Final Fantasy X at 60FPS (Interpolated, Real Hardware, GSM Forced Progressive, "Real" Aspect Ratio)
OK so the philosophy behind this video was to see if the "correct" way to digitize the output of the PS2 was to just crop the blank overscan and present it as is with no 4:3 stretching. I think this might be the way. They seemed to be all about smartly using every aspect of the traditional analog CRT television at the time. It seems like most PS2 games simply don't draw any pixels to areas that would be hidden in the overscan on most consumer CRTs. The PS2 is known to use lower resolution framebuffers than standard NTSC, but it isn't a 900p scenario where the final output is stretched to the fully available screen real estate. Instead it seems to be somewhat centered in the middle, leaving the overscanned areas blank to present a sharp image. It's not perfect on every screen of course which is why so many PS2 games have screen adjustment settings but it's a smart trick to lower rendering load.
I also forced it to progressive using GS Mode Selector just because. Most 30FPS games seem to have a progressive framebuffer but you'd be hardpressed to find one that supports actually outputting progressive natively before the launch of the Xbox and Gamecube. Only after multiplatform development exposed developers to progressive output did they actually seem to support it on PS2.
Interpolated 60 FPS just for fun, what could have been perhaps if Square had embraced field rendering.
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Currently, Rhumba has 898 views for Final Fantasy X across 2 videos. His channel published less than an hour of Final Fantasy X content, or 1.27% of the total watchable video on Rhumba's YouTube channel.