Seems like the same issue is present with that difficult to remove “bridge” between the legs of the “m”. Higher Artifact values start to remove it, exactly like in 2025-11-16-r1, but the cost at least in 2025-11-16-r1 was increased flickering and noise in the blended areas.
I haven’t tested blending in this test version though.
Dither pattern blending seems to be behaving similarly to 2025-11-16-r1

Seeing that the implementation in 2025-11-11-r1 worked very well in this scenario, would it be possible going forward to have the ability to toggle between 2025-11-11-r1 and 2025-11-16-r1 implementations if you can’t find a “one size fits all solution”?
Let me share the additional screens I use to test dither pattern blending in Turbo Duo/PC-Engine games.




The offset yellow and black square pattern in the bottom-right quadrant of the bay doorway tends to get blended when it really shouldn’t. Not expecting any miracles here though, just pointing it out.



I also use other scenes from other games but I think once these are nailed, everything else should fall into place.
How many years now have we been so laser focused on Sonic The Hedgehog waterfalls and Streets of Rage bar lights, while so many other games and systems haven’t been given enough attention?





















