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Dithering on the Sony PlayStation 

Displaced Gamers
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22 окт 2024

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Комментарии : 1 тыс.   
@darkdoescosplays
@darkdoescosplays 4 года назад
Remember as a kid my neighbour having a "better" TV that made PS1 games look worse. I see why now
@KairuHakubi
@KairuHakubi 4 года назад
I remember first plugging my wii into my new HDtv and finding everything looked different in a way I didn't like.. I miss that old CRT.
@Luckingsworth
@Luckingsworth 4 года назад
Same thing is true even these days. The 240hz refresh rate t.v.s make everything look like shit.
@timhagedorn6890
@timhagedorn6890 4 года назад
​@@Luckingsworth everything feels less cinematic and more cheap
@Luckingsworth
@Luckingsworth 4 года назад
@@timhagedorn6890 yup. That's why I highly respect Sony for sticking with 60hz refresh with their new t.v.s and wont consider another brand.
@Luckingsworth
@Luckingsworth 4 года назад
@@SPNKr16 People thing a single number describes quality. Then those same people wonder why my old 32 inch 720p t.v. looks so crisp compared to their 80inch 1440p t.v. when theirs is "twice as HD".
@silokhawk
@silokhawk 4 года назад
As a side note. The PSP represents the dithering very prominently due to its sharp picture. In fact it's the first time I ever noticed it.
@KlingonCaptain
@KlingonCaptain 4 года назад
Me as well. I played Silent Hill on the PSP. My first thought was "How beautiful! Where have you been all my life?" I absolutely love dithering. It makes games look like a living cross stitch or old Sunday comic.
@pxelguyplays
@pxelguyplays 3 года назад
PSP is the reason why I first read about dithering. It was super ugly on that lcd in Gran Turismo. I hated dithering.
@mrjoemikeymercado8197
@mrjoemikeymercado8197 3 года назад
I'm agree,,,, my friends, the psP,, is more better than the pS 5,, & soon to Come the pS 6,, ,☺️😊😆😁😂😉
@rodrigomolinsky
@rodrigomolinsky 5 лет назад
10:48 Sick transition :)
@rachelslur8729
@rachelslur8729 5 лет назад
👍
@nowonmetube
@nowonmetube 4 года назад
Whoa 🤯
@aestheticaltwat
@aestheticaltwat 4 года назад
This dude is the next Edgar Wright/Guy Ritchie.
@JohnnyThousand605
@JohnnyThousand605 4 года назад
I didn't even notice it. That *IS* a sick transition O_O
@n3lis94
@n3lis94 4 года назад
So good I had to watch it four times before I noticed what you meant.
@JustSomeRandomIdiot
@JustSomeRandomIdiot 4 года назад
Dithering is still often used today even with modern game engines, in 2019. It's less noticeable, given that modern 24bit colour monitors can display so many colours, but even with 24bit RGB colour, you'll still see banding of gradients, so a lot of game engines will apply dithering to hide them.
@shotgunmasterQL
@shotgunmasterQL 4 года назад
Im not sure how directly comparable it is, but many modern HDR compliant TVs also employ dithering or frame rate control to achieve higher color depth. I guess its somewhat different from dithering, as dithering tries to smooth out a gradient with the existing bit depth via a dither pattern, while FRC tries to achieve new colors to fill the gaps.
@JonTheTeaMan
@JonTheTeaMan 4 года назад
SomeRandomIdiot sucks how nvidia makes it hard to force dithering oink. Using registry mods and stuff can fix in some situations. My msi dominator laptop has a 6bpc display but its advertised as 8bpc using dithering. What a messy mess :/
@-ion
@-ion 4 года назад
​@@shotgunmasterQL It's still dithering. When you do it to adjacent pixels on the screen it's referred to as spatial dithering; when you do it to the same pixel over time it's referred to as temporal dithering. You add noise before quantization (rounding the values into the target color resolution) and your noise function of choice may depend on the pixel coordinates and/or time.
@sciverzero8197
@sciverzero8197 4 года назад
Dithered transparency has become more popular in modern games than smooth transparency, because of the ever increasing resolution and decreasing pixel size, and the ability to antialias... Because dithered transparency is either opaque or just not rendered at all, no complicated sorting is needed to determine which pixel should be in front of another, which saves incredible amounts of hardware resource costs per frame, allowing more complicated VFX to use that, instead of wasting it all on that one guy's hair which keeps clipping through the tree in front of him. Now if only we could get someone to realize they don't need 50gbs of storage space for a 2 hour game.
