Dithering Differences?
Posted: November 27th, 2013, 1:39 am
I've just noticed that there are some special dithering cases. For example, monochrome LINEs are dithered, but monochrome POLYGONs aren't (and emulated & described it in the new no$psx v1.7 and psx-spx.htm updates at http://nocash.emubase.de/psx.htm ).
Alongsides, when searching for psx+dither, google showed me this page: http://community.us.playstation.com/t5/ ... -p/8427002 which claims that the PSone and PS2 are using a different dithering pattern than the PSX. Is that true, or is there some other difference that might be mistaken as different dithering?
Aside from a different dithering pattern, there might be a difference in the intensity ramp (so dithering on dark colors may look more prominent on one console, and dithering on bright colors more prominent on another console). Another possible difference could be that older consoles might have dithered monochrome polygons.
Of course, there are many PSX revisions, and some PSone revisions, so if there is a difference in video output, then it might apply only on early PSX models versus late PSones... Anyways, are there any known display differences on different PSX/PSone models?
------------
EDIT/2016: Turns out that there is some sort of a dithering difference on old 160pin GPUs. Or actually, the actual dithering logic is the same, but "gouraud shading + texture blending" is dropping the lower 3bit of the gouraud shading level, so each 8 intensities are crippled to get the SAME dithering pattern. On the other hand, dithering for raw gouraud shading (without texture) works okay. More on that dithering issue here: http://www.psxdev.net/forum/viewtopic.php?f=47&t=1035
Alongsides, when searching for psx+dither, google showed me this page: http://community.us.playstation.com/t5/ ... -p/8427002 which claims that the PSone and PS2 are using a different dithering pattern than the PSX. Is that true, or is there some other difference that might be mistaken as different dithering?
Aside from a different dithering pattern, there might be a difference in the intensity ramp (so dithering on dark colors may look more prominent on one console, and dithering on bright colors more prominent on another console). Another possible difference could be that older consoles might have dithered monochrome polygons.
Of course, there are many PSX revisions, and some PSone revisions, so if there is a difference in video output, then it might apply only on early PSX models versus late PSones... Anyways, are there any known display differences on different PSX/PSone models?
------------
EDIT/2016: Turns out that there is some sort of a dithering difference on old 160pin GPUs. Or actually, the actual dithering logic is the same, but "gouraud shading + texture blending" is dropping the lower 3bit of the gouraud shading level, so each 8 intensities are crippled to get the SAME dithering pattern. On the other hand, dithering for raw gouraud shading (without texture) works okay. More on that dithering issue here: http://www.psxdev.net/forum/viewtopic.php?f=47&t=1035