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ready2rumbelX ...
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...   Created on 19.12.2008 - 20:42Jump to top Quote this post Report this post Edit Delete


Hey Pete (and everyone else),

Hope everyone is well.

I guess the title is pretty self-explanetory.....is G-dithering a feature that can work in Direct3D or OpenGL?

Honestly, i'm not entirely sure what this process involves, but I know what it looks like (via the PSX and Software plugin).

So, if you could Pete.....would you mind sharing what G-Dithering is and if it's possible to include in D3D/OGL, and if not...why?

No complaints otherwise. Your plugins are utter perfection for ANYONE playing PSX titles via an emulator.

...thanks Pete (and everyone else).

r2rX :D





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diceman2037 
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...   Created on 20.12.2008 - 16:03Jump to top Quote this post Report this post Edit Delete


ready2rumbelX schrieb

    Hey Pete (and everyone else),

    Hope everyone is well.

    I guess the title is pretty self-explanetory.....is G-dithering a feature that can work in Direct3D or OpenGL?

    Honestly, i'm not entirely sure what this process involves, but I know what it looks like (via the PSX and Software plugin).

    So, if you could Pete.....would you mind sharing what G-Dithering is and if it's possible to include in D3D/OGL, and if not...why?

    No complaints otherwise. Your plugins are utter perfection for ANYONE playing PSX titles via an emulator.

    ...thanks Pete (and everyone else).

    r2rX :D


Dithering is not required, because the Hardware plugins allow you to set a 32bit image.




ready2rumbelX ...
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...   Created on 23.12.2008 - 11:36Jump to top Quote this post Report this post Edit Delete


Thank you for responding, diceman2037.

As were on this subject, is it possible to explain what g-dithering is? Cause i'm still not quite sure what it is.

r2rX :D





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KrossX 
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...   Created on 23.12.2008 - 13:27Jump to top Quote this post Report this post Edit Delete


schrieb
    # Dithering - This is a technique used by the real PSX console. It is activated primarliy in 3D games, and is used to smooth out colors on G-Shaded polygons. If your using this plugin for 3D gaming instead of API specific plugins (D3D, Glide, OpenGL), then it is safe to say your limited by hardware and speed. However "dithering" can provide slight enhancement if enabled.

    • No Dithering - Pretty self explanatory. If speed is an issue then leave dithering off.

    • Game Dependant - Similar to the real PSX console. Dithering will only be applied if the game calls for the PSX to apply it. This option may be slower when dithering is applied.

    • Always - The plugin will always apply dithering regardless if the game originally called for it or not. This option provides the best enhancements, but possibly at the cost of speed.


Here's an article about dithering on GIF wich can give you a visual idea.

Dithering - Graphics Software Glossary

As you can see, at 8-bits per channel (the 256color one), there's no need for Dithering. 8bits per chanel => RGBA image => 32bits image. Thus, with OpenGL and D3D plugins allowing 32bits for texture and display depth, there's no need for Dithering at all.





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