@njdotson
@njdotson 4 года назад
I have an oculus rift and whenever I'm in a dark environment I see a lot of banding and it's pretty annpying, I think dithering could help
@Kippykip
@Kippykip 4 года назад
I've always liked the effect of dithering personally, I think it's part of the charm
@nicholasgawler-collins5754
@nicholasgawler-collins5754 4 года назад
Agreed. I think the dithering makes it feel more PlayStation. The other consoles at the time without dithering actually look slightly off to me, with their solid and hardly-shaded objects.
@mercster
@mercster 3 года назад
One man's charm is another man's ugly. I tend to agree with you, but this is emotionally charged nostalgia informing our opinion, not objective quality.
@MybeautifulandamazingPrincess
@MybeautifulandamazingPrincess 3 года назад
@@mercster That's just your opinion. Nostalgia is an important factor for a person to like something, so it's a matter of opinion whether it's objective or not
@peterk1837
@peterk1837 6 лет назад
Most games were designed to play on the hardware of the time (such as small crt tvs played at short distance), while some were perhaps limited by it. I recently stopped playing my NES on my 55" lcd tv and have plugged it in to an old small crt monitor. I find the scanlines actually add some much needed texture (for me). I also love getting up close and personal, having the warm glow of a crt tv slowly tan my face.
@DisplacedGamers
@DisplacedGamers 5 лет назад
I wonder sometimes if my enjoyment of old consumer CRTs in addition to RGB/upscaling comes solely from nostalgia or also because of an aesthetic preference at a given moment. I believe it is a little bit of both, and I am often surprised yet also pleased at the fragmentation of how people like to consume their games (Original hardware with RGB on PVM, Composite/RF to consumer set, emulation, etc.)
@Recals
@Recals 4 года назад
my flatscreen tv emerges a lot more heat than my crt ...so i wonder got i the bad flatscreen or got you the nice warming crt :D
@ericconnor708
@ericconnor708 4 года назад
@@Recals I've noticed this recently. Hot summer nights, putting on my big 55 inch plasma heats up the tiny room in no time. Put on my 27 inch CRT and I can play it all night without it heating up too much. Even my little computer puts out more heat than my CRT.
@NiekNooijens
@NiekNooijens 3 года назад
Well I actually love the sharp look I get from my OSSC's 5x upscale method on my SNES with RGB, but everyone has a different taste I believe.
@no_misaki
@no_misaki 3 года назад
@@NiekNooijens It's all just preference honestly. I love super sharp pixel art on digital displays (emulation usually being the most painless route) but still have an affection for the fuzz and warmth of a quality CRT. Quirks of being an early 2000s kid I suppose :p
@savagedregime8176
@savagedregime8176 5 лет назад
Dynamic dithering is far from extinct in modern games. In fact it seems to have made quite a comeback in today's rendering tech. 3D assets that are streamed in (for example when switching from a LoD mesh) usually fade in using dithering patterns. Dithering is sometimes used for dynamic lighting as well. It was especially prominent in idtech5 games. I honestly thought my GPU was broken or something while playing Wolfenstein TNO because the skin shading on characters featured blatant dithering patterns that looked really jarring. My GSync monitor also dithers the hell out of the screen if I have GSync enabled because it reduces the color depth so much. Was not too happy when discovering that. If you want material for another video on dithering I'd also recommend looking into the software renderer in Unreal Engine 1 games, which applies a dither algorithm on environment textures as a kind of substitute for bilinear texture filtering. It's an interesting effect.
@OroborOSX11
@OroborOSX11 5 лет назад
Yep! Super Mario Odyssey utilizes dithering as a visual effect to highlight where Mario is when his model is occluded by other geometry. Immediately reminded me of PS1-era graphics.
@ExtraSauceOnTheSide
@ExtraSauceOnTheSide 5 лет назад
If you're curious on why modern games seem to love dithering, it's because of the deferred rendering technique. It requires anything that needs to be blended (ex. transparent objects) to be drawn over opaque objects, which runs in a completely separate rendering pass. Since that takes up precious rendering time, most developers will use dithering since you can avoid blending and resolutions these days are high enough that the effect can sometimes be hidden very well.
@streaming5838
@streaming5838 5 лет назад
GTA V and WOT have dithering
@orangefish0297
@orangefish0297 4 года назад
Dynamic lights definately! Source engine has tons of noise grain filters and dithering to smooth out dynamic lighting.
