampling" menu:
Since the Saturn has only three possible output resolutions, figuring out optimal settings is similar to the Genesis. You can select these presets in the 5X's "H. Sampling" menu:


<!--T:232-->
* Most Saturn games run at 320x224. For these, use "Gen/Sat 320".
* Most Saturn games run at 320x224. For these, use "Gen/Sat 320".
* Other titles run at 352x224 (such as the Capcom Arcade ports, Panzer Dragoon 1, et al). For these, "Saturn 352" should be used.
* Other titles run at 352x224 (such as the Capcom Arcade ports, Panzer Dragoon 1, et al). For these, "Saturn 352" should be used.
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** If you're using the 5X's experimental 1440p output resolution, use "Generic 4:3". This is because the Saturn's 910 samples per line cannot be achieved at 1440p, so optimal sampling won't present it nicely.
** If you're using the 5X's experimental 1440p output resolution, use "Generic 4:3". This is because the Saturn's 910 samples per line cannot be achieved at 1440p, so optimal sampling won't present it nicely.


<!--T:233-->
Once you've gotten the right H. Sampling preset, go to the "Scaling/Crop" menu and adjust the "V Position" value to center the image.
Once you've gotten the right H. Sampling preset, go to the "Scaling/Crop" menu and adjust the "V Position" value to center the image.


==== Saturn Dithering ====
==== Saturn Dithering ==== <!--T:234-->
Saturn games, like the Genesis before it, frequently use dithering in tandem with composite video and CRT displays to simulate transparency and blend colours together. These effects disappear when using devices like the 5X and higher-quality signals like S-Video and SCART, but they can be "restored" with a specific setup:
Saturn games, like the Genesis before it, frequently use dithering in tandem with composite video and CRT displays to simulate transparency and blend colours together. These effects disappear when using devices like the 5X and higher-quality signals like S-Video and SCART, but they can be "restored" with a specific setup:


<!--T:235-->
* In the "H. Sampling" menu, use the "Generic 4:3" preset.
* In the "H. Sampling" menu, use the "Generic 4:3" preset.
* In the "Post-Proc." menu, adjust the "Pre-emph" setting to a negative value to add blur. This may be enough to satisfy your tastes!
* In the "Post-Proc." menu, adjust the "Pre-emph" setting to a negative value to add blur. This may be enough to satisfy your tastes!
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* You can further use scanlines and masks in the "Post Proc." menu to disguise the blurriness of the picture.
* You can further use scanlines and masks in the "Post Proc." menu to disguise the blurriness of the picture.


<!--T:236-->
{| class="wikitable"
{| class="wikitable"
|+Saturn Dithering Solution
|+Saturn Dithering Solution
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|}
|}


===Dreamcast ===
===Dreamcast === <!--T:237-->


<!--T:238-->
{{#ev:youtube|https://www.youtube.com/watch?v=H7z5uxtajt0 Dreamcast}}
{{#ev:youtube|https://www.youtube.com/watch?v=H7z5uxtajt0 Dreamcast}}


<!--T:239-->
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If you're using the Dreamcast's VGA output, optimal sampling is made easy since there are easy presets just for it in the "H. Sampling" menu, which will work for most of its games library. Which one you pick depends on the output set in the 5X's "HDMI" menu.  
If you're using the Dreamcast's VGA output, optimal sampling is made easy since there are easy presets just for it in the "H. Sampling" menu, which will work for most of its games library. Which one you pick depends on the output set in the 5X's "HDMI" menu.  


<!--T:240-->
*If your output is 1080p (Under), choose the "DTV 858-A" Preset.
*If your output is 1080p (Under), choose the "DTV 858-A" Preset.
*If your output is 1200p, choose the "Generic 3:2" Preset. You should also go to the "Post Proc." menu and set the Pre-emph to +1, which sharpens the image a bit.
*If your output is 1200p, choose the "Generic 3:2" Preset. You should also go to the "Post Proc." menu and set the Pre-emph to +1, which sharpens the image a bit.


====Dreamcast VGA on the 5X====
====Dreamcast VGA on the 5X==== <!--T:241-->


<!--T:242-->
The highest quality video output of the Sega Dreamcast without modding is VGA (31Khz RGBHV). Most games on the Dreamcast support VGA output, and workarounds exist to extend the feature to even more titles (such as patches and the "force VGA" functions of the optical drive emulators GDEMU and MODE). A chart showing Dreamcast VGA compatibility can be found [https://www.epforums.org/showthread.php?56169-Dreamcast-VGA-Compatability-list-amp-Guide here]. ''Old Kid's Note: We should convert that guide to the wiki!''  
The highest quality video output of the Sega Dreamcast without modding is VGA (31Khz RGBHV). Most games on the Dreamcast support VGA output, and workarounds exist to extend the feature to even more titles (such as patches and the "force VGA" functions of the optical drive emulators GDEMU and MODE). A chart showing Dreamcast VGA compatibility can be found [https://www.epforums.org/showthread.php?56169-Dreamcast-VGA-Compatability-list-amp-Guide here]. ''Old Kid's Note: We should convert that guide to the wiki!''  


<!--T:243-->
Currently two kinds of options exist to bring VGA signals into the RetroTINK-5X Pro, 'Sync Combiner Boxes' and a 'Sync Combiner "All-in-One" Cable':
Currently two kinds of options exist to bring VGA signals into the RetroTINK-5X Pro, 'Sync Combiner Boxes' and a 'Sync Combiner "All-in-One" Cable':


<!--T:244-->
'''Sync Combiner Boxes'''<br>
'''Sync Combiner Boxes'''<br>
The RetroTINK-5X Pro requires that the Dreamcast's VGA signal be converted (RGBHV sync-combined to RGBs) to work with the 5X's RGB-SCART input. Thankfully, devices such as the [https://castlemaniagames.com/products/rondo-products-hd15-2-scart HD15-2-SCART], [https://www.retroupgrades.co.uk/product/vga2scart/ VGA2SCART] can make that conversion.
The RetroTINK-5X Pro requires that the Dreamcast's VGA signal be converted (RGBHV sync-combined to RGBs) to work with the 5X's RGB-SCART input. Thankfully, devices such as the [https://castlemaniagames.com/products/rondo-products-hd15-2-scart HD15-2-SCART], [https://www.retroupgrades.co.uk/product/vga2scart/ VGA2SCART] can make that conversion.


<!--T:245-->
Note that both the ''HD15-2-SCART'' and ''VGA2SCART'' will require existing VGA and audio cables from the Dreamcast's output. The [https://retro-bit.com/dreamcast-vga-cable.html Retro-Bit Dreamcast VGA Cable] is an inexpensive, respectable quality option to get VGA and stereo sound from the Dreamcast, but generic "Dreamcast VGA Cables" and dedicated "VGA Boxes" can work similarly.  
Note that both the ''HD15-2-SCART'' and ''VGA2SCART'' will require existing VGA and audio cables from the Dreamcast's output. The [https://retro-bit.com/dreamcast-vga-cable.html Retro-Bit Dreamcast VGA Cable] is an inexpensive, respectable quality option to get VGA and stereo sound from the Dreamcast, but generic "Dreamcast VGA Cables" and dedicated "VGA Boxes" can work similarly.  


<!--T:246-->
Once the Dreamcast is connected to either sync combiner box, The ''HD15-2-SCART'' plugs directly into the SCART input on the RetroTINK-5X Pro, while the ''VGA2SCART'' will require a male-to-male SCART adapter (such as the one linked [https://www.retroupgrades.co.uk/product/male-to-male-scart-coupler/ here]) or a "male-end to male-end SCART cable" to make the connection.  
Once the Dreamcast is connected to either sync combiner box, The ''HD15-2-SCART'' plugs directly into the SCART input on the RetroTINK-5X Pro, while the ''VGA2SCART'' will require a male-to-male SCART adapter (such as the one linked [https://www.retroupgrades.co.uk/product/male-to-male-scart-coupler/ here]) or a "male-end to male-end SCART cable" to make the connection.  


<!--T:247-->
The ''HD15-2-SCART'' provides a switch to enable/disable the sync combining feature (which possibly could be a benefit when using with other devices that support RGBHV over SCART) while the ''VGA2SCART's'' sync combiner feature is 'always on'.
The ''HD15-2-SCART'' provides a switch to enable/disable the sync combining feature (which possibly could be a benefit when using with other devices that support RGBHV over SCART) while the ''VGA2SCART's'' sync combiner feature is 'always on'.


<!--T:248-->
A note concerning audio - Both ''HD15-2-SCART'' and ''VGA2SCART'' receive audio over a stereo 1/8" TRS jack, so "Retro-Bit Style" VGA cables will require a Stereo RCA to 1/8" TRS adapter for audio to be routed into the boxes.
A note concerning audio - Both ''HD15-2-SCART'' and ''VGA2SCART'' receive audio over a stereo 1/8" TRS jack, so "Retro-Bit Style" VGA cables will require a Stereo RCA to 1/8" TRS adapter for audio to be routed into the boxes.


<!--T:249-->
The benefit of using the "Sync Combiner Box" solution is flexibility. While the RetroTINK-5X Pro isn't specifically designed to process other VGA inputs and compatibility isn't guaranteed, using a "Sync Combiner Box" can give you the option to plug in other VGA sources, or to use the Box with other devices or video processors.  
The benefit of using the "Sync Combiner Box" solution is flexibility. While the RetroTINK-5X Pro isn't specifically designed to process other VGA inputs and compatibility isn't guaranteed, using a "Sync Combiner Box" can give you the option to plug in other VGA sources, or to use the Box with other devices or video processors.  


<!--T:250-->
'''Sync Combiner "All-in-One" Cable'''<br>
'''Sync Combiner "All-in-One" Cable'''<br>
The [https://retro-access.com/products/dreamcast-15khz-31khz-480i-480p-scart-cable?variant=17095604305971 Retro Access 15Khz/31Khz Dreamcast Cable] and [https://www.retrogamingcables.co.uk/sega/SEGA-DREAMCAST-RGB-SCART-CABLES/SEGA-DREAMCAST-RGB-SCART-CABLE-WITH-480P-MODE Sega Dreamcast PACKAPUNCH RGB 480p SCART] cable are all-in-one "VGA to SCART" cables for the Dreamcast that do not require any additional hardware. The sync combiner circuit is built into the cable and unlike the "Sync Combiner Boxes", they won't work with any other device than the Dreamcast. Both cables feature the function to switch between 15Khz and 31Khz RGBs signal output, providing the option of outputting 480p or 480i video modes. While 480p is typically preferred as the higher quality video mode, the RetroTINK-5X Pro can accept and process both outputs.  
The [https://retro-access.com/products/dreamcast-15khz-31khz-480i-480p-scart-cable?variant=17095604305971 Retro Access 15Khz/31Khz Dreamcast Cable] and [https://www.retrogamingcables.co.uk/sega/SEGA-DREAMCAST-RGB-SCART-CABLES/SEGA-DREAMCAST-RGB-SCART-CABLE-WITH-480P-MODE Sega Dreamcast PACKAPUNCH RGB 480p SCART] cable are all-in-one "VGA to SCART" cables for the Dreamcast that do not require any additional hardware. The sync combiner circuit is built into the cable and unlike the "Sync Combiner Boxes", they won't work with any other device than the Dreamcast. Both cables feature the function to switch between 15Khz and 31Khz RGBs signal output, providing the option of outputting 480p or 480i video modes. While 480p is typically preferred as the higher quality video mode, the RetroTINK-5X Pro can accept and process both outputs.  


<!--T:251-->
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|-
|-
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<br>
<br>
===PlayStation 1 ===
===PlayStation 1 === <!--T:252-->


<!--T:253-->
{{#ev:youtube|https://www.youtube.com/watch?v=0GjlGroqvzA PlayStation 1}}
{{#ev:youtube|https://www.youtube.com/watch?v=0GjlGroqvzA PlayStation 1}}


<!--T:254-->
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|-
|-
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| 2046
| 2046


<!--T:255-->
|
|
|-
|-
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| 2046
| 2046


<!--T:256-->
|
|
|-
|-
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! colspan="7" |<u>2560x1440p Output - NTSC</u>
! colspan="7" |<u>2560x1440p Output - NTSC</u>


<!--T:257-->
|-
|-
|
|
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|'''480i'''
|'''480i'''


<!--T:258-->
|-
|-
| rowspan="4" |'''H. Sampling'''
| rowspan="4" |'''H. Sampling'''
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|2048
|2048


<!--T:259-->
|
|
|-
|-
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! colspan="7" |<u>1920x1080p (Fill) Output - PAL</u>
! colspan="7" |<u>1920x1080p (Fill) Output - PAL</u>


<!--T:260-->
|-
|-
|
|
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|PS1 384
|PS1 384


<!--T:261-->
|HiRes 512
|HiRes 512
|HiRes 858
|HiRes 858
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|2048
|2048


<!--T:262-->
|2048
|2048
|1702  
|1702  
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|'''H Position'''
|'''H Position'''


<!--T:263-->
| +0 (184)
| +0 (184)
| +0 (88)
| +0 (88)
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|}
|}


<!--T:264-->
Optimal sampling on the PlayStation 1 is a very complicated affair, because it has a large number of possible output resolutions, meaning you can't just "set it and forget it". Instead, you'll almost certainly need to set up and use multiple Profiles that accommodate for the various output resolutions the games in your library may have.
Optimal sampling on the PlayStation 1 is a very complicated affair, because it has a large number of possible output resolutions, meaning you can't just "set it and forget it". Instead, you'll almost certainly need to set up and use multiple Profiles that accommodate for the various output resolutions the games in your library may have.


<!--T:265-->
* We ''highly'' recommend checking the output resolution of each of your PlayStation 1 games so that you only have the Profiles you actually need.
* We ''highly'' recommend checking the output resolution of each of your PlayStation 1 games so that you only have the Profiles you actually need.
* You should also commit to which output resolutions you want to use: trying to accommodate for all of them would require 30 or more Profiles!
* You should also commit to which output resolutions you want to use: trying to accommodate for all of them would require 30 or more Profiles!


<!--T:266-->
Further, pixel aspect ratio will be incorrect for many combinations, due to the region of the game, the H.Sampling preset and the 5X's output resolution. If you want to use optimal sampling, read over the table above ''carefully'' to make sure you're picking the right preset, and using the right "H (Interp) Size" numbers and "V Size" numbers.
Further, pixel aspect ratio will be incorrect for many combinations, due to the region of the game, the H.Sampling preset and the 5X's output resolution. If you want to use optimal sampling, read over the table above ''carefully'' to make sure you're picking the right preset, and using the right "H (Interp) Size" numbers and "V Size" numbers.


<!--T:267-->
* For V-Size, look for the number in the white box in the bottom-right corner of the Scaling/Crop window: when this reads "1.00", you've matched the intended pixel aspect ratio!
* For V-Size, look for the number in the white box in the bottom-right corner of the Scaling/Crop window: when this reads "1.00", you've matched the intended pixel aspect ratio!


