More comparisons.
Global Assumptions: NTSC 720x480, 640x480 drawing canvas, 4:3 (fullscreen) ratio, No 16:9 (widescreen) mode
===Simulations
RED STEEL: Most screens released have an unusually large resolution. Is Ubisoft lying to us like they did last generation? I don't know. But if there's a chance Red Steel does operate at a higher-than-standard resolution, there's a possibility we can benefit from decent anti-aliasing after downscaling.
480p, As you would see it on TV:
Red Steel 1Red Steel 2Red Steel 3Red Steel 4ZELDA: TWILIGHT PRINCESS GCN: How I expect the GCN version to look, running at a normal rez with no anti-aliasing like previous 480p games.
480p, As you would see it on TV:
Twilight Princess 1Twilight Princess 2===Direct Screen Captures
Here are legit samples of S-Video VS. RCA(composite) VS. Coaxial(RF) I made. Here are my connection schemes:
Svid: GameCube(S-Video) ~To~ Vidcap Hardware
-- The best I can do. A hint of color bleeding present makes it a couple steps short of 480p quality.
RCA: GameCube(RCA) ~To~ Vidcap Hardware
-- Loss of saturation. A shimmering scanline pattern causes the "dot crawl" phenomenon along object edges (noticeable in-person).
Coax: GameCube(RCA) ~To~ VCR(coaxial) ~To~ Vidcap Hardware
-- Even less saturation. Substantial noise present in addition to dot crawl. Rapidly moving noise makes the image blurrier in-person than what is in the screen shot.
I do not have a GameCube RF Adapter.
Zelda: Wind Waker: Good game to demonstrate even shades of colors, plus show the effects on text.
Wind Waker CoaxWind Waker RCAWind Waker SvidTales of Symphonia: More text plus cleavage.
Tales CoaxTales RCATales SvidResident Evil 4: A last-gen game with lots of polygons and carefully drawn textures given its console's limitations.
RE4 Cutscene CoaxRE4 Cutscene RCARE4 Cutscene SvidRE4 Gameplay CoaxRE4 Gameplay RCARE4 Gameplay Svid