@Pumpkin-Link
@Pumpkin-Link 4 года назад
Final fantasy xiii uses a lot of dithering in Xbox 360
@GameSack
@GameSack 5 лет назад
The Dreamcast also has dithering, though I don't know if the developers can turn it on and off. I've only recently noticed it, but it's always been there. It's even on the Dreamcast logo screen as it boots up.
@SegaSaturnSubs
@SegaSaturnSubs 4 года назад
I suspect this is due to games of the day using low bit depth textures as well, In order to save VRAM: the Dreamcast supports many texture formats, from RGBA4 (4 bits per channel + 4 bits alpha, 12-bit color) color all the way up to RGB8 (24-bit color). Most developers of the time were already making 15/16-bit textures on the PC, so it was a natural fit.
@alanlee67
@alanlee67 4 года назад
O.o it's game sack. I think the Dreamcast had some crazy anti aliasing similar to temporal AA. Maybe it's just an artifact
@litjellyfish
@litjellyfish 4 года назад
Alan Lee it had 4x supersaming. But it took so much fillrate that it reality you could not use it ingame.
@litjellyfish
@litjellyfish 4 года назад
SegaSaturnSubs 4bit RGBA is 16 bit not 12 ;) Yah 99% of the DC games used 16 bit textures. Usually 4444RGBA or 5551/555- RGBA/RGB. It also has hardware PVR packing of those
@nowonmetube
@nowonmetube 4 года назад
Dude every console has dithering at this point
@jmorales09
@jmorales09 4 года назад
The dithering in Metal Gear Solid looks like film grain, and it really enhances the cinematic feel of the game.
@Hysteria98
@Hysteria98 4 года назад
Metal gear solid 1's problem if anything is the inherent ghosting on everything.
@Hysteria98
@Hysteria98 3 года назад
@xg223 Motion Blur is mostly a gimmick and if done intentionally in this case, was a poor artistic choice and your attitude is even poorer by comparison. Don't @ me with subjective bias like that ever again.
@stankyknutz
@stankyknutz 3 года назад
@xg223 gd bro you really hurt defending a old ass game over the internet to another random lmao
@stankyknutz
@stankyknutz 3 года назад
@xg223 aight snowflake
@stankyknutz
@stankyknutz 3 года назад
@xg223 you a special one lol what you hypin yourself up for 💀 got me bro I replied sick roast
@Cewrin
@Cewrin 6 лет назад
The grainy bits are where the soul is stored, like bread and orange juice.
@alicetreat8564
@alicetreat8564 4 года назад
Agree, Driver 1 and 2 is beautiful thanks to that. That one of big point of why I liked driver more than gta3 beside gta3 blur/smooth screen.
@Nitroxity
@Nitroxity 4 года назад
Did you just compare the beauty of properly applied dithering to pulp in orange juice? Sorry man but pulp is only good in more thin drinks like lemonade.
@Recals
@Recals 4 года назад
@@Nitroxity orange juice without pulp is like artificial orange juice. clean but no soul
@suprememasteroftheuniverse
@suprememasteroftheuniverse 4 года назад
What are you all talking about?
@expomancer
@expomancer 4 года назад
@@Recals Orange juice with pulp isn't juice. It's just mashed up oranges.
@MillywiggZ
@MillywiggZ 4 года назад
The dithering in CastleVanian looks like an artistic decision to make the backgrounds appear darker or to grey them out slightly to not distract from the forground. It looks like some developers are using it as a blending tool like a draftsman would wipe pencil or charcoal to help it blend better.
@xmaverickhunterkx
@xmaverickhunterkx Год назад
My thoughts are similar. Pixel sharp is not something people necessarily were looking for back then.
@Lightblue2222
@Lightblue2222 4 года назад
This crt capture is some of the best I've seen. Though I'm watching it through a flatscreen. It can only truly be experienced with the human eye looking at an actual crt. Imo dithering is basically lost on crt. The effect works so well that it makes it look better. I didn't start noticing the dithering till HD lcd. Dithering was used because we all had crt. And now that we have HD flatscreens that reveal every detail, we start to see it and the effect is lost.
@gamemoments8702
@gamemoments8702 4 года назад
LightBlue2222 Yea i have a close to top of the line sony wega hi scan and my ps1 with official svideo cable just looks amazing. Like im playing alot of games over again on it. As im like 30 couple in age, i had a ps1 when new and its my favorite system. Playing on a crt again really makes me feel like its a new game again with decent graphics and no input lag. As the games looked amazing back in the 90s
@shindousan
@shindousan 5 лет назад
This kind of dithering reminds me of film grain, a highly praised (defect turned into) effect.
