- #DIE HARD TRILOGY PSX SOUNDBOARD HOW TO#
- #DIE HARD TRILOGY PSX SOUNDBOARD FULL#
- #DIE HARD TRILOGY PSX SOUNDBOARD PRO#
- #DIE HARD TRILOGY PSX SOUNDBOARD TV#
- #DIE HARD TRILOGY PSX SOUNDBOARD WINDOWS#
Actually it seems that flash in general seems to use that method.
#DIE HARD TRILOGY PSX SOUNDBOARD WINDOWS#
Interestingly if you watch youtube (or some other streaming videos) with windows in 256 color paletized mode, there's dynamic error diffusion dithering interpolating the highcolor/truecolor video to 256 colors. (other than simple paired pixel rendering like Duke Nukem 3D and Zero Tolerance on the Genesis -Road Rash and Skitchin use that too) (maybe plain checkerboard dithering for some flat shaded untextured surfaces) 16-color is another story, but if you're on a system stuck with 16 colors you're probably not going to have the resource for such dynamic dithering anyway. Gran Turismo 2 looks the same, and I've got quite a few other S-Video shots that are this obvious that I haven't relinked since the site transition.Īgain, I think dithering is preferable for smooth sharing effects, but otherwise (for realtime 3D) it's preferable to stick to plain 256 color textures/shading.
#DIE HARD TRILOGY PSX SOUNDBOARD HOW TO#
I couldn't figure out how to blow them up with BB code. It's what makes Sega CD FMV and many GIF images have that "grainy" look and there's several types, but in the PSX's case it seems to be (unsurprisingly) simple pattern dithering (see Bayer Dithering on wiki)
![die hard trilogy psx soundboard die hard trilogy psx soundboard](https://sofahelden.com/upload/ck/2zmoi5sr56z992b5sa1m0k27.jpg)
Is there some kind of negative effect from using S-Video for the PS1? What does "dithering" do, guys? I'll save my googling and simply ask y'all. (of course that won't apply to PAL as the color carrier is higher -though that alone means the 320 wide mode of the MD and Saturn is more like the artifacting of the 256 wide mode of the Genesis and SNES -etc- in NTSC -by the time you get to the 640/704 wide modes it's going to have artifacting in PAL anyway, at least with the common video encoders being used at the time, but for the 704 wide mode you get solid artifacts with the 14.32 MHz dot clock) Yeah, it's really odd that it hasn't come up before, especially from PAL users with RGB (making it even more obvious).Īnd on the Saturn: a couple cool things about that is that 2 of the resolution modes (352 and 704 wide) are direct multiples of the 3.58 MHz NTSC color carrier and thus you don't get the banded moire like the MD in 320 wide mode, but instead you have very solid and consistent artifacting (same for S-video), so you don't get the funky rainbow artifacts that move as the dithered patterns move, but sold artifacts without alternating colors. I also find it odd that everybody knows about the Saturn using dithered transparencies, which only show up as a moire effect in Composite, but relatively nobody seems to know how many PS1 games dither the whole screen.
#DIE HARD TRILOGY PSX SOUNDBOARD FULL#
Even on my old SDTV the number of full screen dithered PS1 games was obvious. ) I play PS1 and Saturn games in S-video because I like the colors better, and some games' texture mapping really shines in S-Video.
![die hard trilogy psx soundboard die hard trilogy psx soundboard](https://www.giantbomb.com/a/uploads/screen_medium/0/9058/538849-yyy__20_.jpg)
Well, so far this is the first time I have brought this up and not been brow beat for it. (and dithered gouraud shading WOULD be the one area that such effects should have been used -not just in 256 color but in highcolor and even truecolor, in all cases to smooth out the posterized banding, but that's most extreme at lower color anyway given textured surfaces rarely used smooth shading that generation, such dithering would largely be limited to those untextured surfaces -X-Wing CD and Tie Fighter used dithered shading rather nicely especially with the 640x480 mode of Tie Fighter, a shame more 256 color renderers didn't give that as an option at higher detail Tomb Raider in particular looks pretty good in 256 colors but the shading on untextured surfaces is really posterized) It definitely seems like an odd way to go IMO since plain non-dithered 256 color renderers generally look better with the exception of smooth shading effects. even if you were running at 640x480)ĭo you know if it was specifically aimed at 256 color output, or also used for 24-bit interpolated to dithered 15/16-bit color? (it would definitely be really obvious in VGA compared to an SDTV.
#DIE HARD TRILOGY PSX SOUNDBOARD PRO#
Oh, interesting, I don't remember my RAGE Pro ever doing that, but maybe we never had it configured for such. They auto down colored by hardware dither. Composite might not have been as sharp, but you didn't see any dither.Īlso, GPU's on PCs did this as well.
![die hard trilogy psx soundboard die hard trilogy psx soundboard](https://www.giantbomb.com/a/uploads/screen_medium/0/1614/842091-die_hard_trilogy_ps_uk_classics.jpg)
I don't think I use the cable much after that experience. I couldn't believe how horrible it looked.
#DIE HARD TRILOGY PSX SOUNDBOARD TV#
I had bought an s-video cable for PS1, after having put down $800 for a new TV (expensive for back then). Yup, I knew about the PS1 dithering BITD.