AV:RetroTINK-5X Pro: Difference between revisions

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===HDMI vs Analog===
===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 (abbreviated as the “Tink 5x”) is to convert these signals into an HDMI format your modern display can understand.
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===
===Correct Image Processing===
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===Lag===
===Lag===
The Tink 5X by design is an extremely low lag device, and includes advanced modes to operate even more quickly (with trade offs to other features, see [[Retrotink5x#Triple_Buffer_vs_Frame_Lock_Mode|Triple Buffer vs Frame Lock Mode]] and [[Retrotink5x#1080p_(Min-Lag)|1080p (Min-Lag)]] for more info).
The RetroTINK-5X Pro by design is an extremely low lag device, and includes advanced modes to operate even more quickly (with trade offs to other features, see [[Retrotink5x#Triple_Buffer_vs_Frame_Lock_Mode|Triple Buffer vs Frame Lock Mode]] and [[Retrotink5x#1080p_(Min-Lag)|1080p (Min-Lag)]] for more info).


lag (aka latency) is the measurement of the time between a controller button input to when the action is shown on screen. Every electronic device takes a little bit of time to do its job. In the context of gaming, this includes the controller itself, the video game console, any upscalers or splitters in the signal chain, and the display. Having too much lag in a setup can make gameplay feel sluggish, unresponsive, and in extreme cases unplayable. This is why enthusiasts seek devices (controllers, displays, upscalers, etc.) that minimize latency. Devices that do their job as quickly as possible are often referred to as "low lag" or "virtually no lag".
lag (aka latency) is the measurement of the time between a controller button input to when the action is shown on screen. Every electronic device takes a little bit of time to do its job. In the context of gaming, this includes the controller itself, the video game console, any upscalers or splitters in the signal chain, and the display. Having too much lag in a setup can make gameplay feel sluggish, unresponsive, and in extreme cases unplayable. This is why enthusiasts seek devices (controllers, displays, upscalers, etc.) that minimize latency. Devices that do their job as quickly as possible are often referred to as "low lag" or "virtually no lag".

Revision as of 06:27, 10 May 2022

RetroTink 5X Pro as shown at www.retrotink.com

The RetroTINK-5X Pro is an advanced video upscaler designed by Mike Chi. It is the latest offering from the RetroTink line of graphics upscalers and line-doublers.

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's.

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 hook ups 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 video content in mind, and the video processing used to handle video isn’t a good fit for retro consoles. Features like minimal and consistent latency, integer scaling and proper handling of 240p are almost always missing when using a flat panel’s included analog inputs.

Lag

The RetroTINK-5X Pro by design is an extremely low lag device, and includes advanced modes to operate even more quickly (with trade offs to other features, see Triple Buffer vs Frame Lock Mode and 1080p (Min-Lag) for more info).

lag (aka latency) is the measurement of the time between a controller button input to when the action is shown on screen. Every electronic device takes a little bit of time to do its job. In the context of gaming, this includes the controller itself, the video game console, any upscalers or splitters in the signal chain, and the display. Having too much lag in a setup can make gameplay feel sluggish, unresponsive, and in extreme cases unplayable. This is why enthusiasts seek devices (controllers, displays, upscalers, etc.) that minimize latency. Devices that do their job as quickly as possible are often referred to as "low lag" or "virtually no lag".

when seeking products that are low latency, it's helpful to know that anything less than a frame in a 60fps signal is colloquially considered very low lag. Often milliseconds (ms) are used to measure lag. 1 frame of a standard 60fps signal is equal to approximately 16.7ms.

Just Play the Damn Game™

Thanks to Mike Chi’s research and engineering, the Tink 5x 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 Tink 5x 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 Tink 5x to your display using an HDMI cable.
  2. Connect your video game console’s video and audio to the Tink 5x using a supported cable (link to supported inputs section).
  3. Power on the Tink 5x using the included MicroUSB cable - many TV’s will have a USB hookup on the back 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 Tink 5x, see Supported Inputs section for more information).
  5. Using the included remote, select the appropriate output from the Output Res. menu. (For most TV’s, 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 Tink 5x, 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 section for more information about supported resolutions and modes.