@Kawayolnyo
@Kawayolnyo 5 лет назад
The single sole reason why Team Silent added the "film grain effect" as an option to the Silent Hill 2 way back in the days, is purely only because they were heavily using dithering with the first Silent Hill and they were trying to maximally *emulate* the "feel of the first game" in the second one, despite it having much better color range and depth. In that particular lieu, Silent Hill 2's "film grain effect" (and also Silent Hill 3's) can be basically considered as it's "dithering".
@udese730
@udese730 4 года назад
@@Kawayolnyo I'm pretty sure silent hill 2 & 3 didn't allow you to disable the film grain, only sh4
@Kawayolnyo
@Kawayolnyo 4 года назад
...you're wrong/remember incorrectly. I personally never liked Silent Hill 2's "film grain" in particular (Silent Hill 3's version of it was an improvement and definitely blends better), due to it looking quite jarring on both my TV and my PC monitor back in the days, so I was always immediately turning it off in settings when I was playing it. On PS 2, Xbox, and PC alike. I think your incorrect memory on it comes from the fact that in SOME (but NOT all of them) Silent Hill-branded games the "film grain"/"noise effect" can be turned off ONLY by finishing the first play-through over, thus appearing as an option essentially only in the "New Game+"/second time around, which is ASS in my personal opinion. However, in Silent Hill 2 and Silent Hill 3 in particular it definitely can be turned off right away, without you needing to complete the game first.
@_nom_
@_nom_ 4 года назад
@@Kawayolnyo That's not why, they use filmgrain because it enhances the atmosphere on horror type games and movies. L4D2, etc.
@Kawayolnyo
@Kawayolnyo 4 года назад
Yeah, right, whatever, keep telling yourself that while hugging your dakimakura.
@turretcorruption5725
@turretcorruption5725 4 года назад
Dithering isn't as extinct as you might think it is. It's still occasionally used to fade objects that are near the render distance limit. Transparency is incredibly expensive in games because essentially everything loaded into the depth buffer has to be rendered and blended by a pixel shader. Using a dither pattern to slowly mask out an object allows for a smooth fade effect without having to blend colors to calculate transparency.
@jonathannimmo9293
@jonathannimmo9293 5 лет назад
I had no idea to the extent that the PS1 used dithering, I think it really enhances the presentation for the original hardware. I'm all for that disabled dithering upscaled perspective corrected emulation personally, Maybe throw in a CPU overclock here and there too. If I could unlock the framerate without any glitches to 165hz and apply a HD texture pack I would too. Also gotta have that run ahead to reduce latency... I love emulation.
@lobsterbark
@lobsterbark 4 года назад
@Italo O All you do is check some boxes.
@jonathannimmo9293
@jonathannimmo9293 4 года назад
@Italo O Nothing wrong with that, we have the options we want
@elimalinsky7069
@elimalinsky7069 4 года назад
The color depth of PS1 games was usually far lower than 15-bit on those heavily dithered games. 32K of colors should be enough for a smooth gradient on a CRT monitor with its inherent color bleed. The thing about color depth is that all this color information takes up a lot of space on the 1MB video memory of the original Playstation, which needs to be shared with polygons, shading and other information to display the picture at an acceptable framerate. That's why developers opted for a much lower color depth with dithering, as it was simply more economical in terms of system resources.
@SianaGearz
@SianaGearz 7 месяцев назад
Pardon? It doesn't have framebuffer modes which have less than 15bit effective colour. Textures are usually 4-bit CLUT compressed, but the CLUT entries themselves are invariably 15-bit, so that's your underlying colour resolution.
@alejmc
@alejmc 4 года назад
“MGS1 codec look is my favorite codec look”. You get my like
@EggBastion
@EggBastion 4 года назад
_Brother!_
@behzadmirmozaffari2563
@behzadmirmozaffari2563 3 года назад
You are talking about dithering and other technical stuff, and I'm just flooded with all these memories and emotions seeing bits and pieces of all those game that defined my teen years. I feel blessed and privileged to have these memories.
@merlingt1
@merlingt1 5 лет назад
Fascinating. Didn't realize dithering was dynamic on PS1 or that it could be forced off.
@Ecidemon
@Ecidemon 4 года назад
I remember way back when I had the ps1. A friend of mine had an earlier european model than me and when I brought mine along we noticed there was a lack of dithering on his system when playing Tomb Raider. It was very noticeably with the under water effects.
