To dither or not to dither (that is to dither)

#7
Omg, wow... with the dither you can't even tell it's not in 32bpp mode Sweatdrop

I can't believe IHVs have dropped hardware dithering / probably so hard screwed so many 16bpp games. I'm guessing there must be a number that don't do 32bpp as well. The difference is night and day. If the textures were 24bit you could probably tell but you gotta really put your nose to the screen to tell the diff.

I'm surprised my first crack at it went off so well. I don't think you could get a better dither. It's not even chunky in 640x480 mode in fullscreen mode on a 1920x1200 display. You can't even tell it's there with the upsampling. It took me 25 minutes to convince myself there wasn't some bug causing it to drop out of 16bpp mode.

In fact it may even look better than 32bpp mode because of the artifacts introduced from using 15bit textures with 24bit colour. That would be fitting because it's an extra effect / not for free.

I will add a feature if you want to make your dither fat like the PSOne's ‎  Biggrin ...for a retro feel, KF2 style. And will even let you substitute your own dither texture.


I think I have almost everything working with the vertex shader setup. It really threw me for a few loops. Just gotta look into why the lighting code is not taking. Maybe tomorrow I could release something.


PS: The dither is how Som was intended to look in 16bpp mode, but I will make it a turn on option both because it comes at an expense and because it adds something you would not get with Som on a modern graphics setup, and therefore breaks the transparent replication of Som by default. I've also forced dither off if the option is not set so people who are actually playing on hardware with dither will get the same experience as everyone else regardless.
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Re: To dither or not to dither (that is to dither) - by HolyDiver - 2010-09-09, 07:32 PM



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