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This video demonstrates how an OSSC Pro processes a PlayStation, in this case a SCPH-5501 console. Best viewed at 1080p+ and 60 fps. The software and games represented: Boot 240p Test Suite (RGB) 0:00 - 3:27 Boot 240p Test Suite (Svid) 3:28 - 7:39 Boot 240p Test Suite (cvbs) 7:40 - 11:40 Metal Gear Solid (RGB) 11:41 - 14:20 Metal Gear Solid (Svid, also Japanese) 14:21 - 17:18 Metal Gear Solid (cvbs) 17:19 - 19:36 Final Fantasy Tactics (RGB) 19:37 - 29:47 Final Fantasy Tactics (Svid) 29:48 - 41:32 Final Fantasy Tactics (cvbs) 41:33 - 51:35 Tobal 2 (RGB) 51:36 - 53:41 Tobal 2 (Svid) 53:42 - 55:46 Tobal 2 (cvbs) 55:47 - 57:50 Vagrant Story (RGB) 57:51 - 1:09:22 Vagrant Story (Svid) 1:09:23 - 1:20:51 Vagrant Story (cvbs) 1:20:52 - 1:32:36 Ape Escape (RGB) 1:32:37 - 1:35:39 Ape Escape (Svid) 1:35:40 - 1:38:41 Ape Escape (cvbs) 1:38:42 - 1:41:43 Rayman (RGB) 1:41:44 - 1:45:09 Rayman (Svid) 1:45:10 - 1:48:47 Rayman (cvbs) 1:48:48 - 1:52:32 Mega Man Legends 2 (RGB) 1:52:33 - 2:01:54 Mega Man Legends 2 (Svid) 2:01:55 - 2:11:27 Mega Man Legends 2 (cvbs) 2:11:28 - 2:21:00 Parasite Eve (RGB) 2:21:01 - 2:27:32 Parasite Eve (Svid) 2:27:33 - 2:33:53 Parasite Eve (cvbs) 2:33:54 - 2:40:13 240p/480i transition demo w/Chrono Cross 2:40:14 - 2:41:42 S-video dither blending demo w/Silent Hill 2:41:43 My settings used in the OSSC Pro: RGB: Video LPF: 9 MHz Reverse LPF: 2 Line Multiplier options -- A-LM Adv. TimingClock & Phase -- H. samplerate: 853 (for 320 and 640 wide games) Use 851 for 288p/576i Svid: Contrast: 138 Shaping Filter Y: SVHS 9 Shaping Filter C: SH3 CVBS: Contrast: 138 Shaping Filter Y: NTSC 6 Shaping Filter C: SH3 NTSC Comb C Taps: 3-2 NTSC Comb C mode: Adaptive NTSC Comb Y mode: Fixed (bottom) So, one thing to communicate right away is that the RGB presets in the OSSC Pro made for PS1... didn't actually work properly with my particular console. : \ Dunno' what's up with that, but what it means is that I had to try and dial in good pixel sample settings on my own. Any game that uses the 320x240 mode should be fine, but I had to make compromises for other modes because I couldn't find settings that got everything absolutely perfect, so sorry if that's noticeable in the end. Odds are, the presets will likely work for you and you can just one click and be done. This doesn't affect S-video or CVBS since the ADV7280 chip handles pixel sampling differently. Additionally, you might notice that S-video, and especially cvbs look very blurry! This just seems like it's "what I get" with this console, very surprising how poor the output is! I even tested against an SCPH-1001 and it looked basically identical. Hopefully later console units have cleaner video output, but I will admit, for 3D games, the amount that S-video blurs is actually fairly tasteful. My game selection process was trying to show a wide variety of art styles and video modes that you might encounter on the PlayStation: Metal Gear Solid and Vagrant Story are very typical 3D PS1 games in terms of make (but present themselves phenomenally), Final Fantasy Tactics is a lovely pixel art game that uses something around 256x240, and Rayman represents a more detailed 2D aesthetic using the 320x240 mode. Ape Escape is a game that makes use of the 384x240 mode and features a lot of gourad shading on characters, Tobal 2 uses an unusually high resolution at approximately 384x480i (minus some overscan) and still achieves an excellent frame rate and pleasing aesthetic, Mega Man Legends 2 demonstrates incredible art direction, and Parasite Eve represents a mix of 2D prerendered elements and 3D models along with FMV. Additionally, I provided follow up videos to demonstrate WipEout 3, which both utilizes a very high progressive resolution at around 640x240, but also a very good anamorphic widescreen mode, and 50 Hz PAL showings with Vib-Ribbon and Chaos Break. It might not be to everybody's tastes, but for Tobal 2, I decided to bob deinterlace. Motion adaptive just resulted in too much visual noise and erroneous processing imo. At the end of the video, I show 2 bonus demonstrations: The first is to showcase how the OSSC handles timing changes in the signal, in this case Chrono Cross switching from "240p" in the main game, and the high res interlaced mode in menus. To start, I demonstrate line multiply mode and how it's relatively quick to resync... but if you use Scaler mode and ensure that "Framelock" is properly disabled, then the transitions are instant! This comes at the cost of latency, and potentially some uneven frame pacing, but seeing how Chrono Cross is not a motion or timing sensitive game, it's a great candidate for these settings. The second demo with Silent Hill is to show how with an S-video feed, it's possible to choose a Y Shaping Filter that blends pixels on the horizontal axis if you want less intense dithering. If you made it this far, hope you learned something useful lol if you have any questions, please ask in the comments.