

A complete 4K video scaler, with the most advanced CRT simulation and deinterlacer ever on an FPGA scaler.
The Morph 4K turns retro and modern sources, up to 1080p, into 4K60 HDMI with 4:4:4 color, HDR10 and a 12-bit linear light pipeline: for consoles, handhelds and PCs alike.
The Morph 4K is reprogrammable hardware. Instead of one pipeline that does everything at a compromise, it loads a Processing Engine built for the job.
240p and 480i consoles
The full Beam-to-Glass CRT simulation and the PDM-20 virtual CRT.
Any input
Heavy 480i, 3D, video and PC sources. Film mode (inverse telecine) and Edge Smoothing.
Progressive sources
3D and pixel art, with Super-xBR, xBRZ and Super Eagle.
Vertical arcade games
Rotated upright for a normal TV, at one frame of latency.

The Processing Engine menu shows your input and marks the best engine for it.
The look we remember came from a chain of real hardware. Firmware v4 simulates that chain live on real consoles, at 4K60, inside the FPGA.






Every Real Sets preset is built from that set's own service manual and factory specifications. Then it's connected the way the set really was: RF into the living-room Trinitron, S-Video into the Commodore 1702, RGB into a broadcast BVM.
One frame of Cotton through the Sony KV-25XBR's three inputs, captured from the Morph 4K's 4K output. Click a picture for the full frame.
24 sets68 presets5 kinds of input
Download them on the Morph 4K itself: Presets → Download/Update presets via WiFi. Then tweak any stage, or save your own.
Every Morph 4K takes HDMI up to 1080p60. The Analog Bridge adds composite, S-Video, SCART RGB, component and VGA, through a connector card you choose. Order the Morph 4K with it already installed, or add it any time. Each card lists the formats its two ports accept.

| Format | Port A Euro SCART | Port B Component 3.5 mm audio |
|---|---|---|
| RGBS | ✓ | ✓ |
| RGsB | ✓ | ✓ |
| RGBHV | ✓ | – |
| YPbPr | ✓ | ✓ |
| Composite | ✓ | ✓ |
| S-Video | ✓ | ✓ |

| Format | Port A VGA 3.5 mm audio | Port B Component 3.5 mm audio |
|---|---|---|
| RGBS | ✓ | ✓ |
| RGsB | ✓ | ✓ |
| RGBHV | ✓ | – |
| YPbPr | ✓ | ✓ |
| Composite | ✓ | ✓ |
| S-Video | ✓ | ✓ |

| Format | Port A VGA 3.5 mm audio | Port B VGA 3.5 mm audio |
|---|---|---|
| RGBS | ✓ | ✓ |
| RGsB | ✓ | ✓ |
| RGBHV | ✓ | ✓ |
| YPbPr | ✓ | ✓ |
| Composite | ✓ | ✓ |
| S-Video | ✓ | ✓ |
Firmware v4. Features differ by Processing Engine; the docs list what each engine supports.
| Output | HDMI, up to 4K60 4:4:4, HDR10 |
|---|---|
| Pipeline | 12-bit linear light |
| HDMI input | Up to 1080p60 4:4:4: 240p, 480i, 480p, 720p, 1080i, 1080p and custom resolutions |
| Analog input | With the Analog Bridge: composite, S-Video, SCART RGB, component, VGA |
| Latency | Ultra-low-lag and fully buffered framelock modes, MagicLock2. Effects add lines of delay, not frames. Rotation adds one frame. |
| Motion | Variable Refresh Rate, Black Frame Insertion, Beam Scan |
| Processing Engines | Physical Display Model, Universal Adaptive, Spatial Super Resolution, Tate Mode |
| Wireless | WiFi updates with automatic update checks, Web Interface, Bluetooth |
| Storage | microSD: firmware updates, presets, profiles, masks, bezels, Processing Engines |
| Control | USB-A serial port for external devices. Game-ID and controller menu control with a Retro G.E.M. |
| Power | USB-C. Power supply not included; we recommend the Raspberry Pi power supply. |
| Expansion | Analog Bridge (available now). Planned: analog output card (release date TBD). |
Something else? Ask us on Discord.
No. It's a complete 4K scaler for any source up to 1080p, retro or modern: Lanczos and cubic scaling with anti-ringing, a motion-adaptive deinterlacer with Film mode (inverse telecine) and Edge Smoothing, Super-xBR, rotation, downscaling, HDR10, VRR, Black Frame Insertion and ultra-low-lag modes. CRT simulation is one part of it.
It adds lines of delay, not frames. It runs live on real consoles at 4K60, inside the FPGA.
Yes. Its motion-adaptive deinterlacer is state of the art, with Film mode (inverse telecine / IVTC), which detects 2:2 and 3:2 pulldown and recovers the original frames, and Edge Smoothing for clean diagonals in motion. For a true CRT look, the Physical Display Model engine draws each 480i field as its own scanlines instead, as a tube did.
Anything with HDMI up to 1080p: Retro G.E.M. consoles, MiSTer, other FPGA consoles, Steam Deck, Nintendo Switch, Xbox 360 and PCs. With the Analog Bridge it also takes composite, S-Video, SCART RGB, component and VGA.
Yes. The Analog Bridge fits any Morph 4K, with a choice of SCART & Component, VGA & Component or VGA & VGA connector cards.
Yes, HDR10 output from a 12-bit linear light pipeline. With HDR on, bright scanlines and Phosphor Glow can reach well above SDR white while the gaps between lines stay black, which makes up for the light a mask and scanlines take away.
Yes. Every stage of the simulation is a live setting, and you can save as many presets as you like to the SD card, per game with Game-ID. Masks can be drawn and edited live in the Web Interface, or generated from a real tube's size and phosphor pitch.
Not for basic use. A microSD card is needed for firmware updates, presets, profiles, masks, bezels and the extra Processing Engines.
Yes: Super-xBR with our perceptual enhancements, xBRZ and Super Eagle, on progressive sources up to 1080p.
Only need analog consoles on a 1080p or 1440p display? The Morph 2K has composite, S-Video, SCART and component built in, from $199.99.
Settings, setups and help, from other players and from the three of us.
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