Changes

Jump to navigation Jump to search

Dithering

17 bytes added, 01:24, 6 June 2015
no edit summary
[[File:Cheryl_compared.png|thumb|350px|Left showing native resolution and unblended ditheirngdithering. 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.
==Use in games==
[[File:Org-1-.png|250px|right|thumb|Sega Genesis Game Lion King showing unblended dithering]]
[[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. [[Sega Saturn]] for one. The Saturn port of Castlevania: Symphony of the Night uses dithering for dialogue boxes, whereas the original Playstation 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.
==Emulation==
 
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
*Remove the dithering entirely.
**Requires assets to actually be of a higher color palette. Enabling 32bit 32-bit colors in ps1 emulators achieves this, as dithering is done by hardware during 16bit 16-bit conversion to output.*Use a blurring or NTSC Composite composite shader which reproduces the same amount of blur as the original composite cables
*Use a dithering shader designed to just blend the dithering but does not blend the rest of the image.
 
===Shaders===
[https://github.com/libretro/common-shaders/tree/master/dithering/mdapt-4pmdapt on GitHub]
==Further reading==
[http://libretro.com/forums/showthread.php?t=340 Official mdapt thread]
[http://forum.themaister.net/viewtopic.php?id=493 mdapt official thread]
[[Category:FAQs]]
Anonymous user

Navigation menu