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− | [[File:Cheryl_compared.png|thumb|350px|Left showing native resolution and unblended | + | [[File:Cheryl_compared.png|thumb|350px|Left showing native resolution and unblended ditheirng. Right showing HD and no dithering. ]]'''Dithering''' is a technique to increase the amount of color and shading that can be done on a system. The effect is achieved by using lines or dots which are then blurred by the low quality cables (composite or RF) that the system uses. Modern computers use higher quality cables, which means that the dithering ends up being sharp and unblurred. |
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− | '''Dithering''' is a technique to increase the amount of color and shading that can be done on a system. The effect is achieved by using lines or dots which are then blurred by the low quality | ||
==Use in games== | ==Use in games== | ||
− | [[File:Org-1-.png|250px|right|thumb|Sega Genesis Game Lion King showing unblended dithering | + | [[File:Org-1-.png|250px|right|thumb|Sega Genesis Game Lion King showing unblended dithering. |
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− | [[ | + | [[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 | + | Dithering is frequently used for transparancy 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 boxxes, whereas the original Playstation version has proper transparant 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 cables. 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. Enabling 32bit colors in ps1 emulators achieves this |
− | + | *Use a blurring or NTSC Composite shader which reproduces the same amount of blur as the original composite cables | |
− | *Use a blurring or | + | *Use a dithering shader designed to just blend the dithering but does not blend the rest of the image. |
− | *Use a dithering shader designed to just | ||
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===Shaders=== | ===Shaders=== | ||
− | + | https://github.com/libretro/common-shaders/tree/master/dithering/mdapt-4p | |
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==Further reading== | ==Further reading== | ||
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+ | [http://forum.themaister.net/viewtopic.php?id=493 mdapt official thread] | ||
[[Category:FAQs]] | [[Category:FAQs]] |