==== Resolution Switching====
==== Resolution Switching==== <!--T:268-->


<!--T:269-->
The PlayStation 1 library occasionally uses more than one output resolution within the same game. One of the most famous examples is Chrono Cross, where gameplay is in 240p while the pause menus are in 480i (hence the common name, "The Chrono Cross Problem"). While resolution switching worked fine on the CRTs that the PS1 expected to output to, almost all modern flat-panel displays, as well as many capture cards, take some time to switch, resulting in several seconds of no display at all. This pause can not only be frustrating, but risky when returning to gameplay, where you'll be blind to all threats until the image returns.
The PlayStation 1 library occasionally uses more than one output resolution within the same game. One of the most famous examples is Chrono Cross, where gameplay is in 240p while the pause menus are in 480i (hence the common name, "The Chrono Cross Problem"). While resolution switching worked fine on the CRTs that the PS1 expected to output to, almost all modern flat-panel displays, as well as many capture cards, take some time to switch, resulting in several seconds of no display at all. This pause can not only be frustrating, but risky when returning to gameplay, where you'll be blind to all threats until the image returns.


<!--T:270-->
The RetroTINK-5X has two methods to get around this, both located in the HDMI menu:
The RetroTINK-5X has two methods to get around this, both located in the HDMI menu:


<!--T:271-->
* Setting the V-Sync to either Triple Buffer or Gen Lock is usually enough to alleviate the issue, at the cost of a hair of input lag.
* Setting the V-Sync to either Triple Buffer or Gen Lock is usually enough to alleviate the issue, at the cost of a hair of input lag.
* If you're still encountering this issue (particularly in PAL games), also setting "Lock to 60 hz" to On will often solve the issue entirely.
* If you're still encountering this issue (particularly in PAL games), also setting "Lock to 60 hz" to On will often solve the issue entirely.


<!--T:272-->
It's worth noting that the TINK-5X is not able to automatically switch its H. Sampling Preset when the resolution changes. Thus, we recommend using the Preset that matches the gameplay resolution and sticking with that. Using Generic 4:3 is also an option, although the image will of course not be quite as sharp as optimal sampling.
It's worth noting that the TINK-5X is not able to automatically switch its H. Sampling Preset when the resolution changes. Thus, we recommend using the Preset that matches the gameplay resolution and sticking with that. Using Generic 4:3 is also an option, although the image will of course not be quite as sharp as optimal sampling.
<br>
<br>


===PlayStation 2===
===PlayStation 2=== <!--T:273-->


<!--T:274-->
{{#ev:youtube|https://www.youtube.com/watch?v=xE9O9nB7Gs4 PlayStation 2}}
{{#ev:youtube|https://www.youtube.com/watch?v=xE9O9nB7Gs4 PlayStation 2}}


<!--T:275-->
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! colspan="8" |1920x1080p (Fill) Output - NTSC
! colspan="8" |1920x1080p (Fill) Output - NTSC


<!--T:276-->
|-
|-
|
|
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|2388
|2388


<!--T:277-->
|2352
|2352
|2352
|2352
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|PS1 384
|PS1 384


<!--T:278-->
|HiRes 512
|HiRes 512
|HiRes 512
|HiRes 512
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|2048
|2048


<!--T:279-->
|2048
|2048
|2048
|2048
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|}
|}


<!--T:280-->
The PlayStation 2 is a particularly hairy system because it has one of the highest number of possible output resolutions of any games console. This is because in addition to its two "480" resolutions for PS2 games, it also inherits the four 240p resolutions for PS1 games.
The PlayStation 2 is a particularly hairy system because it has one of the highest number of possible output resolutions of any games console. This is because in addition to its two "480" resolutions for PS2 games, it also inherits the four 240p resolutions for PS1 games.


<!--T:281-->
* We ''strongly'' recommend researching what resolutions your PS1 and PS2 games output so that you aren't using any unneeded Profile slots.
* We ''strongly'' recommend researching what resolutions your PS1 and PS2 games output so that you aren't using any unneeded Profile slots.


<!--T:282-->
* There are two possible resolutions that can be output by PS2 games, so they only require two Profiles total. If you're unsure of what resolution your game runs at, just set up a Profile for both and chose the one that looks correct.
* There are two possible resolutions that can be output by PS2 games, so they only require two Profiles total. If you're unsure of what resolution your game runs at, just set up a Profile for both and chose the one that looks correct.
* Also remember to enable the "Allow Interlace" option in the H. Sampling menu, otherwise optimized sampling will not appear on interlaced resolutions!
* Also remember to enable the "Allow Interlace" option in the H. Sampling menu, otherwise optimized sampling will not appear on interlaced resolutions!
* The PlayStation 2's "240p" resolutions require ''different'' numbers than the PlayStation 1, due to the different clock speed. We advise users with both a PlayStation 1 and 2 to play PS1 games on a PS1, to keep the needed Profiles to a minimum.
* The PlayStation 2's "240p" resolutions require ''different'' numbers than the PlayStation 1, due to the different clock speed. We advise users with both a PlayStation 1 and 2 to play PS1 games on a PS1, to keep the needed Profiles to a minimum.


<!--T:283-->
The major sticking point with PS2 games however is that the vast majority of them can only output interlaced video: 480i. Some games allow you to use a button combination when the game boots to enter a progressive output mode, or in the options menu, but few games allow for this, and the button combo trick doesn't exist in PAL games.
The major sticking point with PS2 games however is that the vast majority of them can only output interlaced video: 480i. Some games allow you to use a button combination when the game boots to enter a progressive output mode, or in the options menu, but few games allow for this, and the button combo trick doesn't exist in PAL games.


<!--T:284-->
No deinterlacing solution will be perfect, since interlacted footage is inherently "missing" half the picture at any given "frame". That said, the RetroTINK-5X offers several deinterlacing methods:
No deinterlacing solution will be perfect, since interlacted footage is inherently "missing" half the picture at any given "frame". That said, the RetroTINK-5X offers several deinterlacing methods:


* Motion Adapt. is the most appealing option, using a combination of Weave and Blend to make a progressive-like result. This is very similar to the deinterlacing used on real CRTs that supported it.
<!--T:285-->
* Motion Adapt. is the most appealing option, using a combination of Weave and Bob to make a progressive-like result. This is very similar to the deinterlacing used on real CRTs that supported it.
* Weave and Blend leave visible motion artifacts: combs for Weave and ghosting for Blend. Blend's ghosting looks like frame interpolation in rendered videos, and thus may not even be noticeable to you.
* Weave and Blend leave visible motion artifacts: combs for Weave and ghosting for Blend. Blend's ghosting looks like frame interpolation in rendered videos, and thus may not even be noticeable to you.
* Bob and Smooth-Bob will shift every "frame" up and down to form the picture. This can look very distracting for some players.
* Bob and Smooth-Bob will shift every "frame" up and down to form the picture. This can look very distracting for some players.
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<br>
<br>
===PlayStation Portable (PSP)===
===PlayStation Portable (PSP)=== <!--T:286-->


<!--T:287-->
{{#ev:youtube|https://www.youtube.com/watch?v=NowPKdM4KLQ PSP}}
{{#ev:youtube|https://www.youtube.com/watch?v=NowPKdM4KLQ PSP}}


<!--T:288-->
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"  
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"  
|-
|-
! colspan="4" |PlayStation Portable Optimal Settings
! colspan="4" |PlayStation Portable Optimal Settings


<!--T:289-->
|-
|-
! colspan="4" |
! colspan="4" |
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| Generic 4:3
| Generic 4:3


<!--T:290-->
|-
|-
|'''ADC Samp./Line'''
|'''ADC Samp./Line'''
| ???
| ???


<!--T:291-->
| ???
| ???
|-
|-
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|}
|}


<!--T:292-->
In the Optimal Settings above, "No Scanlines" will stretch the image to fill your display while maintaining the PSP's 30:17 aspect ratio. The "Scanlines" setting meanwhile adjusts the picture slightly so that scanlines are drawn correctly (particularly LCD scanlines), but the aspect ratio will be slightly incorrect. In either case, sometimes the H Position and V Position values won't line up correctly, so we recommend manually adjusting these yourself so that the picture is centered on your display.
In the Optimal Settings above, "No Scanlines" will stretch the image to fill your display while maintaining the PSP's 30:17 aspect ratio. The "Scanlines" setting meanwhile adjusts the picture slightly so that scanlines are drawn correctly (particularly LCD scanlines), but the aspect ratio will be slightly incorrect. In either case, sometimes the H Position and V Position values won't line up correctly, so we recommend manually adjusting these yourself so that the picture is centered on your display.


The specific model of PSP you're using will determine whether it's capable of Video Out, and to what extent:
<!--T:293-->
The specific model of PSP you're using will determine whether it's capable of video out, and to what extent:


*The original PSP model (PSP-1000) and the PSP Street (PSP-E1000) do ''not'' support Video Out.
<!--T:294-->
*The PSP-2000 is capable of Video Out, but only using Component cables. PSone Classics can also not be played using Video Out on this model.
*The original PSP model (PSP-1000) and the PSP Street (PSP-E1000) do ''not'' support video out.
*The PSP-3000 can do Video Out using Composite, S-Video and Component cables, including with PSone Classics.
*The PSP-2000 is capable of video out, but with restrictions. Composite and S-video cables can display most types of content playable from the XMB (photos, music, videos) as well as UMD movies and PS1 titles, but component cables are required for PSP games and the occasional Sony Extras app (e.g. SensMe, Digital Comics).
*The PSP Go is also capable of Video Out for all content, but only when using an official dock. Because of this, it requires a different cable.
*The PSP-3000 uses the same video out cables as the PSP-2000 but can now output PSP games in interlace mode, meaning all content on the PSP can now be displayed with any cable.
*The PSPgo uses different cables than the PSP-2000 but is otherwise just as capable as the PSP-3000 (i.e. PSP games can be displayed in interlace mode using composite or S-video cables). The dock is not necessary for video output, but it ''is'' necessary to enable video output and charge the PSPgo at the same time, short of [https://www.reddit.com/r/PSP/comments/ptme78/4in1_cable_for_the_psp_go_created/ modifying a PSPgo video out cable].  


<!--T:295-->
We highly recommend you use Component Cables when using a PSP-3000 / Go with the RT5X. While the 5X works with PSP Composite and S-Video signals just fine, because the video output is so small within the 480p frame, it's not possible for the 5X to fill the entire screen with PSP output on anything except Component.
We highly recommend you use Component Cables when using a PSP-3000 / Go with the RT5X. While the 5X works with PSP Composite and S-Video signals just fine, because the video output is so small within the 480p frame, it's not possible for the 5X to fill the entire screen with PSP output on anything except Component.


====PSone Classics====
====PSone Classics==== <!--T:296-->
It's possible for PSone Classics running on a PSP to output at their native 240p resolution. To enable this, on your PSP navigate to Settings > Connected Display Settings, then set the "Component / D-Terminal Output" setting to Interlaced. This will result in a sharper picture through the TINK-5X than the Progressive option.
It's possible for PSone Classics running on a PSP to output at their native 240p resolution. To enable this, on your PSP navigate to Settings > Connected Display Settings, then set the "Component / D-Terminal Output" setting to Interlaced. This will result in a sharper picture through the TINK-5X than the Progressive option.


<!--T:297-->
However, you cannot use either the PS1 or PS2 Optimal Sampling numbers from earlier on this page, as they work incorrectly with the PSP's 240p output. For now, we suggest using the "Generic 4:3" H. Sampling preset with the "1080p (Fill)" Output, or using real PS1/PS2 hardware.
However, you cannot use either the PS1 or PS2 Optimal Sampling numbers from earlier on this page, as they work incorrectly with the PSP's 240p output. For now, we suggest using the "Generic 4:3" H. Sampling preset with the "1080p (Fill)" Output, or using real PS1/PS2 hardware.


===PlayStation TV + Sharpscale Hack===
===PlayStation TV + Sharpscale Hack=== <!--T:298-->
{{jux|height=400|width=800|1390a94c-81b9-11ed-b5bd-6595d9b17862}}
{{jux|height=400|width=800|1390a94c-81b9-11ed-b5bd-6595d9b17862}}


<!--T:299-->
The PlayStation TV (known as the Vita TV in Japan) is a popular way to play digital PSP, Vita and PSone Classic games on a TV, thanks to its compact size and compatibility with DualShock 3 and 4 controllers. However, it does not correctly display or upscale its picture, and adds a bilinear filter to all video output by default. You can however use a popular homebrew plugin called the Sharpscale Hack by Cuevavirus to open up new options, and combine it with the 5X to get a pixel perfect upscale of PSP, Vita and PSone Classics games. First though, two notes:
The PlayStation TV (known as the Vita TV in Japan) is a popular way to play digital PSP, Vita and PSone Classic games on a TV, thanks to its compact size and compatibility with DualShock 3 and 4 controllers. However, it does not correctly display or upscale its picture, and adds a bilinear filter to all video output by default. You can however use a popular homebrew plugin called the Sharpscale Hack by Cuevavirus to open up new options, and combine it with the 5X to get a pixel perfect upscale of PSP, Vita and PSone Classics games. First though, two notes:


<!--T:300-->
*The Sharpscale Hack is a plugin for a homebrew firmware called h-encore<sup>2</sup>, which you'll need to have installed in order for this to work. Without it, there's no benefit routing the signal through the 5X.
*The Sharpscale Hack is a plugin for a homebrew firmware called h-encore<sup>2</sup>, which you'll need to have installed in order for this to work. Without it, there's no benefit routing the signal through the 5X.
*Since the PSTV can only output via HDMI (which the 5X cannot accept), you'll need to convert the HDMI signal to component, as detailed in the "[[AV:RetroTINK-5X Pro#HDMI Consoles|HDMI consoles]]" section further below. Make sure to read this section carefully, as high-definition signals are not the initial intended use case for the 5X.
*Since the PSTV can only output via HDMI (which the 5X cannot accept), you'll need to convert the HDMI signal to component, as detailed in the "[[AV:RetroTINK-5X Pro#HDMI Consoles|HDMI consoles]]" section further below. Make sure to read this section carefully, as high-definition signals are not the initial intended use case for the 5X.


====PSVita and PSP Games====
====PSVita and PSP Games==== <!--T:301-->


<!--T:302-->
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
! colspan="3" |PSTV Sharpscale - PSP and PSVita Optimal Settings
! colspan="3" |PSTV Sharpscale - PSP and PSVita Optimal Settings
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Here's how to set up the Sharpscale Hack and the RetroTINK-5X when playing PSP and Vita games on PSTV (PSone Classics have their own section below):
Here's how to set up the Sharpscale Hack and the RetroTINK-5X when playing PSP and Vita games on PSTV (PSone Classics have their own section below):


<!--T:303-->
#First, in the Sharpscale Configuration Menu app, set Scaling to "integer" and Filter to "point".
#First, in the Sharpscale Configuration Menu app, set Scaling to "integer" and Filter to "point".
#Set the PSTV's output resolution to 1080i. With the above Sharpscale settings, this will fill the screen for Vita and PSP games, at the cost of cropping out 4 pixel rows each on the top and bottom of the screen.
#Set the PSTV's output resolution to 1080i. With the above Sharpscale settings, this will fill the screen for Vita and PSP games, at the cost of cropping out 4 pixel rows each on the top and bottom of the screen.
#On the RetroTINK-5X, apply the optimal sampling settings in the table above.
#On the RetroTINK-5X, apply the optimal sampling settings in the table above.


