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[[File:Policenauts_PC98.png|250px|right|thumb|Unblended dithering in Policenauts for the PC98]] | [[File:Policenauts_PC98.png|250px|right|thumb|Unblended dithering in Policenauts for the PC98]] | ||
− | [[ | + | [[Genesis]] relies heavily on dithering. The waterfalls in Sonic the Hedgehog are a classic example. A few [[SNES]] games use it as well (eg. Metal Warriors). Certain PS1 games, such as Silent Hill make heavy use of dithering. In that game it is used for shading. Many other PS1 games have a checkerboard. |
− | Dithering is frequently used for transparency effects in systems that cannot properly do them. [[ | + | Dithering is frequently used for transparency effects in systems that cannot properly do them. [[Sega Saturn]] for one. The Saturn port of Castlevania: Symphony of the Night uses dithering for dialogue boxes, whereas the original PlayStation version has proper transparent boxes. |
Many older computer games used dithering, though unlike with console games, it was not expected for the dithering to be blended into solid colors or proper transparency due to the sharper output of PC monitors. Of particular note are games for Japanese computers such as the PC-88/98, which often featured heavy use of dithering. | Many older computer games used dithering, though unlike with console games, it was not expected for the dithering to be blended into solid colors or proper transparency due to the sharper output of PC monitors. Of particular note are games for Japanese computers such as the PC-88/98, which often featured heavy use of dithering. | ||
==Emulation== | ==Emulation== | ||
− | The intended effects of dithering | + | The intended effects of dithering is often lost in emulation due to PCs typically using VGA or HDMI signals. The dots or lines appear as they actually are with no blurring. Options: |
*Accept the unblended dithering | *Accept the unblended dithering | ||
*Remove the dithering entirely. | *Remove the dithering entirely. | ||
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*'''gdapt'''<ref>https://github.com/libretro/common-shaders/tree/master/dithering/shaders/gdapt</ref> is a simpler, more aggressive variant of mdapt intended to handle dithering encountered in Genesis/Mega Drive games | *'''gdapt'''<ref>https://github.com/libretro/common-shaders/tree/master/dithering/shaders/gdapt</ref> is a simpler, more aggressive variant of mdapt intended to handle dithering encountered in Genesis/Mega Drive games | ||
*'''cbod'''<ref>https://github.com/libretro/common-shaders/tree/master/dithering/shaders/cbod-v1</ref> or '''Conditional Blending of Dither''' is another implementation of selective dither blending. It appears to have a bit more blur than other algorithms. | *'''cbod'''<ref>https://github.com/libretro/common-shaders/tree/master/dithering/shaders/cbod-v1</ref> or '''Conditional Blending of Dither''' is another implementation of selective dither blending. It appears to have a bit more blur than other algorithms. | ||
− | *'''snes-hires-blend'''<ref>https://github.com/libretro/common-shaders/blob/master/crt/shaders/snes-hires-blend.cg</ref> blends the vertical line patterns that appear at 512px width only, while doing nothing for 256px graphics. It is intended to be used in a few SNES games like Kirby's Dream Land 3 where it used vertical line patterns in | + | *'''snes-hires-blend'''<ref>https://github.com/libretro/common-shaders/blob/master/crt/shaders/snes-hires-blend.cg</ref> blends the vertical line patterns that appear at 512px width only, while doing nothing for 256px graphics. It is intended to be used in a few SNES games like Kirby's Dream Land 3 where it used vertical line patterns in psuedo-hires mode to achieve translucency on CRTs. This shader has zero false positives when used as intended. |
==Further reading== | ==Further reading== |