Gaming & entertainmentOriginal Reddit post

AnalogTV - Full Simulation (Not a filter). Latest version just dropped.

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Version 2.6 just dropped on the App Store: https://apps.apple.com/us/app/analog-tv-simulator/id6761325301 Problem: You want the most realistic simulation of AnalogTV possible for nostalgia, video effects, retro gaming, watching retro video or even just to learn how AnalogTV worked. A simulation that includes all major standards (NTSC, PAL, SECAM) as well as more esoteric standards like HD-MAC, MUSE or even the formats used on the Apollo Lunar Missions. A simulation that also includes pre-electronic era Mechanical TV. Comparison: There is nothing quite as comprehensive as this app, but there are some excellent simulators such as https://ntsc.rs/ and various filter apps including https://myretromac.app/ NTSC-RS is limited in the formats it supports and the effects are not *strictly* in the signal domain, it relies on 2D shaders for some of the effects. Most other apps (including myretromac) are pixel domain shaders that add effects (scan lines, blurring, etc.) over the top of existing video. AnalogTV operates fully in the 1D signal domain. Every effect emerges from the simulation of the physics, electronics and even the chemistry of the phosphors. The complete technical detail is available here: https://analogtv.net/ including an honest assessment of the limitations of this type of simulation. Pricing: US$4.99. All features except NDI. No subscription. No ads. There is an IAP for NDI support which is something that would be mostly for professional use to integrate with external equipment. App Store: https://apps.apple.com/us/app/analog-tv-simulator/id6761325301 The latest version has incorporated tons of feedback since the last time I shared it in this forum. It also includes some additional features such as Mechanical TV, Apollo TV and tons of additional Easter Eggs and controls like Pay TV scrambling, Mismatched Decoding (PAL in NTSC), VHS Copy Protection, new Cameras, Text Overlays, Integrated retro games, etc. This is a labor of love rather than a business, so the price is low to reflect that. The funds are used to purchase original documents (many behind paywalls that have to be purchased) or even original equipment to test on real hardware. The level of obsession into the detail is ridiculous, for example the camcorder titling effects are simulating the Fujitsu MB88303 chip from its technical data sheet and verified with an actual Panasonic PK-958 in our lab. AI Disclosure: XCode natively includes support for AI and it is part of the IDE to help with certain coding tasks, testing, test cases, etc. The app itself is created from the original source documents as well as physical access to original period equipment (all of which are cited on https://analogtv.net/ ). AI can't directly play with the original equipment (yet). The web site is built using Claude with access to the code repository and is updated when features are released. The app icon is generated by AI.

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u/ambanmbaOPReply

There is an unsigned Alpha build .dmg on the web site that has Syphon out, but not allowed on the App Store version. App Store version has either RTMP output for free or NDI as a paid IAP. Syphon needs inter-app GPU texture sharing which is blocked by the sandboxing of App Store apps. It's all running on the honour system, so you can get the full .dmg for free which includes Syphon... if you like it, hopefully you'll get the App Store version too.

u/davedave85

this is a lot of work for something so niche, respect. the crt effect look very real, it work with local video files or only with what is playing?

u/ambanmbaOPReply

Local video, camera, video input, screen capture, photos, NDI, etc.

u/robschmidt87

Does this transform the whole mac display into simulation or does it only effects video files or such?

u/ambanmbaOPReply

It has a screen capture mode that puts the Mac display through the simulation but generally it’s intended to be used with videos, photos, cameras, etc.

u/ambanmbaOP

Since we keep adding new features and enhancing the app, we've created a separate sub here: https://www.reddit.com/r/AnalogTV_/ in case anyone wants to follow along or contribute ideas.

u/ambanmbaOPReply

Each frame is converted to a composite signal which is what would be broadcast or sent down the coaxial cable. Ordinarily a TV would decode this composite signal, so we built a TV simulator that then decodes this composite signal. The net effect is what looks like a TV would display on a screen by scanning the electron gun across the tube face. Full details here: https://analogtv.net/

u/Hanthunius

Can it replicate something like this? If so, it's gonna be huge for retro gaming. Current CRT shaders can't really do the effect of the beam such as what we see in Dracula's eyes.

u/ambanmbaOPReply

If you tell me where that’s from I can run it through and send you a shot. Or you can do it yourself with screen shot mode in the app itself.

u/ambanmbaOPReply

Here is an example running a ModRetro Chromatic directly on AnalogTV just via Video Input mode: https://www.reddit.com/r/AnalogTV_/s/ISvxVxNjju

u/kodyjacobs

You mention retro gaming, but I'm not understanding the mechanism of how this would work...? Website doesn't mention being able to use video/frame buffer from another app (example Duckstation) as a source... so are you referring to using some video capture device and feeding it into the App?

u/ambanmbaOPReply

A few options: Feed the game into an NDI device and input NDI into the app Use screen capture mode and run the game in a different window on the same device Download the Alpha version on the web site with BYOR Libretto support

u/ambanmbaOPReply

Here is an example of plugging a ModRetro Chromatic straight into AnalogTV on a Mac using just a USB-C to USB-C cable. It takes the feed from the Chromatic and displays it with no perceptible latency in AnalogTV: https://www.reddit.com/r/AnalogTV_/s/ISvxVxNjju

u/Greysawpark

the signal domain vs pixel shader distinction is the actual big deal here and i dont think most people reading will catch it. once you simulate composite encoding then decoding, chroma bleed and dot crawl just fall out for free instead of being faked with a blur pass. same with ringing on sharp edges. curious how you handle the phosphor persistence though, thats the part every sim i've seen fudges

u/ambanmbaOPReply

Earlier on in the project I really pushed the fact that it's a signal domain simulation - but very few people really care and it's all bit of mumbo jumbo - they just see that it "looks" more realistic than the filter/shader they were playing with. I've written up a bunch of stuff on how the phosphors are modeled here: https://analogtv.net/#phosphors - if you click into each phosphor type (P22, P31, etc) it expands and tells you even more. They are each modeled off the original data sheets and specs. Since we model from signal -> electron beam (via the electronic circuit simulation) we then go the next step and apply that to the phosphors. If you scroll to the very bottom of the page, there is an honest assessment of the depth of the simulation. For example, it's not quite an SDR-level simulation end-to-end. One day, that's the goal, but I don't think people would even really notice. This project: https://github.com/fsphil/hacktv goes the full length and creates a signal that an actual vintage TV can display. On the other hand, HackTV is not standalone (needs other equipment) and doesn't simulate phosphor chemistry, etc. Another cool project in this space is this one which uses a sound card to create usable TV signals: https://www.taswegian.com/NBTV/forum/viewtopic.php?f=41&t=2458