@itchy.tasty.
@itchy.tasty. 4 года назад
Maybe he used a scart connection on his PSX (?).
@Ecidemon
@Ecidemon 4 года назад
@@itchy.tasty. we both had rgb scart. It was on my brothers tv we noticed it.
@oracle_8947
@oracle_8947 4 года назад
You said it was an earlier euro model Playstation? I've heard that PAL (European region) games as opposed to NTSC and NTSC-J (North American and Japanese region) games run a little differently, though I'm a relative newbie to the topic. But possibly that might be what you and your friend noticed.
@Ecidemon
@Ecidemon 4 года назад
@@oracle_8947 No. Mine was also a pal unit but slightly newer revision. The CD was slightly different visually. His console broke so I took the cd drive out of it and slightly modified the plastic to fit my console as mine tended to skip in fmw sequences. Like I said, it was really noticeable in tomb raider under water from the water caustic with the lack of smooth gradation.
@damiank9443
@damiank9443 4 года назад
Your friend console used VRAM with 5 bit shading while yours used 8bit and SGRAM memory
@jonmkl
@jonmkl 4 года назад
Great friggin video! For me personally unfiltered textures, integer polygon jumping, and dithering are a huge part of the look. Just like games that used interpolated video to create visual effects, I love to see how they worked within their limitations!
@trapgoose2218
@trapgoose2218 4 года назад
I learned a lot today, thank you.
@mikesully110
@mikesully110 4 года назад
Never understood why dithering was so widespread, I always thought it looked like utter arse in low resolution. This ultra-noticable box/checkerboard pattern that smacks you in the face.
@idklol4197
@idklol4197 3 года назад
this channel is a goldmine of fascinating (to me) videos and im grateful to have chanced upon it
@washerface
@washerface 3 месяца назад
I honestly like how dithering looks
@CaveyMoth
@CaveyMoth 4 года назад
1:56 "We'll start with a smooth gradient." My monitor: "Lemme just add in some nice banding for you."
@martinweizenacker7129
@martinweizenacker7129 4 года назад
It's due to the conversion from an RGB image made in Photoshop to the video's YCbCr color space and back, as well as lossy video compression.
@CaveyMoth
@CaveyMoth 4 года назад
@@martinweizenacker7129 I hope that's what it is. I get banding in a lot of RU-vid videos, and it makes me fear that my monitor calibration might be insufficient.
@martinweizenacker7129
@martinweizenacker7129 4 года назад
@@CaveyMoth Well, it is still possible that your monitor does add additional banding on top of the banding already present in the video... You could check that if you just look at a fresh gradient and see if there is banding (not a video, search for gradient PNGs on Google image search for example or generate one yourself in Gimp or Photoshop).
@DrRyan82994
@DrRyan82994 4 года назад
yeah even with a clean gradient i have banding on a relatively noice monitor. but i the primary purpose of my monitor is gaming so i forgive it
@guguigugu
@guguigugu 4 года назад
@@CaveyMoth check the tests at lagom.nl
@anon_y_mousse
@anon_y_mousse 2 года назад
Personally, I like dithering. I think it's a neat effect. I noticed it on every PS1 game I played, and all of the emulators up until like 5 or 10 years ago still emulated that as original. I noticed you had a clip of PE1 in there and I'm hoping you've already done a video on its item system, but if not, I'm hoping you do one in the future.
@Definitely_a_Fox
@Definitely_a_Fox 4 года назад
Personally, I'm the kind of person that absolutely adores the PS1 aesthetic even though I didn't grow up with the system at all, and that grainy effect is no different!
@bast01
@bast01 4 года назад
Same
@54356776
@54356776 4 года назад
It was the most exciting time in gaming when the Saturn and Playstation came out. We had 3d ish stuff on snes and mega drive (genesis) but it was a giant leap to the 32-bit era and there was no half way era , just straight into fully 3-d , C-D rom based gaming. It was true arcade gaming in the home and arcades used to be the only place you could play these games in their proper form without them being scaled down.
