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>> No.9728806 [View]
File: 9 KB, 480x480, PSX_Dith_RidgeSM1-dith.png [View same] [iqdb] [saucenao] [google]
9728806

>>9728803

>> No.7775535 [View]
File: 10 KB, 480x480, PSX_Dith_RidgeSM1-dith.png [View same] [iqdb] [saucenao] [google]
7775535

>>7775359
Only if you enjoy massive amounts of noise from the dithering.
https://www.chrismcovell.com/psxdither.html

>> No.5394754 [View]
File: 10 KB, 480x480, PSX_Dith_RidgeSM1-dith.png [View same] [iqdb] [saucenao] [google]
5394754

There's a far simpler way for doing this, it's called "use a gpu plugin that natively renders a 24bpp framebuffer"

>>5394719
>How do you figure, when it's just a checkerboard dither pattern thrown overtop the graphics?

It's not. What you're doing here is sacrifice one particular shade that's supposed to be emulated by the 15bit 3D renderer so you can place an arbitrary one. Maybe it looks fine on Castlevania but I'd wager that if you looked at the native assets they will appear far more detailed and with more colors than the shot on the right. Look at the RR examples, how the one shade of the checkerboarding completely gets the shaft, or how any attempt of goraud shading in Motor Toon is totally destroyed.

There is a way to disable rendering, and is use 2D commands like rectangles and tiles instead of 3D ones like textured polygons which seems to have been used in those menu screens containing 2D elements. There were probably logistic reasons behind this choice, but disabling the thing that is supposed to emulate 24bpp graphics won't get you much improvement unless you don't care about extra detail.

>>5394731
The dithering is supposed to work in tandem with a composite signal. On CRT you can still notice the dithering on RGB/S-Video, but you'd take it like a man and stop bitching.

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