<!--T:304-->
{| class="wikitable"
{| class="wikitable"
! colspan="4" |PSTV - Vita / PSP Sharpscale Comparison
! colspan="4" |PSTV - Vita / PSP Sharpscale Comparison
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|}
|}


====PSone Classics====
====PSone Classics==== <!--T:305-->
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
{| class="wikitable comparisontable mw-collapsible mw-collapsed" style="text-align:center;" "
! colspan="3" |PSTV Sharpscale - PSone Classics 480p Optimal Settings
! colspan="3" |PSTV Sharpscale - PSone Classics 480p Optimal Settings
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Because of the unique resolutions of PSone Classics and the limitations of the PSTV, these titles have to be handled differently compared to PSP and Vita games. There are many different combinations you can try for the PSTV and RT5X's resolutions; here are our two recommendations:
Because of the unique resolutions of PSone Classics and the limitations of the PSTV, these titles have to be handled differently compared to PSP and Vita games. There are many different combinations you can try for the PSTV and RT5X's resolutions; here are our two recommendations:


<!--T:306-->
*The PSTV can output 480p, which is a natural fit for the 5X:  
*The PSTV can output 480p, which is a natural fit for the 5X:  
**Set the PSTV to output 480p (2x the resolution of PSone Classics)
**Set the PSTV to output 480p (2x the resolution of PSone Classics)
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|}
|}


===3DO===
===3DO=== <!--T:307-->


====Optimal Settings====
====Optimal Settings==== <!--T:308-->
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
{| class="wikitable mw-collapsible mw-collapsed" role="presentation"
! colspan="3" |3DO Optimal Settings (doujindance 240p over RGB)  
! colspan="3" |3DO Optimal Settings (doujindance 240p over RGB)  
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|N64 320
|N64 320


<!--T:309-->
|-
|-
|'''Phase Detect'''
|'''Phase Detect'''
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|}
|}


====3DO 240p Video Output Methods====
====3DO 240p Video Output Methods==== <!--T:310-->
The 3DO internally renders to a 320x240@16bpp frame buffer then using a proprietary "corner weight color averaging interpolation" algorithm and Color Lookup Table upscales the image to 640x480@24bpp. That upscaled image carved up by the CLIO chip and fed to the DAC which requests an even or odd field. The 3DO software has the [https://3dodev.com/documentation/development/opera/pf25/ppgfldr/ggsfldr/gpgfldr/4gpgj ability] to enable interpolation on the horizontal, vertical, both, or neither (which is also known as [https://3dodev.com/documentation/development/opera/pf25/ppgfldr/ggsfldr/gpgfldr/1gpgb "crispy pixels."]) More about the 3DO rendering pipeline can be found on [https://3dodev.com/documentation/hardware/opera/240p_mode 3dodev.com.]
The 3DO internally renders to a 320x240@16bpp frame buffer then using a proprietary "corner weight color averaging interpolation" algorithm and Color Lookup Table upscales the image to 640x480@24bpp. That upscaled image carved up by the CLIO chip and fed to the DAC which requests an even or odd field. The 3DO software has the [https://3dodev.com/documentation/development/opera/pf25/ppgfldr/ggsfldr/gpgfldr/4gpgj ability] to enable interpolation on the horizontal, vertical, both, or neither (which is also known as [https://3dodev.com/documentation/development/opera/pf25/ppgfldr/ggsfldr/gpgfldr/1gpgb "crispy pixels."]) More about the 3DO rendering pipeline can be found on [https://3dodev.com/documentation/hardware/opera/240p_mode 3dodev.com.]


<!--T:311-->
While the "corner weight color averaging" algorithm used in some games gives increased color depth and smooths the image, some may prefer the less flickery and sharper native 240p output.
While the "corner weight color averaging" algorithm used in some games gives increased color depth and smooths the image, some may prefer the less flickery and sharper native 240p output.


Some "FZ-1" 3DOs from Japan have a special Mode Select switch on the back in place of the RF output, which allows switching between Mode A, standard 480i output, and Mode B, native 240p video output. Use of Mode B can also cause some games to have their game logic run twice the intended rate due to bug in [https://3dodev.com/documentation/hardware/opera/240p_mode how a vblank counter is used]. This can make [https://3dodev.com/documentation/games/region_locks_and_compatibility some games] nearly unplayable. The Juxtaposition Image below demonstrates the visual difference between 480i and 240p from a 3DO featuring the "Mode Select" switch.
Some "FZ-1" 3DOs from Japan have a special Mode Select switch on the back in place of the RF output, which allows switching between Mode A, standard 480i output, and Mode B, native 240p video output. Use of Mode B can also cause some games to have their game logic run twice the intended rate due to bug in [https://3dodev.com/documentation/hardware/opera/240p_mode how a vblank counter is used]. This can make [https://3dodev.com/documentation/games/region_locks_and_compatibility some games] nearly unplayable. The Juxtaposition Image below demonstrates the visual difference between 480i and 240p from a 3DO featuring the "Mode Select" switch.
{{Jux|height=400|d06d18b2-8276-11ed-b5bd-6595d9b17862}}
{{Jux|height=400|d06d18b2-8276-11ed-b5bd-6595d9b17862}}
===="Pseudo-240p" With The RetroTINK-5X Pro====
===="Pseudo-240p" With The RetroTINK-5X Pro==== <!--T:312-->
If you don't have a 3DO with a Mode Select switch, or don't want the possible side-effects of setting one to Mode B, the RetroTINK-5X Pro offers a deinterlacing method that can simulate a 240p look with a 3DO with no Mode Select at all: "Pre-Deinterlacing" Bob Scanlines.   
If you don't have a 3DO with a Mode Select switch, or don't want the possible side-effects of setting one to Mode B, the RetroTINK-5X Pro offers a deinterlacing method that can simulate a 240p look with a 3DO with no Mode Select at all: "Pre-Deinterlacing" Bob Scanlines.   


<!--T:313-->
*To accomplish this Pseudo-240p method, go to the TINK-5X's "Interp./Deint." menu and adjust the following settings:
*To accomplish this Pseudo-240p method, go to the TINK-5X's "Interp./Deint." menu and adjust the following settings:
**'''Deinterlace Method''': Bob
**'''Deinterlace Method''': Bob
**'''Bob Scanline''': Pre-Deint.
**'''Bob Scanline''': Pre-Deint.


<!--T:314-->
This will effectively ignore half of the 480i video lines and scale the image as a "pseudo-240p" source.
This will effectively ignore half of the 480i video lines and scale the image as a "pseudo-240p" source.


<!--T:315-->
It's worth noting that not all games will see a visible improvement with this method. Titles that do not use the "corner weight color averaging interpolation" feature will look almost identical between "240p" and "Motion Adaptive" modes, whereas games that do use the color interpolation effect may have a beneficial sharpened look in "240p" processing mode. See the table below for examples. More info concerning the "corner weight color averaging interpolation" algorithm can be found at [https://3dodev.com/ext/3DO/Portfolio_2.5/OnLineDoc/DevDocs/ppgfldr/ggsfldr/gpgfldr/2gpgf.html#XREF24916 3dodev.com]
It's worth noting that not all games will see a visible improvement with this method. Titles that do not use the "corner weight color averaging interpolation" feature will look almost identical between "240p" and "Motion Adaptive" modes, whereas games that do use the color interpolation effect may have a beneficial sharpened look in "240p" processing mode. See the table below for examples. More info concerning the "corner weight color averaging interpolation" algorithm can be found at [https://3dodev.com/ext/3DO/Portfolio_2.5/OnLineDoc/DevDocs/ppgfldr/ggsfldr/gpgfldr/2gpgf.html#XREF24916 3dodev.com]


<!--T:316-->
{| class="wikitable comparisontable"  
{| class="wikitable comparisontable"  
|-
|-
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|}
|}


<!--T:317-->
Below are some comparisons between the RetroTINK-5X Pro's ''Bob Scanline'' ''Pre-Deint'' mode and a special model 3DO that has a 240p / 480i switch built in:
Below are some comparisons between the RetroTINK-5X Pro's ''Bob Scanline'' ''Pre-Deint'' mode and a special model 3DO that has a 240p / 480i switch built in:
{| class="wikitable"  
{| class="wikitable"  
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|}
|}


===RF Consoles===
===RF Consoles=== <!--T:318-->
[[File:VCR-03.jpg|thumb|Standard Consumer VCR]]Before Composite and later video signal formats, many video game systems used radio frequency (RF) signals to output video and audio to televisions, including the Super Famicom and systems released before it.
[[File:VCR-03.jpg|thumb|Standard Consumer VCR]]Before Composite and later video signal formats, many video game systems used radio frequency (RF) signals to output video and audio to televisions, including the Super Famicom and systems released before it.


<!--T:319-->
* One unique usecase is the NES, which has softer audio through the RF Modulator, which some may prefer over the sharper audio of the NES's Composite audio output.
* One unique usecase is the NES, which has softer audio through the RF Modulator, which some may prefer over the sharper audio of the NES's Composite audio output.


<!--T:320-->
The RetroTINK-5X Pro does not accept RF signals directly, however it is possible to use an RF demodulator to pass composite video and RCA audio to the RetroTINK-5x's inputs. While other methods exist, the most common and cheapest RF Demodulator is a standard consumer VCR (pictured right).
The RetroTINK-5X Pro does not accept RF signals directly, however it is possible to use an RF demodulator to pass composite video and RCA audio to the RetroTINK-5x's inputs. While other methods exist, the most common and cheapest RF Demodulator is a standard consumer VCR (pictured right).


<!--T:321-->
As of this writing, VCRs can still commonly be found in second-hand stores. Make sure the model you intend to use has both '''RF Inputs''' (typically labeled as Antenna In) and '''Composite Outputs''' (the Yellow, Red and White output jacks for the video and audio), indicating that the VCR supports RF Demodulation.
As of this writing, VCRs can still commonly be found in second-hand stores. Make sure the model you intend to use has both '''RF Inputs''' (typically labeled as Antenna In) and '''Composite Outputs''' (the Yellow, Red and White output jacks for the video and audio), indicating that the VCR supports RF Demodulation.


<!--T:322-->
* Note that it is not typically required for the VHS tape playback hardware be functional to use the demodulator features. However the RetroTINK-5X can act as a VHS upscaler so that you can watch VHS tapes on a modern display.
* Note that it is not typically required for the VHS tape playback hardware be functional to use the demodulator features. However the RetroTINK-5X can act as a VHS upscaler so that you can watch VHS tapes on a modern display.


<!--T:323-->
Two common types of cables to connect the console to the VCR are RF Switch Boxes and RCA to F-Type "RF Direct" Connectors:
Two common types of cables to connect the console to the VCR are RF Switch Boxes and RCA to F-Type "RF Direct" Connectors:
{| class="wikitable"  
{| class="wikitable"  
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|}
|}


<!--T:324-->
Your console might have one or the other, and either connection method is an acceptable way to interconnect the console and VCR. Note that some console has an RCA end but does not have an F-Connector adapter to plug into the VCR, and will need an inexpensive "RCA Female to F-Type Male" adapter to plug in. [https://www.amazon.com/s?k=f+type+male+to+rca+female+adapter Here is a link] to an Amazon search that should point you in the right direction.
Your console might have one or the other, and either connection method is an acceptable way to interconnect the console and VCR. Note that some console has an RCA end but does not have an F-Connector adapter to plug into the VCR, and will need an inexpensive "RCA Female to F-Type Male" adapter to plug in. [https://www.amazon.com/s?k=f+type+male+to+rca+female+adapter Here is a link] to an Amazon search that should point you in the right direction.


<!--T:325-->
RF switch boxes often came standard with older consoles because they allow daisy chaining of RF inputs into one TV coax jack, with a toggle allowing one to switch between the console's output and a cable TV / antenna connected to the switch box.
RF switch boxes often came standard with older consoles because they allow daisy chaining of RF inputs into one TV coax jack, with a toggle allowing one to switch between the console's output and a cable TV / antenna connected to the switch box.


<!--T:326-->
Note that video game systems most often broadcast their signal over channels 3 or 4, and many times contain a switch to select between the two channels. There’s no reason to choose one over the other, but take note of the channel your console is set to, as the VCR will need to be set to that channel to receive the console's signal.
Note that video game systems most often broadcast their signal over channels 3 or 4, and many times contain a switch to select between the two channels. There’s no reason to choose one over the other, but take note of the channel your console is set to, as the VCR will need to be set to that channel to receive the console's signal.


==== Connecting an RF Only Console to the RetroTINK-5X====
==== Connecting an RF Only Console to the RetroTINK-5X==== <!--T:327-->
In this example, we are using an NES (which notably is not an "RF Only" console), but the steps are nearly identical to most consoles outputting RF signal:
In this example, we are using an NES (which notably is not an "RF Only" console), but the steps are nearly identical to most consoles outputting RF signal:
Make sure your VCR, video game console and RetroTINK-5x Pro are plugged in, turned on and functioning. Then:
Make sure your VCR, video game console and RetroTINK-5x Pro are plugged in, turned on and functioning. Then:


<!--T:328-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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[[File:Nes rf plugs.png|200px]]
[[File:Nes rf plugs.png|200px]]


<!--T:329-->
|Connect the “RF Switch Box” or “RF Direct” cable to your video game console.
|Connect the “RF Switch Box” or “RF Direct” cable to your video game console.
|-
|-
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|}
|}


<!--T:330-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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{{jux|height=400|width=800|e0d61cce-7f62-11ed-b5bd-6595d9b17862}}


===HDMI Consoles===
===HDMI Consoles=== <!--T:331-->
On the opposite end of the spectrum, you may want to run an HDMI console such as the PlayStation 4, Xbox One, or one of the "Classic Mini" systems through the Retro-TINK 5X Pro. The 5X doesn't have an HDMI input, so many users will make this work by converting the HDMI signal to Component, which the 5X ''does'' accept.
On the opposite end of the spectrum, you may want to run an HDMI console such as the PlayStation 4, Xbox One, or one of the "Classic Mini" systems through the Retro-TINK 5X Pro. The 5X doesn't have an HDMI input, so many users will make this work by converting the HDMI signal to Component, which the 5X ''does'' accept.


<!--T:332-->
It is worth mentioning that the 5X is primarily intended for use with consoles that output 240p, 480i and/or 480p resolutions. '''HD resolutions are technically supported, but they are not the intended use-case for the device.''' That said, here's how to make it work:
It is worth mentioning that the 5X is primarily intended for use with consoles that output 240p, 480i and/or 480p resolutions. '''HD resolutions are technically supported, but they are not the intended use-case for the device.''' That said, here's how to make it work:


<!--T:333-->
*Component signals will always look softer compared to HDMI, even at the same resolutions.
*Component signals will always look softer compared to HDMI, even at the same resolutions.
* We recommend using an HDMI-to-Component converter box with female Component ports, plus separate male-to-male Component cables.
* We recommend using an HDMI-to-Component converter box with female Component ports, plus separate male-to-male Component cables.
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*The specific parts used in these converters can change based on parts availability, even for the same exact product. This can mean that a specific box can suddenly become incompatible with the 5X (or vice versa). To avoid this, make sure to check sites like RetroRGB for what the currently recommended converter is.
*The specific parts used in these converters can change based on parts availability, even for the same exact product. This can mean that a specific box can suddenly become incompatible with the 5X (or vice versa). To avoid this, make sure to check sites like RetroRGB for what the currently recommended converter is.


