"or so"I just remember seeing your name more often than not throughout the past half year during various threads.
So are you advocating that game developers from yesteryear should have used less dithering? Or advocating that retro-gamers shouldn't use emulators? Or something else?My main issue with dithering is as I said, emulation brings it out more than it ever appeared on a screen. Actually, lower color counts apparently don't stand out as much even in RGB as it does in emulation on a high resolution monitor from today.
I haven't read many reviews that mention dithering, but my focus is also more towards video than written reviews. But I do agree that it bugs me when a game isn't reviewed with original hardware. That may be another topic altogether. All of my reviews are written based on original carts/discs on real hardware. Though I do use emulation for screenshots. The ironyThe tech heads might find this a "duh factor" but I cannot tell you how many times I've seen well designed and graphically appealing games reviewed via emulation and trashed for "bad colors" or excessive dithering. Actually, the reviews don't always go that far, they just refer to the game's graphics as having "aged badly" and give it a thumbs down.
I think I can start to understand how this conversation ended up in a Saturn thread. And also why the composite versus RGB thing came into play. All of my retro games are played through a 19" TV with composite leads. So I don't see much dithering, and faked transparency tends to looks great. My TV also has some nice filtering built in, as I never see any rainbowing artifacts.I also find it interesting that dithered transparency on Saturn is well discussed, but full screen dithering on PS1 is so unknown it is doubted constantly on any board. The Saturn's dithered transparency is usually referred to as an eye sore and as evidence of its weakness at 3D. So, I find it odd that full screen dithering is neither of the above even in tech minds.
Does that mean that games should be played through composite leads? It reminds me of A/V talk where people argue to the death about aspect ratio's and "director's intent." For example, Avatar was released in theaters at 2.35, but 1.78 for the Blu-ray release (it's actually a little more complicated, as the aspect ratio depended on wether you were seeing it in 2D or 3D). In this case, the "director's intent" depended on how the movie was being seen. Prior to HDTV, most films were hacked down to 4:3 for VHS and cable channels.
Back on topic. How did the game producers intend for Genesis games to be played, composite or RGB? My guess is they didn't think twice about it. They intended them to be played on smaller displays from the comfort of a couch. From this vantage point, combined with the fact that games are not stationary, it doesn't matter.
The Genesis did have a limited color palette compared to it's 16-bit contemporaries of the time. And while some may attack the Genesis or imply it's an inferior machine based on technical aspect of the machine, it doesn't make them right. As the previous pages have shown, all pixel artists of the time utilized dithering in their art. It doesn't make them lazy, it doesn't make dithering bad, it doesn't mean "composite video" should be used when playing retro games.
I can't wait for their to be a cheaper RGB to HDMI solution so I can move some of the retro consoles to the living room and enjoy them on the Big Screen with Big Sound. Currently, I have a nice VGA to HDMI adapter for the Dreamcast, and love every single little jaggie that is revealed with this set up!
With all of that rambling aside, thank you for your tactful response. I'm still a bit fuzzy on where you standI agree, dithering didn't matter back in the day, it matters today though because people are talking about it.![]()
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