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.

SCART-CV

The Tink 5x supports composite input over the SCART connector input. SCART was not widely used in the United States but was common in Europe, and video game consoles sometimes featured composite video and audio connections over SCART.

Note that S-Video (Y/C) video formats are not accepted through the SCART connector input.

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.

S-Video

S-Video is an iteration of composite video that features two parts of the composite signal (Y and C) across two separate wires. Using S-Video cables are typically regarded as a visual improvement over “standard” composite cables. Consoles that supported S-Video output include (but not limited to) 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.

YPbPr / Component

YPbPr or "Component" video is a high quality analog standard that uses 3 RCA cables to carry separate parts of the video signal. 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.

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

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, check out the Systems Section from the RetroRGB merger, or the original RetroRGB webpage while the Wiki under construction.

Compatibility

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 sync is not supported by the Tink 5x and may damage your hardware.

31khz Signals

The Tink 5x can accept 31khz RGB signals with the use of a compatible sync combiner device. This allows for "VGA" input from compatible sources / resolutions. Sync combiner products include the HD15-2-SCART and VGA2SCART. A common implementation of this option is accepting Dreamcast "VGA" 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.

Recommended SCART-RGB Cables

Retro Access Cables

Retro Gaming Cables

Insurrection Industries

Advanced Features

Triple Buffer vs Frame Lock Mode

The following is from the official RetroTINK-5X manual. I would like to come back to this and simplify it a bit and explain the "Chrono Cross" problem.

The RT5X has two modes for generating the output video timing. Triple buffer uses a full frame memory and an externally derived clock to maintain a constant 60 frames/sec. The lag varies between approx. 0.25 to 1.25 frames in this mode.

Triple buffer offers the highest compatibility across all equipment and immunity against sync loss/resolution changes at the expense of increased lag and occasional judder due to the need to repeat/drop frames.

Frame lock utilizes the video ADC and console as the base clock. The output frame rate follows the original console exactly with a fixed lag of approx. 0.25 frames. Frame lock may not be compatible with some TVs and capture cards, depending on the console’s frame rate. Frame lock is automatically engaged for 480p, 576p, 720p and 1080i sources since they derive from modern equipment that generally follow standard refresh rates.

Console Specific Horizontal Sampling Modes

The RT5X 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. Here are the currently included "Optimal Timing" presets:

Generic 4:3

Generic 16:9

SNES/PCE 256

Gen/Sat 320

PS1 320

N64 320

NEOGEO 320

Saturn 352

PS1 384

HiRes 512

HiRes 858

Post Processing Filters

Presets:

Slot Mask

A. Grille -1

BVM

PVM-600

FV310

Consumer-1

Consumer-2

LCD

Saving and Loading Profiles

Console Specific Configurations

Wobbling Pixel's Recommended Settings

Link to Wobbling Pixel's YouTube Channel

Game Boy Interface (Gamecube + Gameboy Advance Player)

PSP

N64

Dreamcast

SNES

PlayStation 2

SNES 8:7 Aspect Ratio Mode

Go to 1440p and decrease the sample rate to 2046 While in the genesis 320 profile.

Upgrading Firmware

Tutorial for firmware upgrading goes here.

RetroTINK-5X Pro Firmware Notes

The current public firmware version is 2.71. Experimental firmware versions are available in the RetroTINK Discord. For older firmware version notes, please see the RetroTINK-5X Pro firmware version history wiki page.