<!--T:334-->
Here's what you need to consider for the consoles themselves:  
Here's what you need to consider for the consoles themselves:  


<!--T:335-->
*The RetroTINK-5X only supports two HD resolution inputs: 720p and 1080i. Make sure your console is outputting one of these two resolutions first.
*The RetroTINK-5X only supports two HD resolution inputs: 720p and 1080i. Make sure your console is outputting one of these two resolutions first.
**'''1080p input is not supported by the 5X.'''
**'''1080p input is not supported by the 5X.'''
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**While the Wii U supports component cables (including those intended for the original Wii), its actual output of Component signals is rather poor. Further, its HDMI output is only in Limited Range, and cannot be set to Full Range. Thus, both Component and HDMI outputs have their own caveats with this system.
**While the Wii U supports component cables (including those intended for the original Wii), its actual output of Component signals is rather poor. Further, its HDMI output is only in Limited Range, and cannot be set to Full Range. Thus, both Component and HDMI outputs have their own caveats with this system.


<!--T:336-->
{{jux|height=400|width=800|56dbd6ce-801d-11ed-b5bd-6595d9b17862}}
{{jux|height=400|width=800|56dbd6ce-801d-11ed-b5bd-6595d9b17862}}




===Mono Audio Consoles===
===Mono Audio Consoles=== <!--T:337-->
Some consoles, such as the NES and Sega Master System, only provided a single mono audio output from their A/V hookups. Using a mono-only console will result in the RetroTINK-5X Pro sending sound through one speaker. Fortunately, using an '''''RCA Y-Splitter''''' with audio is a safe and inexpensive solution to this problem.  
Some consoles, such as the NES and Sega Master System, only provided a single mono audio output from their A/V hookups. Using a mono-only console will result in the RetroTINK-5X Pro sending sound through one speaker. Fortunately, using an '''''RCA Y-Splitter''''' with audio is a safe and inexpensive solution to this problem.  
[[File:Y-Spliter Cable.png|400px|thumb|none|A Standard 1-Male to 2-Female RCA Y-Splitter]]
[[File:Y-Spliter Cable.png|400px|thumb|none|A Standard 1-Male to 2-Female RCA Y-Splitter]]
Line 3,439: Line 3,724:
Dithering is a technique of using pixel patterns to simulate an effect of additional color or transparency. Many retro video game consoles utilized dithering, though some games and systems relied on it more heavily than others. Traditionally, CRT displays could somewhat mask and blend dithering with their glowing phosphor and typically less precise handling of visual information, and it's arguable that this is the "intended look" the video game creators were expecting gamers to experience.  
Dithering is a technique of using pixel patterns to simulate an effect of additional color or transparency. Many retro video game consoles utilized dithering, though some games and systems relied on it more heavily than others. Traditionally, CRT displays could somewhat mask and blend dithering with their glowing phosphor and typically less precise handling of visual information, and it's arguable that this is the "intended look" the video game creators were expecting gamers to experience.  


<!--T:338-->
Modern displays using upscalers like the RetroTINK-5X Pro can emphasize dithering in a way that some users find undesirable, and for some games, users may want to configure a different approach than "sharp optimal settings".  
Modern displays using upscalers like the RetroTINK-5X Pro can emphasize dithering in a way that some users find undesirable, and for some games, users may want to configure a different approach than "sharp optimal settings".  


<!--T:339-->
'''''Note that this is entirely subjective and up to the user's taste, and the RetroTINK-5X Pro can be configured in a variety of configurations based on the user's image preferences.'''''
'''''Note that this is entirely subjective and up to the user's taste, and the RetroTINK-5X Pro can be configured in a variety of configurations based on the user's image preferences.'''''


<!--T:340-->
In the following image examples, the game Silent Hill for PlayStation 1 is used.  
In the following image examples, the game Silent Hill for PlayStation 1 is used.  


<!--T:341-->
The first example shot emphasizes the game's dithering by using RGB cables and optimal sampling for the sharpest pixel appearance.  
The first example shot emphasizes the game's dithering by using RGB cables and optimal sampling for the sharpest pixel appearance.  


<!--T:342-->
In the second example, the RetroTINK-5X Pro is using PlayStation composite cables with optimal PS1 horizontal timings. This demonstrates how much composite cables soften the dithering effect compared to "higher end" cables.  
In the second example, the RetroTINK-5X Pro is using PlayStation composite cables with optimal PS1 horizontal timings. This demonstrates how much composite cables soften the dithering effect compared to "higher end" cables.  


<!--T:343-->
In the third and final example, composite cables are used, as well as the "Generic 4:3" [[AV:RetroTINK-5X_Pro#Horizontal_Sampling_Modes|H. Sampling]] preset, "Soft" [[AV:RetroTINK-5X_Pro#Interpolation/De-interlacing|Vertical Filter]], "Consumer 1" [[AV:RetroTINK-5X_Pro#Post_Processing_Filters|Post-Processing preset]], and [[AV:RetroTINK-5X_Pro#Post-Processing|Pre-Emph.]] set to "-5". These settings work to soften of the image, and in tandem with the RetroTINK-5X Pro's CRT filters might handle dithering in a way that is more pleasing to some users. Experimentation is encouraged to find your preferred look.  
In the third and final example, composite cables are used, as well as the "Generic 4:3" [[AV:RetroTINK-5X_Pro#Horizontal_Sampling_Modes|H. Sampling]] preset, "Soft" [[AV:RetroTINK-5X_Pro#Interpolation/De-interlacing|Vertical Filter]], "Consumer 1" [[AV:RetroTINK-5X_Pro#Post_Processing_Filters|Post-Processing preset]], and [[AV:RetroTINK-5X_Pro#Post-Processing|Pre-Emph.]] set to "-5". These settings work to soften of the image, and in tandem with the RetroTINK-5X Pro's CRT filters might handle dithering in a way that is more pleasing to some users. Experimentation is encouraged to find your preferred look.  


<!--T:344-->
''Note that any "CRT Filter" screenshots (such as the 3rd example image below) will not look correct unless opened and viewed at 100% size in your browser.''
''Note that any "CRT Filter" screenshots (such as the 3rd example image below) will not look correct unless opened and viewed at 100% size in your browser.''
{| class="wikitable"  
{| class="wikitable"  
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{{Jux|height=500|width=800|57d399f0-7a9f-11ed-b5bd-6595d9b17862}}
{{Jux|height=500|width=800|57d399f0-7a9f-11ed-b5bd-6595d9b17862}}


==Discontinued Features==
==Discontinued Features== <!--T:345-->
Because of limited memory capacity on the RetroTINK-5X Pro and evolving feature sets, some previously supported features have been discontinued. Thankfully, these features can be restored by rolling back firmware versions. Note that this wiki is designed to be up-to-date with the latest firmware revision, so rolling back might your firmware may alter functionality or remove features described in this document. User discretion is advised. More information about version differences can be found in the [[AV:RetroTINK-5X_Pro#RetroTINK-5X_Pro_Firmware_Notes|Firmware Notes]] and [[AV:RetroTINK-5X_Pro/Firmware| RetroTINK-5X Pro Firmware Version History Wiki]].
Because of limited memory capacity on the RetroTINK-5X Pro and evolving feature sets, some previously supported features have been discontinued. Thankfully, these features can be restored by rolling back firmware versions. Note that this wiki is designed to be up-to-date with the latest firmware revision, so rolling back might your firmware may alter functionality or remove features described in this document. User discretion is advised. More information about version differences can be found in the [[AV:RetroTINK-5X_Pro#RetroTINK-5X_Pro_Firmware_Notes|Firmware Notes]] and [[AV:RetroTINK-5X_Pro/Firmware| RetroTINK-5X Pro Firmware Version History Wiki]].


===4K24 Output===
===4K24 Output=== <!--T:346-->
The experimental 4K/24Hz output mode was removed in version '''2.98'''. The 1440p output mode has been retained (see below).
The experimental 4K/24Hz output mode was removed in version '''2.98'''. The 1440p output mode has been retained (see below).
===1080p (Min-Lag)===
===1080p (Min-Lag)===
Line 3,476: Line 3,768:
While the 1440p output mode was ''not'' removed, its visibility is now hidden. To enable it, go to the [OSD] menu and set "Advanced Res" to Yes. This change was first applied in firmware version '''2.71'''.   
While the 1440p output mode was ''not'' removed, its visibility is now hidden. To enable it, go to the [OSD] menu and set "Advanced Res" to Yes. This change was first applied in firmware version '''2.71'''.   


<!--T:347-->
*REMINDER: Advanced Resolutions are hidden for a reason! '''They are provided without support or guarantees.'''
*REMINDER: Advanced Resolutions are hidden for a reason! '''They are provided without support or guarantees.'''


==RetroTINK-5X Pro User Interface Map==
==RetroTINK-5X Pro User Interface Map== <!--T:348-->


===RetroTINK-5X Pro Main Menu===
===RetroTINK-5X Pro Main Menu=== <!--T:349-->


<!--T:350-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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|}
|}


===Input Source===
===Input Source=== <!--T:351-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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!Description
!Description


<!--T:352-->
|-
|-
|YPbPr
|YPbPr
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|}
|}


===Output Resolution===
===Output Resolution=== <!--T:353-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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|-
|-
| 1200p
| 1200p
|Selects 1200p output mode.
|Selects 1920×1200 output mode.
|-
|-
|720p
|720p
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|-
|-
|480p
|480p
|Selects 480p output mode.
|Selects 1440×480p (60 Hz) / 720×576p (50 Hz) output mode.
|}
|}


===Output Resolution (Advanced Res)===
===Output Resolution (Advanced Res)=== <!--T:354-->
The following outputs are disabled by default and can be enabled by setting “Advanced Res” to “On” in the [OSD] (On-Screen Display) menu.
The following outputs are disabled by default and can be enabled by setting “Advanced Res” to “On” in the [OSD] (On-Screen Display) menu.


<!--T:355-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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|Selects 1536p (iPad) output mode.
|Selects 1536p (iPad) output mode.
|-
|-
|240p
|240p/288p
|Selects 240p output mode.
|Selects 240p (60 Hz) / 288p (50 Hz) output mode.
|-
|-
|480i
|480i/576i
|Selects 480i output mode.
|Selects 480i (60 Hz) / 576i (50 Hz) output mode.
|}
|}


=== Scaling/Cropping===
=== Scaling/Cropping=== <!--T:356-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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|Adjusts the horizontal position of the video output.  
|Adjusts the horizontal position of the video output.  


<!--T:357-->
|-
|-
|V Position
|V Position
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|}
|}


===Interpolation/De-interlacing===
===Interpolation/De-interlacing=== <!--T:358-->
{| class="wikitable comparisontable"  
{| class="wikitable comparisontable"  
|-
|-
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'''Smooth-Bob:''' Bob deinterlacing with a vertical smoothing applied.  
'''Smooth-Bob:''' Bob deinterlacing with a vertical smoothing applied.  


<!--T:359-->
Note: 1080i input is limited to 'Bob' deinterlacing.  
Note: 1080i input is limited to 'Bob' deinterlacing.  
|[[File:Motion-adaptive-example-webm.webm|200x200px|gif]]
|[[File:Motion-adaptive-example-webm.webm|200x200px|gif]]
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|}
|}


<!--T:360-->
{| class="wikitable"  
{| class="wikitable"  
!Interpolation/De-interlacing
!Interpolation/De-interlacing
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|}
|}


===Horizontal Sampling===
===Horizontal Sampling=== <!--T:361-->
''Note for further explanation - The H. Interp takes the horizontal resolution produced by the ADC sample rate and the further interpolates it to the final display resolution.''
''Note for further explanation - The H. Interp takes the horizontal resolution produced by the ADC sample rate and the further interpolates it to the final display resolution.''
{| class="wikitable"  
{| class="wikitable"  
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|See the [[AV:RetroTINK-5X Pro#Horizontal_Sampling_Modes|Horizontal Sampling Modes]] section above.
|See the [[AV:RetroTINK-5X Pro#Horizontal_Sampling_Modes|Horizontal Sampling Modes]] section above.


<!--T:362-->
|-
|-
|Phase Detect
|Phase Detect
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|H (Interp) Size
|H (Interp) Size


<!--T:363-->
|Adjusts the horizontal size of the video output. When in a generic h. sampling mode, the adjustment will be represented in a percentage value. In an optimal sampling mode, the adjustment is a pixel incremental value.
|Adjusts the horizontal size of the video output. When in a generic h. sampling mode, the adjustment will be represented in a percentage value. In an optimal sampling mode, the adjustment is a pixel incremental value.
|-
|-
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|}
|}


===Post-Processing===
===Post-Processing=== <!--T:364-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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|}
|}


===Standard Definition Decoder===
===Standard Definition Decoder=== <!--T:365-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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| 0 IRE (default), 7.5 IRE.  
| 0 IRE (default), 7.5 IRE.  


<!--T:366-->
|}
|}


===Video ADC===
===Video ADC=== <!--T:367-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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|-
|-
| LLPLL Gain
| LLPLL Gain
|0 to 7. 2 is Default.
|0 to 7. 2 is Default. "Line Lock [https://en.wikipedia.org/wiki/Phase-locked_loop Phase-Locked Loop]"
|-
|-
|LLPLL BW  
|LLPLL BW  
|0 to 7. 7 is Default.
|0 to 7. 7 is Default. "Line Lock [https://en.wikipedia.org/wiki/Phase-locked_loop Phase-Locked Loop]"
|-
|-
|Pre-Coast
|Pre-Coast
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|0 to 32. 6 is Default.  
|0 to 32. 6 is Default.  


<!--T:368-->
|-
|-
|ADC Phase
|ADC Phase
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|}
|}
===Video ADC-2===
===Video ADC-2=== <!--T:369-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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|-
|-
|Y Gain
|Y Gain
|placeholder
|Contrast/White Level
|-
|-
|Y Offset
|Y Offset
|placeholder
|Brightness/Black Level
|-
|-
|Pb Gain
|Pb Gain
|placeholder
|Saturation along the Pb(blue/yellow) axis
|-
|-
|Pb Offset
|Pb Offset
|placeholder
|Tints image along the Pb(blue/yellow) axis
|-
|-
|Pr Gain
|Pr Gain
|placeholder
|Saturation along the Pr(red/green) axis
|-
|-
|Pr Offset
|Pr Offset
|placeholder
|Tints image along the Pr(red/green) axis
|-
|-
|Clamp Length
|Clamp Length
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|}
|}


===HDMI Output ===
===HDMI Output === <!--T:370-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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|V-Sync
|V-Sync


<!--T:371-->
| Triple Buffer, Frame Lock. See [[AV:RetroTINK-5X_Pro#Triple_Buffer_vs_Frame_Lock_And_Gen_Lock|Triple Buffer vs Frame Lock And Gen Lock]] for more information.
| Triple Buffer, Frame Lock. See [[AV:RetroTINK-5X_Pro#Triple_Buffer_vs_Frame_Lock_And_Gen_Lock|Triple Buffer vs Frame Lock And Gen Lock]] for more information.
|-
|-
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|}
|}


=== On-Screen Display===
=== On-Screen Display=== <!--T:372-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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|Size
|Size


<!--T:373-->
|Small (default), Tiny, Normal.
|Small (default), Tiny, Normal.
|-
|-
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|}
|}


===Save Profile===
===Save Profile=== <!--T:374-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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|}
|}


===Load Profile===
===Load Profile=== <!--T:375-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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|}
|}


=== Status===
=== Status=== <!--T:376-->
{| class="wikitable"  
{| class="wikitable"  
|-
|-
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|}
|}


===About===
===About=== <!--T:377-->


<!--T:378-->
The about page will display the following information as of the current firmware update:
The about page will display the following information as of the current firmware update:


  RETROTINK-5X Pro
  <!--T:379-->
RETROTINK-5X Pro
  © 2021-2-22 RetroTINK LLC
  © 2021-2-22 RetroTINK LLC
  All Rights Reserved
  All Rights Reserved
  Need Help? [https://discord.gg/jE6deAhjCM Join the RetroTINK Discord!]
  Need Help? [https://discord.gg/jE6deAhjCM Join the RetroTINK Discord!]