@Definitely_a_Fox
@Definitely_a_Fox 4 года назад
​@Retendo I grew up with the PS2, so not that far off of the PSX, and I even played a few PSX games on it since it was backwards compatible. Games like Oddworld, Wipeout, Tomb Raider, Gran Turismo, Pandemonium and a few others. I find as systems get more powerful and more polygons and effects can be shoved onto the screen, game developers tend to make games that are all about the "Shooty shooty bang bang" because they can Michael Bay their way out of any E3 and get praise. I liked games back on the PSX because developers were still figuring out how the frig to actually do literally anything in a 3D space. This meant more experimentation because all of the devs back then were trying to invent the wheel and came up with their own weird ways of doing it. Nowadays everything has already been figured out. Left stick to move, Right stick to turn, RT to shoot, ect. Remember the days of tank controls and bumpers to rotate the camera? All innovation. I feel like the only place I find any of the glorious substance known as "Innovation" anymore is the indie scene. But anyway, I'm rambling.
@danielgomez7236
@danielgomez7236 4 года назад
I like how the dithering helps to soften gradients and when it allows transparency effects.
@pikefolsom6061
@pikefolsom6061 4 года назад
This is how you do a review You even showed multiple games parts of those games cut scene comparing this is well done good job you've earned a subscriber.
@xcloudx01alt
@xcloudx01alt 4 года назад
Another one is how the polygons of the ps1 shake around due to floating point precision limitations of the time. Emulators now can disable it, but personally i find it's part of the ps1 charm.
@GreyWolfLeaderTW
@GreyWolfLeaderTW 4 года назад
Or the fact that very often, polygons at particular angles on far sides of 3D objects would clip through to become visible on top of 3D polygon faces that were closer to the camera. Textures often did it as well. As a kid, I thought it odd that textures and polygons would warp in shape and size, and that sometimes facial features of characters (like Croc's eyeballs from Croc: Legend of the Gobbos would clip through the skin on the back of his head). Being a first generation 3D capable gaming console came with some weird rounding errors caused by the limited memory and computation capabilities of the system.
@nathanmartingames5540
@nathanmartingames5540 4 года назад
Haha this makes more sense now: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-kDVshgDq2ww.html
@RiasatSalminSami
@RiasatSalminSami 6 лет назад
PlayStation... Checkerboard rendering since 1994 lol...
@oktanskioktan9372
@oktanskioktan9372 4 года назад
imho ps4pro 4k like Witcher3, Horizon, RDR2 checkerboard looks good enough on my 55inch TV. :) as PSX looks good on 21inch CRT TV :)
@PlayerFiveVids
@PlayerFiveVids 5 лет назад
I actually prefer the PS1's Dithered look compared to the N64's smoothed look.
@lssjgaming1599
@lssjgaming1599 5 лет назад
TeeJay I agrees
4 года назад
Also PS1 didn't have texture filtering, N64 had. N64 graphics were smoother but blurry. PS1 was pixelated but sharper. When I play an old game, I usually prefer the sharp, pixelated look.
@elimalinsky7069
@elimalinsky7069 4 года назад
@ Back in the mid-to-late 1990s PC games started recieving 3D hardware acceleration support, most notably the Voodoo line of graphics cards by 3DFX using the Glide API. In the PC gaming space, there was no arguement, hardware accelerated games looked MILES ahead better than software rendered games, and had much better framerates and as a result much smoother gameplay. However, looking back, some of the early 3D accelerated titles had missing graphical effects, botched lighting, textures that were just way too filtered and blurred to understand what they represented, and gameplay which seemed sped up (enemies moving too fast) due to the fact most of those games were designed and coded with software rendering in mind, with the 3D hardware acceleration just an afterthought. The original vision of the developers was often the software rendered version of the game. Examples to this are Quake, MDK, Slave Zero, Descent II, Hexen II and many other games. The N64 textures were not just filtered, they were extrmely low res and stretched over a large area, making everything look flat shaded weirdly enough, adding to the cartoonish look associated with the N64, which was an actual hardware limitation rather than an artistic choice.
@Katana2097
@Katana2097 4 года назад
BlurryMess 64
@alanlee67
@alanlee67 4 года назад
Honestly, on a crt, they look largely similar and dithering wasn't an issue because that warm glow smoothed it over. N64 a tad smoother, psx, a tad more detailed. People keep forgetting the screens we played these games on.
@SmooviesTV
@SmooviesTV 4 года назад
"I don't feel we need consensus as gamers, only knowledge of what's out there." Okay. You're getting subbed.
@vulekv93
@vulekv93 4 года назад
well that was deep... I wanted to see a short and informative video on ps1 graphics, but now I need to think this through...
@ianmoore5502
@ianmoore5502 4 года назад
Yup. Came looking for this hoping to find someone else for whom this line resonated with them. Subbed as well.
