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Skip to 01:39 if you saw VGE's video. Quick video illustrating what I meant in my comment about "I think these are incorrect." Basically the Morph needs to see the resolution the game is in order to draw the proper number of scanlines. If the image is being scaled by a scaler to send HDMI to the Morph, that needs to be adjusted with prescaling to account for that. Otherwise the Morph will draw scanlines based on the scaled image, resulting in too many scanlines. These principles can be applied to whatever scaled source you're using, depending on your device and output resolution. For example, if you are upscaling 240p content to 480p (a 2x integer scale), then you would need to prescale by /2. Same for 960p (a 4x integer scale), except you would do a /4 prescale. Ultimately you can do what you want, and if you like having 3 times as many scanlines, good for you. I just wanted to show what it is supposed to look like with proper scanline implementation for 240p sources. As for 480i sources, like DOA2? That's a whole different beast. You basically need to have the initial scaling device sending 480i (or maybe 480p) to the Morph 4k, that way the Morph knows where to put the scanlines. If you want a CRT flicker effect, then it definitely needs to be a 480i signal being fed directly into the Morph (via the Tink 5x's ds/passthru or with the OSSC in passthrough mode).