==Accessories==
==Accessories== <!--T:380-->


<!--T:381-->
* [https://github.com/TRP-Retromods/SCARTFlip SCARTFlip]: A right-angle SCART adapter.
* [https://github.com/TRP-Retromods/SCARTFlip SCARTFlip]: A right-angle SCART adapter.
* [https://rondoproducts.com/products/rondo-products-hd15-2-scart HD15-2-SCART]: A VGA-to-SCART adapter.  
* [https://rondoproducts.com/products/rondo-products-hd15-2-scart HD15-2-SCART]: A VGA-to-SCART adapter.  


==Official User's Manual v1==
==Official User's Manual v1== <!--T:382-->


<!--T:383-->
A Wiki version of the official RetroTINK-5X Pro user's manual can be found [[AV:RetroTINK-5X Pro/manual|here]].
A Wiki version of the official RetroTINK-5X Pro user's manual can be found [[AV:RetroTINK-5X Pro/manual|here]].
</translate>

Latest revision as of 16:51, 17 November 2024

Other languages:
RetroTink 5X Pro as shown at www.retrotink.com

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

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

How to Use the RetroTINK-5X Pro - A Beginner’s Guide

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

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

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

Just Play the Damn Game™

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

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

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

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

Supported Inputs

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

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

RetroTINK-5X Pro Input / Output Diagram


The table below covers all of the TINK-5X's compatible inputs, listed by relative picture quality in ascending order.

Composite

Composite Video with Audio RCA Connectors This is the “standard yellow video cable” most people are familiar with. Composite video cables were found on consoles ranging from the NES all the way through the Xbox 360/PS3 era of gaming.

To use composite video: plug your cable’s video RCA plug (typically yellow in color) into the TINK-5x’s “Y” labeled input, and your left and right audio into the “L” and “R” inputs respectively. Then, select Composite from the TINK-5X’s "Input Source" menu; the front LED will turn orange.

SCART-CV

SCART Connector The TINK-5x supports composite video over the SCART connector input. SCART was common in Europe but not widely used outside that region, and video game consoles sometimes featured composite video and audio connections over SCART. Note that S-Video (Y/C) is not accepted through the SCART connector input.

DO NOT confuse SCART-CV with the SCART-RGB option listed further below. To use SCART-CV, plug in an appropriately wired SCART cable or use RCA cables for video/audio with a compatible SCART breakout adapter, and select SCART-CV from the TINK-5x’s "Input Source" menu; the front LED will turn blue.

S-Video

S-Video Connector S-Video is an iteration of composite video that splits the two parts of the composite signal (luma/brightness with sync and chroma/color) across two separate wires. S-Video is typically regarded as a visual improvement over composite video. Examples of consoles that supported S-Video output include (but not limited to) the PlayStation, Nintendo 64, Saturn and Dreamcast.

To use S-Video with the TINK-5x, plug the S-Video cable into the TINK-5x’s “Y/C” input, and your left and right audio into the “L” and “R” inputs respectively. Then, select S-Video from the TINK-5x’s "Input Source" menu; the front LED will turn white.

YPbPr / Component

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

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

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

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

Recommended YPbPr / Component Cables:
HD Retrovision

SCART-RGB

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

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

Sync

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

31 kHz Signals

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

Recommended SCART-RGB Cables:
Retro Access Cables

Retro Gaming Cables

Insurrection Industries

Remote Control

Premium Remote

Firmware version 3.61 or later is required to use the RetroTINK 5X premium remote.

RetroTINK-5X Premium Remote
Tink-5X Advanced Remote.png
Button Function IR Code Button Function IR Code Button Function IR Code
Power Powers on / off the RT5X 0xCD323BC4 SAVE Save Profile menu 0xCD32ED12 1080pU Switches to 1080p Under output 0xCD32CB34
RGB Switches to SCART-RGB input 0xCD320DF2 MENU Opens the on-screen menu 0xCD3247B8 720p Switches to 720p output 0xCD322BD4
YPbPr Switches to YPbPr input 0xCD328D72 BACK Back out to previous menu 0xCD32A35C 1440p2 Switches to 2560x1440p output* 0xCD32AB54
Y/C Switches to S-Video input 0xCD324DB2 △ (Up) Up 0xCD3253AC 1440p1 Switches to 1920x1440p output* 0xCD326B94
CV Switches to composite video (green jack) input 0xCD32CD32 ◁ (Left) Left 0xCD329966 240p Switches to 240p output* 0xCD32EB14
SVC Switches to composite video (SCART) input 0xCD322DD2 ENTER Enter 0xCD32738C 480i Switches to 480i output* 0xCD321BE4
YSD Switches to YPbPr (SDP) 0xCD32AD52 ▷ (Right) Right 0xCD32837C INPUT Input Source menu 0xCD329B64
1 Loads profile slot 1 0xCD3249B6 ▽ (Down) Down 0xCD324BB4 OUT Output Resolution menu 0xCD325BA4
2 Loads profile slot 2 0xCD32C936 ABOUT Opens the About window 0xCD321DE2 SCL Scaling/Cropping menu 0xCD32DB24
3 Loads profile slot 3 0xCD3233CC STAT Status menu 0xCD329D62 INTP Interpolation menu 0xCD326798
4 Loads profile slot 4 0xCD32718E PHASE + Optimized sampling phase up 0xCD325DA2 SAMP Horizontal Sampling menu 0xCD32BB44
5 Loads profile slot 5 0xCD32F10E PHASE - Optimized sampling phase down 0xCD32BD42 SDP Standard Definition Decoder menu 0xCD327B84
6 Loads profile slot 6 0xCD3213EC PROC Post-Processing menu 0xCD32DD22 ADC Video ADC menu 0xCD32FB04
7 Loads profile slot 7 0xCD3251AE SAFE Hold for 1 second to load default profile (1080p) 0xCD327D82 HDMI HDMI output menu 0xCD3207F8
8 Loads profile slot 8 0xCD32D12E SYNC-LOCK Gen Lock 0xCD323DC2 AUX1 Video ADC-2 menu 0xCD328778
9 Loads profile slot 9 0xCD3223DC SYNC-BUF Triple Buffer 0xCD32FD02 AUX2 0xCD32A758
10 Loads profile slot 10 0xCD32E11E 1080pO Switches to 1080p Over output 0xCD320BF4 AUX3 0xCD32C738
LOAD Load Profile menu 0xCD326D92 1080pF Switches to 1080p Fill output 0xCD328B74 AUX4 Pause the screen 0xCD3227D8

* Only available if advanced resolutions is turned on.

Standard Remote

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

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

Remote-clean.png

Symbol Name Function Pre-2.0 Firmware Function IR Code
Remote power.png Power
  • Power On / Power Off
Power button and save settings 0x1FE817E
Remote hamburger bigger.png Menu
  • Open GUI
Cycle to Next Output Resolution 0x1FEC13E
Remote home.png Home
  • Open Input Source Menu
Cycle to Next Input 0x1FECE31
Remote up.png Up Arrow
  • Navigate Up
Shift Image Up (1080p over) 0x1FE1CE3
Remote down.png Down Arrow
  • Navigate Down
Shift Image Down (1080p over) 0x1FE02FD
Remote left.png Left Arrow
  • Navigate Left
  • Advance Selection Left
Previous OSD option 0x1FEEC13
Remote right.png Right Arrow
  • Navigate Right
  • Advance Selection Right
Next OSD option 0x1FE9C63
Remote ok.png OK
  • Select Highlighted Option
Cycle through items within option 0x1FEC837
Remote back.png Back
  • Close Current Window
  • Exit GUI
Exit OSD 0x1FEE41B
Remote volume minus.png Volume Down
  • Open Post-Processing Menu
Cycle to next scan line option 0x1FE916E
Remote volume plus.png Volume Up
  • Open Scaling/Cropping Menu
Cycle to next horizontal interpolation mode 0x1FEE11E
Remote mouse.png Mouse
  • Open the Horizontal Sampling Menu
Cycle to next horizontal sampling mode 0x1FE12ED

IR Codes copied with permission from Joey Baumgartner

Upgrading Firmware

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

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

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

  1. Download and install the CDM21228_Setup FTDI D2XX Drivers.
  2. Download the RetroTINK Firmware Tool. Install it by unzipping and running RT_FWUP.
  3. Download the firmware you need via the RetroTINK-5X Firmware Repository.
  4. Hold down the 'Menu' button on the RetroTINK-5X unit, while plugging it into your computer via the USB cable normally used for power. When you do this, the LED on the 5X should be RED, indicating that it is in update mode.
  5. Run the RetroTINK Firmware Tool. The installer will have left a shortcut on your desktop.
  6. In the Firmware Tool, hit "Search": You should see "FT232R USB UART" appear in the box, indicating that the tool has detected the RetroTINK-5X.
  7. Hit "Load HEX" and select the .hex firmware file you downloaded and unzipped in Step 3.
  8. Hit the "Flash" button to update the 5X.
    • During the update, the Firmware Tool may freeze. This is completely normal! The tool is still running as it should, and it will complete the firmware update after a minute or two. Be patient!
    • If you accidentally interrupt the process, start over from Step 4.
  9. The RetroTINK-5X should reboot and be ready to use.

Multiplatform

An unofficial Python update tool called tinkup, developed by Ryan Mullen, can be used to update a RetroTINK-5X on Windows, Linux and Mac (including M1). The browser based RetroTINK Firmware Flasher, created by Nahuel Cirocco, can be used as an easy-to-use alternative.


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

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

Notable New Features

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

  • Hard Resolution Change Masking - Hard resolution changes (i.e. 240p <-> 480i) are detected and masked to provide a smoother experience, as of firmware 3.92.
  • Improved S-Video Processing - Significant improvements in S-video quality via firmware 3.93.
  • ADC Fine-Tuning - Newly implemented settings and on-screen display indicators allowing for signal-specific analog to digital calibration, improving video dynamic range and color reproduction.
  • Inverse Telecine - New inverse telecine mode allows for 3:2 pulldown video content to play back in reconstructed 24 fps. This helps applicable video content play with its intended cinematic framerate.
  • 2:2 Deinterlacing - 2:2 deinterlacing mode rebuilds progressive video output from 480i games that run at reliable/stable 30 fps, which can effectively convert 480i into 480p, increasing visual resolution/clarity. Especially useful for PlayStation 2 where much of the library is 480i only.
  • Menu-based GUI - A new menu system allows for easy navigation and tweaking of the 5X's features. This comes with a revamp of the remote's button layout (see the Remote section above).
  • Global Low Lag Output - While already an incredibly low lag device, all 5X input / output resolution combinations have been reduced to 1-3ms of lag.
  • Blue Only - Displays only blue color values, similar to the "Blue Button" on PVMs used for picture calibration.
  • HDR Injection - Allows the output to be flagged as either HDR10 or HLG, effectively adding HDR functionality. This can result in more accurate picture luminance when using the CRT overlays, although the Gamma and Color Boost may need to be adjusted.
  • On-Screen Display options - Allows you to change the size of the 5X's menus, as well as the background color when no signal is detected through the selected input.
  • 480i and 240p output - The 5X can now output 480i. 240p output also returned in firmware 2.98 after being absent since 2.71.
  • Advanced Resolutions - Hidden by default, accessing this enables 1440p, 2560x1440p and 1536p ("iPad") output resolutions. These modes are considered experimental and are provided without support or guarantees.
  • Profiles - It's now possible to save your settings using 10 Profile slots. The Load Profile menu also allows you to load the Default profile if you wish to start over from scratch. You can also choose to load up a specific Profile on startup.
  • Profile Naming - A long-requested feature that allows you to give your Profiles custom names.
  • Visible Cropping Fields - Magenta bars are now displayed when using the cropping controls to help visualize where the crop zones are on the output.
  • Scaling and 4:3 Ruler - It's now possible to increase the horizontal / vertical size and positioning of the image, even with optimal sampling. When using an H. Sampling preset that isn't Generic 4:3 / 16:9, a number in the bottom-right corner of the menu displays if your V Size setting matches the pixel aspect ratio of the H. Sampling preset you chose. A reading of 1.00 means a match ("dialed in" 4:3 AR).
  • Bob Offset - Offsets the Bob Deinterlacer's movement to either exaggerate or even negate the bobbing effect. This is useful for 240p games that were poorly ported to run at 480i, such as Megaman Anniversary Collection on PlayStation 2.
  • Bob Scanlines - Adds interlacing scanlines to interlaced content, which enables an appearance closer to 480i on a CRT.
  • 360p Optimal Timing - This allows the 5X to correctly upscale video from the Game Boy Interface, a custom firmware for the Nintendo GameCube's Game Boy Player add-on. This feature only appears when the 5X detects 360p video.
  • Scanline and CRT Effect Options and Improvements - This includes vertical masks that enable the appearance of consumer CRTs and arcade CRTs.
  • Adjustable Post-Processing Profiles - The existing scanline profiles can now be further tweaked by the user, including the specific scanline beam and vertical mask, their strength, the Gamma and Color Boost, and more.
  • Lock to 60hz - Locks the output to 60hz, useful for PAL users who switch between 50hz menus and 60hz games on a modded system, and for unforgiving displays and capture devices.
  • Status - Displays technical information regarding the signal currently being displayed.
  • Remote Button Holds - When adjusting a numerical value, holding down an arrow button now results in a continuous input, removing the need to constantly tap the button.
  • Default Profile Shortcut - Press the Back button on the remote 6 times rapidly to load the Default Profile.

RetroTINK-5X Pro Firmware Notes

The current firmware version is 3.71. For older firmware version notes, please see the RetroTINK-5X Pro firmware version history wiki page.

Version 3.71

Originally released October 9th, 2023
Notice: Firmware updates erase saved profiles and reset the device to default settings.

  • DRAM controller bug fixed that glitched high resolution sources.

Download Here: File:Rt5x 371.zip

Version 3.7

Originally released September 8th, 2023

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

  • Support for upgraded remote control. Note: the new remote is NOT mandatory. The old remote works fine.
  • Precise ADC gain controls to adjust the Y, Pb and Pr analog gain and offset to obtain near perfect video levels.
  • ADC gain and SDP contrast/brightness adjustments are now aided by real-time visual indicators of clipping at the bottom and top ranges.
  • Time Base Correction (TBC) mode added for all Gen Lock capable units. TBC is similar to Gen Lock but with additional filtering intended for use with unstable sources like VHS.
  • Inverse telecine deinterlacing modes for 3:2 and 2:2 material. 3:2 is useful for 24 fps movies and 2:2 is useful for interlaced games that run at reliable/stable 30 fps. Under these conditions, the deinterlacing is perfect.
  • Various bug fixes and optimizations.