@mojojoji5493
@mojojoji5493 4 года назад
When you showed croc land I almost cried one of my first ps1 games
@xraptor10
@xraptor10 4 года назад
Devs still use dithering a lot. It's noticed less due to the smaller pixels of HD displays. I see it most commonly used to have "detail" objects like plants fade in instead of popping up.
@SianaGearz
@SianaGearz 7 месяцев назад
That's a different but related thing, screen-door transparency! Indeed also an old technique previously prominantly seen on 16-bit systems, and on SEGA Saturn, but fizzled out with newer systems, until it was brought back by deferred rendering.
@theLV2
@theLV2 4 года назад
10:55 wow, that change, amazing how much detail is hidden in old games under the low resolution
@PbZeppelin
@PbZeppelin 4 года назад
theLV2 I know right? It’s nuts. Have you ever heard uncompressed N64 tunes? For example, Goldeneye? It’s crazy how much detail was initially there but due to hardware limitations we ended up receiving the product(s) we are now so accustomed to!
@ajsingh4545
@ajsingh4545 4 года назад
Yep, this is why emulation is underrated.
@shaunmatthews6656
@shaunmatthews6656 4 года назад
Something about this video.... GREAT and it's not just the music. Which is on point. Think it might be the nostalgia hitting me. It's also the love put into this video, the narrator! Quality info. Much love.
@TonimanGalvez
@TonimanGalvez 4 года назад
That's why I always used composite video on my PS1.
@AZULES88MU
@AZULES88MU 3 года назад
. The RGB Signal more dithering
@gammaphonic
@gammaphonic 4 года назад
I play my PlayStation with RGB going into a Sony PVM. The dithering is very apparent, but I don’t mind it so much. It’s part of what makes the PlayStation look what it is.
@DisplacedGamers
@DisplacedGamers 4 года назад
Awesome. I think a lot of people agree with you. It is part of the charm, the era, and the nostalgia.
@MrVolksbeetle
@MrVolksbeetle 4 года назад
IIRC, the dithering was to help with composite video. At the time, most american tvs only had composite video. Hell, I remember $500 tvs with ONE RF INPUT (holy crap!). I genuinely had to look specifically for a tv with S-video. After I found a nice 27" JVC, I was so excited to see the jump in video stability. No more dot crawl, no more phantom edges, YAY! Then, I saw it. Instantly reminded me of a Windows 3.1 in 256 color mode with dithering turned on (the most prominent memory of when I first learned what it was). I was mildly disappointed as I had dropped quite a bit of moolah to get everything together to have S-video. Eventually, when I realized that I don't play 2 feet from the screen, that it stopped bothering me and the many other pluses gained were worth the trade-off. Awesome Vid, I really love the PS1 and kinda wish I'd stopped upgrading game consoles after the PS2 as I have spent more money than I care to remember on displays, cables and such for the newer systems. But, alas, I do enjoy the pixel density of a 4k screen...
@jojo-dr1ti
@jojo-dr1ti 4 года назад
a very unique video highlighting a subtle effect I remember from my favorite ps1 games. it was truly an element of the wonder I experienced - these brilliant touches seemed to be produced by the machine in harmony with the artist and designer. this helps me define my appreciation for that era's graphics - the dithering certainly caught my eye though I had no words for it at the time.
@arggamer
@arggamer 5 лет назад
I remember noticing this effect on Ace Combat 3, in the sky gradients
@olaputsinthamusic4781
@olaputsinthamusic4781 3 года назад
Having the best experience will be playing on a CRT screen. Still have the OG console and my old CRT, and the dithering on it just has a certain charm that is quite frankly unbeatable.
@erlendht
@erlendht 5 лет назад
I love the look of dithering on PS1 games, in fact some games I would argue loose their charm completely without it, like Silent Hill for example.
@gangstasteve5753
@gangstasteve5753 4 года назад
yeah
@TheWolvesCurse
@TheWolvesCurse 3 года назад
props to wolf and raven for the kickass music!
@HybridAngelZero
@HybridAngelZero 4 года назад
This is actually really fascinating! Also, 1,000 points to you for including Legend of Legaia footage ;D
@Jonifico
@Jonifico 4 года назад
Thanks for putting the music in the description.
@RobertSzasz
@RobertSzasz 4 года назад
Isn't the dithering done relative to the final output image? It looks like the grid stays in place on screen while image elements move behind it.
