{"action":"created","issue":{"url":"https://api.github.com/repos/libretro/beetle-psx-libretro/issues/441","repository_url":"https://api.github.com/repos/libretro/beetle-psx-libretro","labels_url":"https://api.github.com/repos/libretro/beetle-psx-libretro/issues/441/labels{/name}","comments_url":"https://api.github.com/repos/libretro/beetle-psx-libretro/issues/441/comments","events_url":"https://api.github.com/repos/libretro/beetle-psx-libretro/issues/441/events","html_url":"https://github.com/libretro/beetle-psx-libretro/issues/441","id":376132694,"node_id":"MDU6SXNzdWUzNzYxMzI2OTQ=","number":441,"title":"HW: Dithering is missing? (OpenGL+pure native)","user":{"login":"mick-p1982","id":18209495,"node_id":"MDQ6VXNlcjE4MjA5NDk1","avatar_url":"https://avatars3.githubusercontent.com/u/18209495?v=4","gravatar_id":"","url":"https://api.github.com/users/mick-p1982","html_url":"https://github.com/mick-p1982","followers_url":"https://api.github.com/users/mick-p1982/followers","following_url":"https://api.github.com/users/mick-p1982/following{/other_user}","gists_url":"https://api.github.com/users/mick-p1982/gists{/gist_id}","starred_url":"https://api.github.com/users/mick-p1982/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/mick-p1982/subscriptions","organizations_url":"https://api.github.com/users/mick-p1982/orgs","repos_url":"https://api.github.com/users/mick-p1982/repos","events_url":"https://api.github.com/users/mick-p1982/events{/privacy}","received_events_url":"https://api.github.com/users/mick-p1982/received_events","type":"User","site_admin":false},"labels":[],"state":"closed","locked":false,"assignee":null,"assignees":[],"milestone":null,"comments":9,"created_at":"2018-10-31T19:47:44Z","updated_at":"2018-11-01T17:05:20Z","closed_at":"2018-11-01T17:05:20Z","author_association":"NONE","body":"Just FWIW I'm not seeing dithering, except oddly the \"software frame buffer\" is dithered (when working that is: #427)\r\n\r\nI realize shaders can implement dither, and it would be bad to dither on top of dither, however, I worry there is no way to see a PS game as its creators intended it to be seen."},"comment":{"url":"https://api.github.com/repos/libretro/beetle-psx-libretro/issues/comments/435111228","html_url":"https://github.com/libretro/beetle-psx-libretro/issues/441#issuecomment-435111228","issue_url":"https://api.github.com/repos/libretro/beetle-psx-libretro/issues/441","id":435111228,"node_id":"MDEyOklzc3VlQ29tbWVudDQzNTExMTIyOA==","user":{"login":"rz5","id":8117159,"node_id":"MDQ6VXNlcjgxMTcxNTk=","avatar_url":"https://avatars0.githubusercontent.com/u/8117159?v=4","gravatar_id":"","url":"https://api.github.com/users/rz5","html_url":"https://github.com/rz5","followers_url":"https://api.github.com/users/rz5/followers","following_url":"https://api.github.com/users/rz5/following{/other_user}","gists_url":"https://api.github.com/users/rz5/gists{/gist_id}","starred_url":"https://api.github.com/users/rz5/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/rz5/subscriptions","organizations_url":"https://api.github.com/users/rz5/orgs","repos_url":"https://api.github.com/users/rz5/repos","events_url":"https://api.github.com/users/rz5/events{/privacy}","received_events_url":"https://api.github.com/users/rz5/received_events","type":"User","site_admin":false},"created_at":"2018-11-01T17:05:19Z","updated_at":"2018-11-01T17:05:19Z","author_association":"CONTRIBUTOR","body":"AFAIK, the dither pattern was there exactly to hide the obvious color banding caused by the usage of 16-bit color. The reasoning behind why the 32bpp setting disables the dither mask is because, well, color banding doesn't happen anymore, so the dither pattern would just be noise at that point. \r\nTo illustrate, compare this 16bpp un-dithered image:\r\n![r4 - ridge racer type 4 usa -181101-111315](https://user-images.githubusercontent.com/8117159/47849647-5c82ac00-ddca-11e8-8029-8848af36547e.png)\r\nWith the 32bpp equivalent:\r\n![r4 - ridge racer type 4 usa -181101-162956](https://user-images.githubusercontent.com/8117159/47866324-5a364700-ddf6-11e8-8d43-dc1172ac7317.png)\r\n\r\nIf you're fluent in OpenGL, search for the keyword \"dither\" in this file: https://github.com/libretro/beetle-psx-libretro/blob/master/rsx/shaders_gl/command_fragment.glsl.h\r\nIf you do want more info on the nitty gritty of the PSX dither pattern, what it's applied to, whether or not different versions of Playstation hardware implement different patterns of different intensities, I am sure you will eventually stumble upon forum posts made by nocash, AmiDog, Shadow, among others.\r\n\r\nAnd also, if you're fluent in C/C++, please consider sending PRs to this repo.\r\n\r\n"}}
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