Download Here: File:Rt5x 370.zip

Troubleshooting / FAQ

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

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

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

Turn the RetroTINK-5X Pro off and on again

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

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

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

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

To Change Output Resolution Without A Working Picture:

1. Ensure your TV is turned on and set to the correct HDMI input, and that the RetroTINK-5X Pro is turned on and connected to that input with a tested, working HDMI cable.
2. Using the RetroTINK-5X Pro's remote, perform the following button presses:

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

Switching to 720p Mode (Pre-2.0 Firmware)

Remote hamburger bigger.png
Press "Three Lines" button slowly until picture is displayed.

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

Switching to 720p Mode "Blind" (Latest Firmware)

Remote hamburger bigger.png
Press "Three Lines" once.

Remote down.png
Press "Down" once.

Remote ok.png
Press "OK" once.

Remote down.png
Press "Down" FIVE times.

Remote ok.png
Press "OK" once.

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

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

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

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

"I've updated the firmware to my 5X but all of my saved profiles are erased!"

This is normal, expected behavior and an unavoidable aspect of updating the firmware of the 5X. However, an Excel/Google Sheets template has now been created where you may save each of your profile's settings for easier restoration after an update. This template will be updated after every stable firmware release to reflect any changes.

Cable Comparisons

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

Nintendo Systems

System Composite S-Video RGB Component
Nintendo Entertainment System
(NES)
Composite - NES
S-Video Unsupported RGB Unsupported Component Unsupported
SNES "2-Chip"
(SNS-CPU-GPM-02)
Composite - "2-Chip" SNES
S-Video - "2-Chip" SNES
RGB - "2-Chip" SNES w. Insurrection's RGB Cable
Component - "2-Chip" SNES w. HD Retrovision Cable
SNES Jr
(modded w. Voultar RGB Bypass)
Composite - SNES Jr - Voultar's RGB Bypass
S-Video - SNES Jr - Voultar's RGB Bypass
RGB - SNES Jr - Voultar's RGB Bypass w. Insurrection Cable
Component - SNES Jr - Voultar's RGB Bypass w. HD Retrovision Cable
Super Game Boy
(SNES "1-Chip")
Composite - "1-Chip" SNES + Super Game Boy w. OEM cable
S-Video - "1-Chip" SNES + Super Game Boy w. Insurrection cable
RGB-SCART - "1-Chip" SNES + Super Game Boy w. Packapunch Pro cable
Missing image for Super Game Boy Component
NTSC Nintendo 64
(modded w. Voultar's N64 RGB Kit)
Composite - N64 w. generic cable
S-Video - N64 w. Insurrection cable
RGB - N64 w. Insurrection cable
Component - N64 w. HD Retrovision Cable
NTSC Nintendo 64
(modded w. Voultar's N64 RGB Kit)
Composite - N64 w. generic cable
S-Video - N64 w. Insurrection cable
RGB - N64 w. Insurrection cable
Component - N64 w. HD Retrovision cable

Sega Systems

System Composite S-Video RGB Component
Sega Genesis
Composite - Genesis w. generic cable
S-Video Unsupported
RGB - Genesis w. Insurrection cable
RGB - Genesis w. HD Retrovision cable
Sega Genesis
(modded w. RGB AMP Triple Bypass Mod)
(3XBP Mod Disables Composite Output Support) S-Video Unsupported
RGB - Genesis w. 3XBP Mod w. Insurrection cable
Component - Genesis w. 3XBP w. HD Retrovision cable
Sega Saturn
Composite - Stock Saturn With Generic Retrobit Cable
S-Video - Stock Saturn With Generic Retrobit Cable
RGB - Stock Saturn With Retro Access Fortaflex Cable (Sync on Luma)
Component - Stock Saturn With Genesis HD Retrovision Cable Using Saturn Adapter
Sega Dreamcast
Composite - Dreamcast w. generic cable
S-Video - Dreamcast w. generic cable
RGB-SCART - Retro Access 15Khz Dreamcast w. SCART cable
RGB-SCART - Retro Access 31Khz Dreamcast w. SCART cable

PlayStation Systems

System Composite S-Video RGB Component
PAL Sony PSone
Composite - PSone w. Official Sony cable
S-Video - PSone w. Retro Gaming Cables cable
RGB-SCART - PSone w. Retro Gaming Cables cable
Unsupported. However, PS1 games on a PS2 console do support component output.
NTSC Sony PlayStation
NTSC PS1 Cable Comparison - Composite - OEM
NTSC PlayStation Cable Comparison - S-Video - OEM
NTSC PlayStation Cable Comparison - RGB - Retro Access PS1/2 Cable
Unsupported. However, PS1 games on a PS2 console do support component output.
PlayStation 2
Copmposite - PS2 w. Official Sony cable
S-Video - PS2 w. Official Sony cable
(Missing image for PS2 RGsB)
Component - PS2 w. HD Retrovision PS2/3 cable
PlayStation Portable
Composite - PSP w. Official Sony cable
S-Video - PSP w. Official Sony cable
Unsupported
Component - PSP w. Official Sony cable

Microsoft Systems

System Composite S-Video 480i Component 480p Component
Xbox
Composite - Xbox
S-Video - Xbox
480i (SD) - Xbox
480p - Xbox

Microcomputers

System Composite NTSC Composite PAL S-Video NTSC S-Video PAL
Commodore 64
Commodore 64 Composite NTSC Example
Commodore 64 Composite PAL Example
Commodore 64 S-Video NTSC Example
Commodore 64 S-Video PAL Example
Commodore 64
Commodore 64 Composite PAL Full Color Example
Commodore 64 S-Video PAL Full Color Example

Miscellaneous Systems

System Composite S-Video RGB
3DO Interactive Multiplayer
Composite - 3DO
S-Video - 3DO
RGB Unsupported Component Unsupported
Phillips CDi (PAL) Model: CDi220/60
Phillips CDi Example (PAL) - Model: CDi220/60 - Composite - Generic Sampling
S-Video Unavailable on PAL CDi's
Phillips CDi Example (PAL) - Model: CDi220/60 - RGB - ADC. samp/line: 1728
N/A

Side-By-Sides

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

Advanced Features

1080p Output Modes

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

1080p (Fill)
1080p (Fill) Example
In 1080p (Fill) output mode, the video source will be enlarged to fit the vertical boundaries of the 1080p screen.
  • Pros: None of the video information is cropped, all of the vertical screen space is used.
  • Cons: Somewhat softer image due to the non-integer scaling.
1080p (Over)
1080p (Over) Example
In 1080p (Over) mode, a 240p signal will be multiplied five times and 480i / 480p are multiplied 2.5 (2.5x) times. The output will slightly exceed the vertical edges of the 1080p frame and be cropped at the top and bottom.

Many retro games accommodate this cropping, as they were intended to be played on CRTs that typically concealed the edges of the picture in the overscan \ bezel area (note how the HUD in Super Mario Bros. is still visible in the picture on the left). Other titles don't utilize the full vertical height, and thus won't have any graphics cropped in the 1080p (Over) mode, making this mode an ideal choice for those games.

  • Pros: Larger playfield due to the 5x scale and sharp image thanks to integer scaling.
  • Cons: Vertically cropped image for many games.
1080p (Under)
1080p (Under) Example
Selects the 1080p (Under) output mode. In this mode, a 240p signal will be multiplied four times and 480i / 480p are multiplied twice. The video output will be centered on the screen with a black border. This ensures that every pixel from a 240p signal will appear on your screen and appear very sharp, but will result in more unused space, including above and below the picture.
  • Pros: Sharp integer scaled output.
  • Cons: Smaller image / unused 1080p screen space.

Video Modes

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

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

Interlaced Signals

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

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

Progressive Signals

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

NTSC and PAL

oof placeholder

Determining Video Modes

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

Video Modes Table
Console Video Modes (Without Modification) 240p (NTSC) / 288p (PAL) 480i (NTSC) / 576i (PAL) 480p HD(720p+) Notes/Other
Nintendo Entertainment System (NES) Composite* - - - Mono audio output.
Sega Master System Composite*, RGB* - - - *Multiout only available on model 1 and French Master System II, mono audio on multiout. French Master System consoles have RGB but no composite.
Sega Genesis / Mega Drive Composite, S-Video*, RGB Composite, S-Video*, RGB - - Model 1 has mono audio (use headphone output for stereo), Model 3 has mono audio. S-Video is only available on the Wondermega consoles.
TurboGrafx-16 / PC Engine Composite*, RGB* - - - *Original white PC Engine and TG-16 are RF only; TG-16 and all standalone PC Engine consoles require an expansion device for RGB output without modding
Neo Geo AES Composite, RGB - - - Mono output on DIN
Neo Geo CD / CDZ Composite, S-Video, RGB - - - Composite and mono audio are on the DIN connector
Super Nintendo / Super Famicom Composite, S-Video*, RGB Composite, S-Video*, RGB* - - *S-Video and RGB are not available on "SNES Jr" models without modding.
Phillips CDi Composite, S-Video*, RGB* Composite, S-Video*, RGB* *S-Video and RGB only available on certain models.
3DO Interactive Multiplayer Composite, S-Video Composite, S-Video - - -
Atari Jaguar Composite, S-Video, RGB Composite, S-Video, RGB - - -
Pioneer LaserActive Composite Composite - - -
Sony PlayStation 1 Composite, S-Video, RGB Composite, S-Video, RGB - - -
Sega Saturn Composite, S-Video, RGB Composite, S-Video, RGB - -
Nintendo 64 Composite, S-Video* Composite, S-Video* - - *Not supported on all PAL models.
Sega Dreamcast Composite, S-Video, RGB Composite, S-Video, RGB VGA* - *Not all games support VGA output.
Sony PlayStation 2 Composite, S-Video, RGB, Component Composite, S-Video, RGB, Component RGsB, Component RGsB, Component -
Microsoft Xbox Composite, S-Video Composite, S-Video, RGsB Component Component -
Nintendo GameCube Composite, S-Video*, RGB*² Composite, S-Video*, RGB*², Component Component, RGB*² Component *S-Video only available on NTSC consoles, *²PAL models only
Microsoft Xbox 360 - Composite, S-Video, RGB, Component Component, VGA, HDMI Component, VGA, HDMI -
Sony PSP Composite, S-Video, Component Composite, S-Video, Component Component - PSP-1000 models do not support video output.
Nintendo Wii Composite, S-Video, RGB* Composite, S-Video, RGB*, Component Component,RGB* - *PAL software only
Sony PlayStation 3 - Composite, S-Video Component, VGA, HDMI Component, VGA, HDMI -
Nintendo Wii U - Composite, S-Video, RGB*, Component Component, HDMI Component, HDMI *PAL software only

Downscaling

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

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

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

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

Triple Buffer vs Frame Lock And Gen Lock

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

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

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

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

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

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

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

Variable Refresh Rate (VRR)

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

Horizontal Sampling Modes

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

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

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

Here are the currently included "Optimal Timing" presets:

Preset Description
Generic 4:3 Scales the video using a 4:3 aspect ratio. Good generic choice for 4:3.
Generic 16:9 Scales the video using a 16:9 aspect ratio. Good generic choice for native 16:9 games or for stretching anamorphic 16:9 content to fill the screen.
SNES/PCE 256 For SNES or PC Engine/TurboGrafx-16 games that use a 256 horizontal resolution.
Gen/Sat 320 For Genesis/Mega Drive games that use a 320 horizontal resolution.
PS1 320 For PlayStation 1 games that use a 320 horizontal resolution.
N64 320 For Nintendo 64 games that use a 320 horizontal resolution.
NEOGEO 320 For Neo Geo games that use a 320 horizontal resolution.
Saturn 352 For Sega Saturn games that use a 352 horizontal resolution.
PS1 384 For PlayStation 1 games that use a 384 horizontal resolution.
HiRes 512 An optimal sampling mode for games that use a 512 horizontal resolution, including (but not limited to) specific PlayStation 1 and SNES games.
HiRes 858 HiRes 858 is a sampling mode that is optimized for later-generation 480i analog sources, including (but not limited to) DVD playback, Dreamcast, Xbox, GameCube, Wii, Xbox 360, PS2, PS3 and Wii U.
GBI Optimal An optimal sampling mode for use with GameCubes running Extrem's Game Boy Interface software. GBI Optimal is only available when a 360p input is detected
DTV-A \ DTV-B Optimal sampling mode for 480p sources. DTV-A and DTV-B are closely related, choose A or B depending on what looks best to your eyes. DTV-A \ DTV-B is only available when a 480p input is detected .
DTV 858 (3:2) A 3:2 aspect ratio variant of the DTV 858 optimal mode. Consoles that use a 3:2 aspect ratio and 480p include the Sega Dreamcast. DTV 858 (3:2) is only available when a 480p input is detected and the output resolution is set to 2560x1440p.
DTV 858 (4x) An integer 4x scaled DTV sampling mode. DTV 858 (4x) is only available when a 480p input is detected and the output resolution is set to 2560x1440p.

Post Processing Filters

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

Preset Off Slot Mask A. Grille -1 BVM
Description
Off (No Filter)
Slot Mask Preset
A. Grille-1 Preset
BVM Preset
Preset PVM-600 FV310 Consumer-1 Consumer-2
Description
PVM-600 Preset
FV-310 Preset
Consumer-1 Preset
Consumer-2 Preset
Preset LCD
(Optimal Horizontal Sampling)
LCD
(Generic Horizontal Sampling)
Description
LCD Preset - The LCD filter while using an optimal Horizontal Sampling preset. Creates a black border around individual pixels to simulate the look of a retro LCD screen, reminiscent of a Game Boy or Game Gear display.
LCD Preset using a generic Horizontal Sampling preset. Creates ultra-thin horizontal scanlines.

Video ADC Calibration

The RetroTINK-5X Pro includes the option to manually calibrate its ADC brightness levels for Standard Definition sources, and brightness / color balance controls for RGB and YPbPr Sources. With manual fine-tuning, the RetroTINK-5X Pro's ADC can better conform to a console's specific analog signal levels, and potentially yield deeper blacks, brighter whites, improve color reproduction and eliminate potential clipping (loss of information) in the digitization process. This can result in a more vivid picture that closely resembles pure digital output, like with emulators or HDMI mods.

While some games include brightness scales, such as many Capcom games on PlayStation 1 and Nintendo 64, many of them are only black and white and may not be pure black or white. The most versatile tool to calibrate the RetroTINK-5X Pro's Video ADC to your console's signal is the 240p Test Suite by Artemio, which can be used for the NES family, Sega Genesis / CD, the PC Engine / Turbo Grafx-16 family, Sega Dreamcast, Wii and GameCube. More information and downloads for the 240p Test Suite can be found here: https://junkerhq.net/xrgb/index.php/240p_test_suite.

  • Note that the numerical values shown in the examples below are not transferable to your console. This is because the exact brightness can vary between systems, even if they are the exact same model. The purpose of manual calibration is to find the correct values for your console's signal!

Calibrating ADC-2


Because the RetroTINK-5X Pro operates internally using YPbPr, both RGB and YPbPr sources will be adjusted using Y, Pb and Pr gain and offset values. Reminder that only RGB and YPbPr sources and be calibrated using the Video ADC-2 menu. SD sources (Composite, S-video, and YPbPr(SDP)) can be calibrated in the SDTV Decoder menu. The following example uses EBU Color Bars (100%) from the 240P Test Suite.