Version 2.71

Originally released April 19th, 2022

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

  • Advanced resolutions: 1440p, 4K24, 1536p are hidden by default. Go to [OSD] -> Advanced Res option to enable them.
  • New experimental high resolution modes added:
  • 2560 x 1440 wide screen 1440p for broader compatibility with TVs that will not accept 1920 x 1440.
  • 2048 x 1536 ("iPad").
  • 4K24 (for 60 Hz sources) and 4K25 (for 50 Hz) sources. Frame lock on for 60 Hz sources changes to 4K30.
  • These modes are considered experimental and provided without support or guarantees.
  • New 1080p (Min-Lag) mode operates the RT5X as a line doubler to achieve ~1 ms when frame lock is turned on for 240p, 480i and 480p sources.
  • 720p source can be scaled to 1920 x 1440 or 2560 x 1440.
  • 240p and 540p modes have been removed to save space.
  • "Pre-scaler" option in the [Interp./Deint.] menu to convert 480p and 720p sources to 240p, before re-upscaling.
  • Optimal timings re-enabled for composite and S-video sources.
  • Option to enable optimal timings for interlaced sources.
  • Hi-Res 512 and 858 optimal timing modes added.
  • "Pre-emph" filter now goes down to -5.
  • Option to load profile on power up in the [OSD] -> Startup Profile option.
  • Press and hold remote control button to keep incrementing/decrementing option.
  • Press "back" button 6 times rapidly to load default profile.
  • Variety of bug and crop fixes.

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.

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. Pro’s: None of the video information is cropped, all of the vertical screen space is used. Con’s: 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 5 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. Pro’s: Larger playfied due to the 5x scale and sharp image thanks to integer scaling. Con’s: Vertically cropped image.
1080p (Under) Selects 1080p (Under) output mode. In this mode, a 240p signal will be multiplied 4 times and 480i / 480p are multiplied 2 times. The video output will be centered on the screen with a black border. Pro’s: Sharp integer scaled output. Con’s: Smaller image / unused 1080p screen space.
1080p (Min-Lag) Selects 1080p (Min-Lag) output mode. In this mode, 240p, 480i and 480p sources are scaled in approximately 1 millisecond to achieve the absolute lowest possible latency.
1200p Selects 1200p output mode.
720p Selects 720p output mode.
480p Selects 480p 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.
4K (24/25Hz) Selects 4K (24/25Hz) output mode.
1536p (iPad) Selects 1536p (iPad) output mode.

Scaling/Cropping

Scaling/Cropping Description
H Position
V Position
H (Interp) Size
V Size
H Crop Start
H Crop End
V Crop Start
V Crop End

Interpolation/De-interlacing

Interpolation/De-interlacing Description
Vertical Filter
Deinterlacer
Bob Offset
Bob Scanline
Field Order
Pre-scaler

Horizontal Sampling

Horizontal Sampling Description
Preset
Phase Detect
Lock Speed
ADC Samp./Line
H (Interp) Size
Allow Interlace

Post-Processing

Post-Processing Description
Load Preset
+Scanline Beam
+Scanline Str.
+Intensity Mod.
+Mask
+Gamma Boost
+Color Boost
+Pre-emph

Standard Definition Decoder

Standard Definition Decoder Description
Brightness
Chroma
Phase
Contrast
Y/C Filter
Aperture
CTIE
Black Level

Video ADC

Video ADC Description
SDTV LPF
EDTV LPF
SoG Thresh
LLPLL Gain
LLPLL BW
Pre-Coast
Post-Coast
ADC Phase

HDMI Output

HDMI Output Description
V-Sync
Lock to 60 Hz
Colorspace
Chroma Mode
Blue Only
Disable CSC
AVINFO AR
TMDS Clock:

On-Screen Display

On-Screen Display Description
Size
Blanking Color
Lightgun Border
Startup Profile
Advanced Res

Save Profile

Save Profile Description
Slot 1 - Slot 10

Load Profile

Load Profile Description
Slot 1 - Slot 10
Default

Status

Status Description
Source:
Output Res:
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:
Input H-Freq:
Input V-Freq:
Samples/Line:
ADC Clock:
Ticks/Frame:

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
(QR CODE)
Need Help? Scan the QR Code to
Join the RetroTINK Discord

Official User's Manual v1

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