[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games


View post   

File: 56 KB, 640x480, GTdith4.jpg [View same] [iqdb] [saucenao] [google]
3957609 No.3957609 [Reply] [Original]

Do people really complain about the PSX having full-screen dithering?

I find it Charming

>> No.3957615

>>3957609
>Charming

Just emulate without dithering, with 32 bit colors...

>> No.3957618

COME ON BABY!

COME ON BABY!

>> No.3957623

>>3957609
There wasn't a 3D chip back then that didn't use dithering. 32-bit rendering didn't come viable until later.

>> No.3957626

>>3957609
PS dithering is awesome as long as your output is 1:1 and not stretched so the pattern doesn't look uneven and deformed.

>> No.3957716

I've never had a problem with dithering. Never noticed it on console+CRT and it never really bothered me when emulating.

>> No.3957721

>>3957609
GT1 sucks. Play GT2.

>> No.3957910

I honestly like all the PSX graphical artifacts

some games like Tenchu or Silent Hill used the grittiness to great effect

>> No.3957915

>>3957910

The peculiarities of PSX rendering grew on me the longer I played. I now love them as much as any N64 tex blurring or trifilter.

>> No.3957941

>>3957609
People who didn't main one during the 5th gen complain about it. That includes people who just weren't there.

When emulated it looks loose and disjointed, and LCDs make the overall image look like a pixelated mosaic. A real PS1 on any typical '90s consumer TV makes the dithering look smooth and motion blurred.

>> No.3957956

>>3957941

Then how come I'm enjoying every minute of emulating it today? I was too poor to afford one in its heyday; according to you I shouldn't find anything good to say about it.

>> No.3958042

Even back in the day i noticed the dithering on Silent Hill on an extremely bad CRT hooked up with an RF lead.
I don't understand how people couldn't notice it.

>> No.3958081

>>3957609
At least it had proper transparency effects.

>> No.3958228
File: 258 KB, 650x961, Bleemcast_comparison_RR4.jpg [View same] [iqdb] [saucenao] [google]
3958228

>>3957609
full-screen dithering is absolutely disgusting, especially in dark scenes or scenes with many lighting effects

but there are much worse effects out there, chromatic aberration is modern games is an example

>> No.3958293
File: 198 KB, 750x850, emuls.jpg [View same] [iqdb] [saucenao] [google]
3958293

>>3957615
16-bit assets wont magically become 32bit because of the changed render. And without dithering game color palette will be pretty washed out.

>>3957910
This.
Though proper anti-dithering filter wouldnt hurt

>> No.3958331

>>3957609
PS1 actually does support 24 bit -> 16 bit dither filtering. It's just that games like Gran Turismo use a framebuffer that is even smaller than that, hence the copious dithering. The console also supports true 24 bit color mode, but only in 2D.

N64's dither filtering is more aggressive at removing banding than PS1, but it also results in more blur (arguably it causes more blur to the image than anything else). However, the console supports true 24 bit color in 3D, but only one 3D game used it - Quake 2.

Virtually every single Dreamcast game had a dither filtered 16 bit framebuffer, but the console's dither filtering was some of the best ever implemented. Effective at removing banding like N64's but without the blur side effect, and it also did alpha dithering better than other consoles, even newer ones like GameCube, cause the DC always internally worked on 8 bit alpha.

>> No.3958342
File: 32 KB, 640x400, uhxdt0U.png [View same] [iqdb] [saucenao] [google]
3958342

Real dithering coming through, don't touch me plebs

>> No.3958351

>>3957609
>Do people really complain about the PSX having full-screen dithering?

No, because people at the time played on CRTs with composite cable, and dithering was not visible on that. The people who had access to RGB Scart were just jazzing over how good it looks compared to composite, and how good it looks compared to anything else anyway.

>> No.3958364

>>3958351
But 16bit color without dithering looks shit

>> No.3958395
File: 37 KB, 640x480, resident-evil-4-20070410102012410.jpg [View same] [iqdb] [saucenao] [google]
3958395

Even later and more powerful consoles use dither, GameCube and PSP for example. Thankfully, the higher resolutions help to hide it better.

>>3958342
It's not exactly the same thing, though. 16-bit games used dither as way to improve shading and gradients with limited color palettes and sub-palettes, it's an artistic approach.

PS1-style dither is a much more agressive automatic process and it's usually done to save VRAM.

>> No.3958925

>>3958228
The top picture looks better. The bottom is higher-res and lacks dithering but the colors are off and the headlight lighting effects are totally fucked.

This is like arguing that filters like HQ3X are better because they're smoother, even though they're less accurate.

>> No.3958998

>>3957609
Thanks to certain Japanese porn game machines I find dithering arousing.

>> No.3959004

>>3957618
Royal Canadian Blended, the spicy aroma hath mended me!

>> No.3960257
File: 90 KB, 615x593, 1377556283394.jpg [View same] [iqdb] [saucenao] [google]
3960257

>>3958228

>> No.3960274

the dithering in spyro looked like the texture of a canvas

>> No.3961759

>>3960274
This is another good thing about dithering. It can add a certain textured look to surfaces. This isn't great in every game, but it works very well in some.

>> No.3962443
File: 96 KB, 602x618, 1488098401297.jpg [View same] [iqdb] [saucenao] [google]
3962443

Que?

>> No.3962456
File: 20 KB, 250x250, TN_Burning_Road_pal-front.jpg [View same] [iqdb] [saucenao] [google]
3962456

>>3957609

Burning Road is the shit.

>> No.3962619

>as heaven is wide intensifies

>> No.3963006

>>3962443
It this for real? I had a launch PlayStation and I don't recall having that kind of banding in Tomb Raider.

>> No.3964717

>>3958395
current game engines use dithering, deferred rendering require it for transparency. dithering is not a bad thing, it depends how its used. aka. the vent in MGS1, it looks dark, but its actually just a dithered black mask over the screen to emulate darkness in a game with no real time lighting