The goal of YPbPr calibration is to synchronize the settings of the RetroTINK 5X-Pro's ADC and the maximum and minimum values for each of your console's luma (Y), difference between blue and luma (Pb), and difference between red and luma (Pr) signals.

  • It's important that you follow the steps in order, otherwise your calibration will not be correct!
  • Calibration is stored per resolution. Ensure that you have enabled and set the correct resolution for your desired calibration in 240p Test Suite.
  • When calibrating using a 480p source make sure you set the 240p Test Suite to 480p under "Video:", then go to options and turn "480p Scanline Intensity:" down to 0%.
  • On 480p sources, if after doing the full calibration process your colors still look off, such as a hue shift in dark areas, open up the Video ADC menu and turn EDTV LPF to ON, and start the calibration over from the beginning.

The calibration examples below use "EBU Color Bars" test pattern, set to 100% levels, but you can also use SMPTE (100%) color bars.

Step 1- Pr Calibration
Open the EBU Color Bars (100%) on your console, and navigate to the RetroTINK-5X Pro's ADC-2 Menu. The first setting selected should be "Pr Gain". You will notice the color bars have become desaturated/grayscale.

No-Colors-Calibration-Tink5x.png

This is because the visual indicator for the high and low signal clipping points will be the colors blue and magenta respectively. The goal is to have both blue and magenta clip at the same time, without making their column completely solid, as doing so could potentially clip video information outside the range of the ADC.

  • First, adjust Pr Gain setting until either magenta or blue beginning enveloping their respective columns (red and cyan).
  • If only magenta is clipping, reduce Pr Offset
  • If only blue is clipping, increase Pr Offset
  • After adjusting Pr Offset adjust Pr Gain again and see if both clip at the same time

If the two colors will not clip at the same time, you can adjust the Clamp Length to a value between 8-12 and try again. Please note that increasing Clamp Length increases visual noise.

Pr-Calibration-Tink5x.png

Step 2 - Pb / Y (Luma) Calibration
Adjusting Pb and Y values is more straightforward than Pr. Note that Pr adjustments should be made before Pb and Luma adjustments as clamp length will change all other adjustments. The ideal levels occur when blue and magenta indicators appear at the same time per value, using the gain and offset controls.

Correct Pb adjustments should cause the blue and yellow columns clip simultaneously:

Pb-Calibration-Tink5x.png

Correct Y adjustments should cause the black and white columns to clip simultaneously:

Blue-Purple-Colors-Calibration-Tink5x.png

Calibrating SDTV Decoder

How to calibrate the video levels on the composite or S-video input of a retrotink 5x Pro using a 100% color bar test pattern:

This calibration should be performed separately for each source console, as each one will have slightly different video levels.

  1. Dial in brightness. Some consoles may have somewhat inconsistent black levels, so some creative interpretation is required. this can be done directly in the SDTV decoder window.
  2. Dial in contrast. this currently requires flipping back and forth between the SDTV menu to change the setting and the ADC-2 menu to see how it looks
  3. Dial in chroma(saturation). this currently requires flipping back and forth between the menus. it is likely that one axis will be more saturated than the other, in which case, aim for a happy medium
  4. Set to "blue only" in the hdmi menu.
  5. Go to SDTV menu and adjust phase until the 4 columns are as seamless as possible.
  6. Disable "Blue Only".
  7. Recheck chroma/saturation, as this can change a fair bit after dialing in phase.

If you cannot properly distinguish the discontinuities in the blue columns from Step 5, your television or monitors' saturation/white level is set too high, try reducing it slightly.

Inverse Telecine and 2:2 Modes

placeholder Inverse Telecine - New inverse telecine mode allows for 3:2 pulldown video content to play back in reconstructed 24 fps. This helps applicable video content play with its intended cinematic framerate. 2:2 Deinterlacing 2:2 deinterlacing mode rebuilds progressive video output from 480i games that run at reliable/stable 30 fps, which can effectively convert 480i into 480p, increasing visual resolution/clarity. Especially useful for PlayStation 2 where much of the library is 480i only.

HDR

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

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

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

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

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

HDR Comparisons - Off-Screen Photos
HDR10 HLG SDR
PVM-600 Scanlines
Gamma Boost: +10, Color Boost: +0 (Default)
Gamma Boost: +7, Color Boost: +4 (non-default)
Gamma Boost: +0, Color Boost: +2 (Default)
No Scanlines
Gamma Boost: +10, Color Boost: -5 (non-default)
Gamma Boost: +5, Color Boost: -2 (non-default)
Gamma Boost: +0, Color Boost: +0 (Default)

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

HDR Comparison Examples - Direct Captures
CRT mask/scanlines and HDR disabled
BVM Scanlines (HDR disabled)
BVM Scanlines (HDR enabled)

Pre-Scaling and Bob Scanline Modes

Pre-Scaling

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

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

No Scanline Effects Scanline Post-Processing with No Pre-Scale Scanline Post-Processing with 1/2 Pre-Scale
No-prescale-example-no-scanlines-chun-li.png No-prescale-example-scanlines-chun-li.png One-half-prescale-example-scanlines-chun-li.png
This example was achieved by setting the Scanline to Gaussian and Scanline Str. to 50 in the Post-Processing section, and setting Prescale to 1/2 in the Interpolation/Deinterlacing section.

Bob Scanline Modes

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

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

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

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

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

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

Motion Adaptive (default) Bob + Pre-Deint. Bob + Post-Deint.
Bob + CRT Simulate Bob + Pre-Deint. + Scanlines Bob + CRT Sim. + Scanlines

Saving and Loading Profiles

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

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

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

Chroma Subsampling

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

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

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

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

Console Specific Configurations

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

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

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

NES / Famicom

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

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

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

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

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

SNES / Super Famicom

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

512 "Hi Res" Games

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

Each will require a different approach:

  • For games that use 512 pixels for transparency effects, use the following settings:
    • In the "H. Sampling" menu, set "Preset" to "Generic 4:3"
    • In the "Post Proc." menu, adjust the "Pre-emph" setting to "-5". You can use a higher Pre-emph setting if you're playing from a couch distance, or if your SNES has softer video output (see below).
  • For games that use 512 pixels for higher resolution text and textures, use these settings:
    • In the "H. Sampling" menu, set "Preset" to "HiRes 512".
    • In the "Scaling/Crop" menu, there's a number in a white box: adjust the "V Size" setting until this number reads "1.00" (which means the pixel aspect ratio is correct). Then, adjust the V Position value to your preference.
SNES 512 resolution examples
Kirby's Dream Land 3 - Generic 4:3 and -5 Pre-Emph. Water correctly appears transparent.
Kirby's Dream Land 3 - HiRes 512. Water incorrectly appears as vertical lines.
Seiken Densetsu 3 - HiRes 512 preset. Grass and Japanese text appear more detailed.
Seiken Densetsu 3 - 256 preset. Grass is less detailed and Japanese text isn't displayed correctly.

1CHIP Vs 3CHIP Video Output

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

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

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

  • First, the optimized sampling numbers in the table above won't remove the blur, but will sharpen the edges of all pixels.
  • Second, try setting the pre-emph to a positive value to apply a further sharpening effect.
  • Third, try using a scanline preset in the 5X's "Post Proc." menu (and adjusting them further if you wish). This may help obfuscate the remaining blur.
3CHIP and 1CHIP video solutions
Non-1CHIP SNES.
Non-1CHIP SNES w. Aperture Grille.
1CHIP SNES.
1CHIP SNES w. HD Retrovision brightness adjustment.


Super Game Boy 8:7 Settings

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

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

8:7 Aspect Ratio Examples
Pokémon Yellow - SNES optimal sampling
Pokémon Yellow - Super Game Boy optimal sampling
240p Test Suite Monoscope
Super Mario Land - Correct aspect ratio

Nintendo 64

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

A small percentage of the N64 library has a higher resolution option available if an N64 Expansion Pack is installed. Consult the list of supported games to determine if you will need other profiles to handle the different horizontal resolutions instead of the N64 optimal settings.

(For example: Perfect Dark NTSC with Expansion Pack: 640×222p vs 320×222p without. Perfect Dark PAL with Expansion Pack: 448×268p vs 320×268p without.)

Counteracting N64 Anti-Aliasing

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

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

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

Nintendo 64 Anti-Aliasing Comparisons
Generic Sampling Optimal Sampling Generic Sampling Optimal Sampling

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


GameCube

GBA Player

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

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

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

Sega Genesis / Mega Drive

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

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

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

Once you've chosen the correct preset, make sure to go to the "Scaling/Crop" menu and adjust the "V Position" value to center the image.

CRAM Dots

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

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

Genesis Dithering

Genesis games make extensive use of dithering in tandem with composite video and CRT displays to simulate transparency and blend colours together (such as the waterfalls in Sonic the Hedgehog). These effects disappear when using devices like the 5X and higher-quality signals like S-Video and SCART, but they can be "restored" with this specific setup:

  • In the "H. Sampling" menu, use the "Generic 4:3" preset.
  • In the "Post-Proc." menu, adjust the "Pre-emph" setting to a negative value to add blur. This may be all that's needed to satisfy your tastes!
  • In the "Output Res." menu, pick 720p. This will remove the dithering almost completely, at the expense of a rather blurry picture.
  • You can further use some of the scanline and mask options in the "Post Proc." menu to disguise the blurriness of the picture.
Genesis Dithering Solution
1080p w. optimized sampling. Note the dithered light beam.
1080p w. Generic sampling & -5 Pre-emph. The light beam is partially improved.
720p w. Generic sampling & -5 Pre-emph. The light beam is significantly improved.

Sega Saturn

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

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

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

Saturn Dithering

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

  • In the "H. Sampling" menu, use the "Generic 4:3" preset.
  • In the "Post-Proc." menu, adjust the "Pre-emph" setting to a negative value to add blur. This may be enough to satisfy your tastes!
  • In the "Output Res." menu, pick 720p. This will remove the dithering almost completely, at the expense of a rather blurry picture.
  • You can further use scanlines and masks in the "Post Proc." menu to disguise the blurriness of the picture.
Saturn Dithering Solution
1080p w. optimized sampling. Note the dithered radar in the top-right corner.
1080p w. Generic sampling & -5 Pre-emph. Radar dithering is partially improved.
720p w. Generic sampling & -5 Pre-emph. Radar dithering is significantly improved.

Dreamcast

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

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

Dreamcast VGA on the 5X

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

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

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

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

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

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

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

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

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

Dreamcast "VGA" Examples
Dreamcast 31Khz VGA Output (Retro-Bit VGA Cable + VGA2SCART)
Dreamcast 31Khz VGA Output (Retro Access 5khz/31khz 480i/480p SCART Cable)
Dreamcast 15Khz VGA Output (Retro Access 5khz/31khz 480i/480p SCART Cable)


PlayStation 1

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

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

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

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

Resolution Switching

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

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

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

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

PlayStation 2

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

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

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

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

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


PlayStation Portable (PSP)

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

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

  • The original PSP model (PSP-1000) and the PSP Street (PSP-E1000) do not support video out.
  • The PSP-2000 is capable of video out, but with restrictions. Composite and S-video cables can display most types of content playable from the XMB (photos, music, videos) as well as UMD movies and PS1 titles, but component cables are required for PSP games and the occasional Sony Extras app (e.g. SensMe, Digital Comics).
  • The PSP-3000 uses the same video out cables as the PSP-2000 but can now output PSP games in interlace mode, meaning all content on the PSP can now be displayed with any cable.
  • The PSPgo uses different cables than the PSP-2000 but is otherwise just as capable as the PSP-3000 (i.e. PSP games can be displayed in interlace mode using composite or S-video cables). The dock is not necessary for video output, but it is necessary to enable video output and charge the PSPgo at the same time, short of modifying a PSPgo video out cable.

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

PSone Classics

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

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

PlayStation TV + Sharpscale Hack

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

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

PSVita and PSP Games

PSTV Sharpscale - PSP and PSVita Optimal Settings
H. Sampling Preset Generic 16:9
ADC Samp./Line 2048
H (Interp) Size 0% (2200)
Scaling/Crop H Position -4 (-50)
H Crop Start 176
Interp./Deint Vertical Filter Sharp
Deinterlacer Bob
Bob Offset -1

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

  1. First, in the Sharpscale Configuration Menu app, set Scaling to "integer" and Filter to "point".
  2. Set the PSTV's output resolution to 1080i. With the above Sharpscale settings, this will fill the screen for Vita and PSP games, at the cost of cropping out 4 pixel rows each on the top and bottom of the screen.
  3. On the RetroTINK-5X, apply the optimal sampling settings in the table above.
PSTV - Vita / PSP Sharpscale Comparison
Direct HDMI capture, Sharpscale disabled.
Component via RT5X, Sharpscale enabled.
Direct HDMI capture, Sharpscale disabled.
Component via RT5X, Sharpscale enabled.

PSone Classics

PSTV Sharpscale - PSone Classics 480p Optimal Settings
Output Res. Output Resolution 1080p (Fill)
H. Sampling Preset Generic 4:3
ADC Samp./Line 1950
H (Interp) Size 0% (1950)
Interp./Deint Vertical Filter Sharp
Pre-scaler 1/2

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

  • The PSTV can output 480p, which is a natural fit for the 5X:
    • Set the PSTV to output 480p (2x the resolution of PSone Classics)
    • In the 5X, go to the "Interp./Deinterp" menu and set the Pre-scaler to 1/2 (half).
    • Apply the Optimal Settings listed in the table above, then go to the "Scaling/Crop" menu and adjust the position and cropping to your preference.
  • Alternatively, the PSTV's 720p output allows for clean scaling to 1440p:
    • Set the PSTV to output 720p (3x the resolution of PSone Classics)
    • Go to the 5X's "Interp./Deinterp" menu and set the Pre-scaler to 1/3 (a third).
    • In the 5X's OSD menu, make sure "Advanced Res." is set to "Yes".
    • In the 5X's Output Res. menu, select "2560x1440".
  • In all cases, in the Sharpscale Configuration Menu app, set the PS1 Aspect Ratio to "4:3". This will ensure the correct aspect ratio at all times, but at the cost of uneven pixel scaling that is only apparent in 2D games.
  • PSone games cannot be played in 1080i: if you attempt this, the PSTV will switch to 720p until the game is close. As a result, you may need to swap between two different PSTV output resolutions and 5X Profiles.
PSTV - PSone Classic Sharpscale Comparison
Direct HDMI capture, Sharpscale disabled.
Component via RT5X, Sharpscale enabled.

