Lr-beetle-psx with alternative dithering

Is there already a psx emulator with customizable dithering patterns? I just added 16x16 blue noise dithering in lr-beetle-psx software renderer. Result looks quite interesting and could be used to optimize dithering in Silent Hill.

Original 4x4 Bayer

16x16 Blue Noise

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16x16 blue noise dithering with different patterns for R/G/B.

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Is dithering implementation of most emus wrong? If i shift original bayer dither matrix for rgb color components to minimize luminace pattering result looks also much better.

R= x,y G= x+1, y+2 B= x+2, y+1

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Can you make a shader we can use on Windows or other platforms?

PS1 dithering is very primitive, even accounting for the hardware and time period. Most people just jump straight to 32-bit color via hardware renderers, but I do like the idea of just improving the existing dithering implementation.

If you ifdefed that to HAVE_HW (or whatever the compiler flag is to trigger the beetle-psx-hw build cycle) and sent a PR, I imagine we’d merge it.

@GemaH There is a blue noise dithering shader Blue noise dithering shader. Playstation uses dithering to hide color banding. Shader should be used if 32Bit rendering is enabled.

@hunterk i will take a look if i can add a core option.