3DO

Optimal Settings

3DO 240p Video Output Methods

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

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

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

"Pseudo-240p" With The RetroTINK-5X Pro

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

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

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

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

3DO Special Processing Examples
Out of This World with RetroTINK-5X Pro's Motion Adaptive Deinterlacing.
Out of This World with RetroTINK-5X Pro's "Pseudo-240p" Pre-Deinterlace Mode
Road Rash with RetroTINK-5X Pro's Motion Adaptive Deinterlacing
Road Rash with RetroTINK-5X Pro's "240p" Pre-Deinterlace Mode

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

3DO "Real 240p" Vs. "Pseudo-240p"
3DO - Super Street Fighter 2 Turbo - 480i
3DO - Super Street Fighter 2 Turbo - "Real 240p"
3DO - Super Street Fighter 2 Turbo - "Pseudo-240p"

RF Consoles

Standard Consumer VCR

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

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

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

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

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

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

Cables to Connect Console To VCR
NES / SNES RF Switch Box
RCA Plug to F-Type Screw Connector Adapter

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

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

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

Connecting an RF Only Console to the RetroTINK-5X

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

Connecting an RF Console to the RetroTINK-5X Pro
1

Nes rf plugs.png

Connect the “RF Switch Box” or “RF Direct” cable to your video game console.
2

Vcr antenna in.png

Connect your video game console to the VCR’s Antenna IN. This might be labeled differently on some models.
3

Vcr rca plugs.png

Connect to your VCR’s “A/V Out” connections using 3 RCA cables. Any colors will work, but typically Yellow is video, Red is for right audio, and White is for left audio.
4

Tink rca plugs.png

Connect the other side of your 3 RCA cables to the RetroTINK-5x Pro, making sure Yellow is connected to the (Y) input, Red is connected to the (R) input, and White is connected to the (L) input.
5

Tink composite selection source.png

Using the RetroTINK-5x remote, navigate to the [Input] menu and select “Composite”.
6

VCR blank screen.png

You may need to push “Power” on the VCR to see video appear. There should be some kind of solid color blanking screen generated by the VCR indicating that the RetroTINK-5x Pro is properly connected and configured.
7

Mario 3 RF tutorial pic.png

Using your VCR’s remote or face buttons, change the channel to the channel (typically 3 or 4) that your console is outputting signal over. You should now see your console’s signal (video and sound).
RF Vs. Composite Comparison
RF - NES - Super Mario Bros 3
Composite - NES - Super Mario Bros 3

HDMI Consoles

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

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

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

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

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



Mono Audio Consoles

Some consoles, such as the NES and Sega Master System, only provided a single mono audio output from their A/V hookups. Using a mono-only console will result in the RetroTINK-5X Pro sending sound through one speaker. Fortunately, using an RCA Y-Splitter with audio is a safe and inexpensive solution to this problem.

A Standard 1-Male to 2-Female RCA Y-Splitter
SAFETY WARNING: Using Y-Splitters correctly is safe for audio signals, but using them with video signals may cause damage to your video game console.
Mono-Only Console Audio Example
Nes mono audio.png
Nes mono audio with y cable.png
Stereo into tink5x.png
To hear a mono-only console output in both left and right sound channels on the RetroTINK-5X Pro, simply use a Y-Splitter to split the single RCA audio plug across two plugs to insert into the RetroTINK-5X Pro's stereo audio inputs. In the above example, a stereo red/white RCA pair is used and the signal is being split at the console using a 1-Male to 2-Female RCA Y-Splitter.

Dithering

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

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

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

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

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

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

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

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

Dithering Reduction Example (Silent Hill for PlayStation 1)
Dithering - RGB Optimal
Dithering - Composite Optimal
Dithering - Composite W/ Post Processing

Discontinued Features

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

4K24 Output

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

1080p (Min-Lag)

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

540p Output Support

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

Chroma Mode Setting

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

1440p Output Visibility

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

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

RetroTINK-5X Pro User Interface Map

RetroTINK-5X Pro Main Menu

RetroTINK-5X Pro Main Menu Description
[Input] Opens the Input Source Menu.
[Output Res.] Opens the Output Resolution Menu.
[Scaling/Crop] Opens the Scaling/Cropping Menu.
[Interp./Deint.] Opens the Interpolation/De-interlacing Menu.
[H. Sampling] Opens the Horizontal Sampling Menu.
[Post. Proc.] Opens the Post-Processing Menu.
[SDTV Decoder] Opens the Standard Definition Decoder Menu.
[Video ADC] Opens the Video ADC Menu.
[HDMI] Opens the HDMI Output Menu.
[OSD] Opens the On-Screen Display Menu.
[Save Profile] Opens the Save Profile Menu.
[Load Profile] Opens the Load Profile Menu.
[Status] Opens the Status Menu.
[About] Opens the About Menu.

Input Source

Input Source Description
YPbPr Selects YPbPr input for “component” input. Supports 240p-1080i video sources.
SCART-RGB Selects SCART-RGB input. Supports 240p/480i RGB inputs, as well as “VGA”/”858” inputs using supported sync-combining cables and hardware (see HD15-2-SCART for more info).
Composite Selects composite input. Supports standard definition 240p / 480i video sources.
S-Video Selects S-Video input. Supports standard definition 240p / 480i video sources.
SCART-CV Selects composite video via the SCART connector. Composite over SCART cable or compatible RCA to SCART adapter is required. Supports standard definition 240p / 480i video sources.
YPbPr (SDP) Selects YPbPr input using the standard definition processor (SDP). Not as sharp as the normal YPbPr input but supports better error tolerance and color adjustments. Only accepts standard definition 240p or 480i sources.
S-Video (Green/Blue) Selects S-Video's YC broken out into the Y and Pb RCA Connections (Green and blue). Supports 240p and 480i video sources.

Output Resolution

Output Resolution Description
1080p (Fill) Selects 1080p (Fill) output mode. In this mode, the video source will be stretched vertically to fit the screen. Pros: None of the video information is cropped, all of the vertical screen space is used. Cons: Somewhat softer image due to the non-integer scaling.
1080p (Over) Selects 1080p (Over) output mode. In this mode, a 240p signal will be multiplied five times and 480i / 480p are multiplied 2.5 (2.5x) times. The output will slightly exceed the vertical edges of the 1080p frame and be cropped at the top and bottom. Many retro games accommodate this cropping as they were intended to be played on CRT’s that typically cropped this area as well. Pros: Larger playfield due to the 5x scale and sharp image thanks to integer scaling. Cons: Vertically cropped image.
1080p (Under) Selects 1080p (Under) output mode. In this mode, a 240p signal will be multiplied four times and 480i / 480p are multiplied twice. The video output will be centered on the screen with a black border. Pros: Sharp integer scaled output. Cons: Smaller image / unused 1080p screen space.
1200p Selects 1920×1200 output mode.
720p Selects 720p output mode.
480p Selects 1440×480p (60 Hz) / 720×576p (50 Hz) output mode.

Output Resolution (Advanced Res)

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

Output Resolution (Advanced Res) Description
1920x1440p Selects 1920x1440p output mode.
2560x1440p Selects 2560x1440p output mode.
1536p (iPad) Selects 1536p (iPad) output mode.
240p/288p Selects 240p (60 Hz) / 288p (50 Hz) output mode.
480i/576i Selects 480i (60 Hz) / 576i (50 Hz) output mode.

Scaling/Cropping

Scaling/Cropping Description
H Position Adjusts the horizontal position of the video output.
V Position Adjusts the vertical position of the video output.
H (Interp) Size Adjusts the horizontal size of the video output. When in a generic h. sampling mode, the adjustment will be represented in a percentage value. In an optimal sampling mode, the adjustment is a pixel incremental value.
V Size Adjusts the vertical size of the video output, adjustment represented in a percentage value.
H Crop Start Sets the cropping position for the left side of the screen. Masked off areas will be shown in pink.
H Crop End Sets the cropping position for the right side of the screen. Masked off areas will be shown in pink.
V Crop Start Sets the cropping position for the top of the screen. Masked off areas will be shown in pink.
V Crop End Sets the cropping position for the bottom of the screen. Masked off areas will be shown in pink.

Interpolation/De-interlacing

Interpolation/De-interlacing Description
Vertical Filter
Sharp: Uses a sharp interpolation method to generate the sharpest possible pixel edges.
Medium: A somewhat softer option for less hard edges from pixel to pixel, akin to a "bilinear filtering" mode.
Soft: Set to choose soft edges around the pixels, akin to a "bilinear filtering" mode.
Smooth: A custom smoothing algorithm akin to a classic emulator "Super Eagle" mode.
Deinterlace Method Motion Adaptive Weave Blend Bob Smooth-Bob

Motion Adaptive: A high-quality method of deinterlacing that dynamically chooses between 'Bob' and 'Weave' based on how much movement it detects in a given part of the screen.
Weave: Missing scanlines are filled in with the previous field’s scanlines.
Blend: A and B fields are averaged.
Bob: Missing scanlines are filled in with duplicates of the current scanline.
Smooth-Bob: Bob deinterlacing with a vertical smoothing applied.

Note: 1080i input is limited to 'Bob' deinterlacing.

Interpolation/De-interlacing Description
Bob Offset -4 to +4
Bob Scanline Post-Deint.: "Post-Deinterlace" Applies scanlines to the image as 480p. The 480i is deinterlaced to 480p and the scanlines are applied.
Pre-Deint.: "Pre-Deinterlace" treats the 480i source as 240p so the applied scanlines are thicker.
CRT Simulate: "CRT Simulate" is the same as Pre-Deinterlace, but shifts the odd and even scanlines every frame to reproduce how a CRT display would draw the image. Note that "CRT Simulate" only functions when scanlines are enabled in the Post Proc. menu.
Field Order Normal, Invert
Pre-scaler Off: No line skipping.
1/2: Skips every other vertical line, e.g. 480p becomes 240p.
1/3: Skips 2 out of 3 lines, e.g. 720p becomes 240p.

See the Pre-Scaling section above for more info.

DS Pass-thu No: The output resolution will be set by the selection made in the Output Resolution menu.
Yes: The output resolution will be set to match the detected input resolution (e.g., 240p in, 240p out).
Frame Blend Averages the previous frame with the current frame.

Horizontal Sampling

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

Horizontal Sampling Description
Preset See the Horizontal Sampling Modes section above.
Phase Detect N/A (In Generic 16:9 and Generic 4:3 Presets), Auto, 1 of 5, 2 of 5, 3 of 5, 4 of 5, 5 of 5.
Lock Speed Slow, Medium, Fast
ADC Samp./Line
H (Interp) Size Adjusts the horizontal size of the video output. When in a generic h. sampling mode, the adjustment will be represented in a percentage value. In an optimal sampling mode, the adjustment is a pixel incremental value.
Allow Interlace Disabled (default), Enabled.

Toggle to allow h.sampling modes to work with interlaced video sources.

Post-Processing

Post-Processing Description
Load Preset See Post Processing Filters section above.
+Scanline Beam Off, Exponential, Gaussian, S. Gaussian, LCD.
+Scanline Str. 0-50.
+Intensity Mod. 0-50.
+Mask Slot, Grille-Med., Grille-Bright, Grille-Coarse, Shadow-1, Shadow-2, Shadow-3, Off.
+Gamma Boost -10 to +10. -10 to +20 with "Inject HDR" enabled.
+Color Boost -10 to +10.
+Pre-emph -5 to +3. Negative values apply a blurring effect, positive values apply a sharpening effect.

Standard Definition Decoder

Standard Definition Decoder Description
Brightness -128 to +127. 0 is Default.
Contrast -128 to +127. 0 is Default.
Phase -128 to +127. 0 is Default.
Chroma -128 to +127. 0 is Default.
Y/C Filter 4L Adaptive (default), 4L Fixed, Notch.
Aperture Chroma (or Luma?) sharpening. 0 to 15, 1 is default.
CTIE Chroma (or Luma?) sharpening.0 to 3, 1 is default.
Black Level 0 IRE (default), 7.5 IRE.

Video ADC

Video ADC Description
SDTV LPF Off, Light, Medium (default), Strong. "Standard Definition TV Low Pass Filter".
EDTV LPF Off (default), On. "Enhanced Definition TV Low Pass Filter".
SoG Thresh 20mV - 300mV. 120mV is Default. "Sync on Green Threshold". Changes the threshold voltage of what is or is not recognized as a sync pulse.
LLPLL Gain 0 to 7. 2 is Default. "Line Lock Phase-Locked Loop"
LLPLL BW 0 to 7. 7 is Default. "Line Lock Phase-Locked Loop"
Pre-Coast 0 to 32. 1 is Default.
Post-Coast 0 to 32. 6 is Default.
ADC Phase 0.00 Deg, 11.25 Deg, 22.50 Deg, 33.75 Deg, 45.00 Deg, 56.25 Deg, 67.50 Deg, 78.75 Deg. 90.00 Deg, 101.25 Deg, 112.50 Deg, 123.75 Deg, 135.00 Deg, 146.25 Deg, 157.50 Deg, 168.75 Deg, 180.00 Deg, 191.25 Deg, 202.50 Deg, 213.75 Deg, 225.00 Deg, 236.25 Deg, 247.50 Deg, 258.75 Deg, 270.00 Deg, 281.25 Deg, 292.50 Deg, 303.75 Deg, 315.00 Deg, 326.25 Deg, 337.50 Deg, 348.75 Deg. 180.00 Deg. is Default.

Video ADC-2

Video ADC-2 Description
Y Gain Contrast/White Level
Y Offset Brightness/Black Level
Pb Gain Saturation along the Pb(blue/yellow) axis
Pb Offset Tints image along the Pb(blue/yellow) axis
Pr Gain Saturation along the Pr(red/green) axis
Pr Offset Tints image along the Pr(red/green) axis
Clamp Length placeholder
Clamp Current placeholder

HDMI Output

HDMI Output Description
V-Sync Triple Buffer, Frame Lock. See Triple Buffer vs Frame Lock And Gen Lock for more information.
Lock to 60 Hz Off (default), On.
Colorspace RGB Full (default), RGB Limited.
Inject HDR: Off (default), HLG, HDR10. See HDR section for more info.
Blue Only Off (default), On.
VRR Off (default), FreeSync.
AVINFO AR 16:9 (default), 4:3.
TMDS Clock: Fix it note- Mine shows 148.50 MHz, not sure what changes this value.

On-Screen Display

On-Screen Display Description
Size Small (default), Tiny, Normal.
Blanking Color Blue (default), Green, Red, Gray, Black.
Lightgun Border Off (default), On.
Startup Profile Default (default), 1 to 10.
Advanced Res No (default), Yes.

Save Profile

Save Profile Description
Slot 1 - Slot 10 Selecting one of the Save Profile slots (1-10) will save any current changes made to the RetroTINK-5X Pro system into the chosen slot. The values can be loaded from the Load Profile menu, or be set to load on boot from the On-Screen Display/Startup Profile selection.

Load Profile

Load Profile Description
Slot 1 - Slot 10 Any profile previously saved from the Save Profile menu can be loaded here. Profiles can also be set to load on boot from the On-Screen Display/Startup Profile selection.
Default Selecting default will restore the RetroTINK-5X Pro to the initial default settings.

Status

Status Description
Source: Shows the currently selected input source.
Output Res: Shows the currently selected output resolution.
No Signal The information in the rows below will only be displayed if a source is detected. Else, "No Signal" will be displayed.
Input Lines: Displays the current input's horizontal resolution.
Input H-Freq: Displays the current input's horizontal timing frequency.
Input V-Freq: Displays the current input's vertical timing frequency.
Samples/Line: Displays how many samples per scanline the RetroTINK-5X Pro is processing.
ADC Clock: The clock value of the Analog to Digital Converter.
Buffer Lag: Displays the delay in the RetroTINK-5X Pro's signal processing chain, represented in milliseconds (ms).

About

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

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

Accessories

Official User's Manual v1

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