@hkoizumi3134
@hkoizumi3134 4 года назад
I used to be a game programmer long ago on z80 platform using both BASIC and Assembly. At the time, dithering wasn't so widely used because we were dealing with two colors. But there was a trick you could do to increase the bicolor limitation to extend up to 6 colors. By alternating dithered pattern in different intervals, we were able to produce new greyscale image. With clever subroutines created to detect edges where line met, we created an early form of Ambient occlusion using dithering. It was fun times lol.
@HueponiK
@HueponiK 5 лет назад
Great video! For 3d PS1 games, I personally like to use emulation. Retroarch Beetle PSX Hardware, 32 bit, supersampled 8x, and with applying PGXP hack to fix perspective correction + subpixel precision. Overclock to enable 60fps if applicable. It's like re-invigorating the game without showing off flaws like when you just use high-res. Kind of like this ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-bGeicUHyC5o.html
@DisplacedGamers
@DisplacedGamers 5 лет назад
Thanks for sharing your settings!
@theopenrift
@theopenrift 2 года назад
To put it simply, if you want that authentic PS1 experience, play with dithering on with composite output (or a composite/CRT filter in an emulator), since that's what most people had.
@illitero
@illitero 4 года назад
Dithering is definitely a big part of what gives the PS1 games a certain admirable character. Kind of like how low draw distance and blurry textures at 17fps are integral to the N64 experience.
@illitero
@illitero 4 года назад
@referral madness it's all about acclimation. We adapt to things like poor framerate because it's just the norm on what we're playing. It's much more prevalent in our youth when infatuation forces us to make due. But no matter how much I wanted to grow that third hand to hold the N64 controller as Nintendo intended, I never could. To this very day I wonder how much greater my experience would have been had I been able to occupy all three grips at the same time :'(
@treighpedroche1516
@treighpedroche1516 3 года назад
Ok, ok, your technical and objective analysis of these older systems and the output they produced is excellent, dare I say second to none. Amazing. Keep it up.
@shay4261
@shay4261 3 года назад
dare i say 🤓
@peterk1837
@peterk1837 6 лет назад
You deserve a bloody award for this.
@Chuck15
@Chuck15 Год назад
dithering + composite = beauty charm
@ckosmic
@ckosmic 5 лет назад
Thank you for making this video. I'm developing a Unity Asset that simulates PS1 graphics as accurately as possible, so this really gives some good insight on how it handled dithering.
@clementm9161
@clementm9161 2 года назад
Thank you for this, loved this little vid It's fascinating to see how game devs worked around hardware limitations back then, so clever.
@LastDeepthought
@LastDeepthought 4 года назад
Take a shot of tequila every time he says dithering.
@tiltil9442
@tiltil9442 4 года назад
But ditherink responsibilly!
@kullenberg
@kullenberg 4 года назад
I always felt that dithering was analogous to halftone rosettes in printed artwork, although I didn't have a name for it as a kid. In turn halftone pattern is somewhat reminiscent of the texture in a painting on canvas.
@tralphstreet
@tralphstreet 4 года назад
Take a shot every time he says dithering.
@pigeonman1134
@pigeonman1134 4 года назад
Thank you for putting a name to this flicker I'd see throughout my experiences with video games. There's a battle royale out called "Cuisine Royale" that has this
@khhnator
@khhnator 4 года назад
ps1 dithering was incredible, it used this pattern that made it hardly noticeable, many emulators get the pattern very very wrong
@SerBallister
@SerBallister 4 года назад
It's a 4x4 ordered dither matrix, it's almost impossible to get it wrong ?
@ajsingh4545
@ajsingh4545 4 года назад
You dont need that. Just turn the hd polygon mode on.
@khhnator
@khhnator 4 года назад
@@SerBallister and yet they do!
@khhnator
@khhnator 4 года назад
@@ajsingh4545 why you think we don't want that? and why you think we using the exact same emulator as you?
@johneygd
@johneygd 5 лет назад
It’s true that if they blend those dithered colors together that it can result in rainbow bandings but to solve that problem, you need to fuse those colors together to get a smooth transition from one color to the next, and if you apply smooth scaling, then your ps1 games will look more better then ever before,so there’re solutions out there using emulators ir ps1 mods using these advanced filters. Thing is i never looked dithering and i never liked rainbow bandings in the colors. But the reason for what i think they used lots of dithering was not only to get within the restrictions of that system but also to save on memory space.
@veggav
@veggav 6 лет назад
Again and again great content.
@DisplacedGamers
@DisplacedGamers 6 лет назад
Thanks, Vitor!
@bobything4025
@bobything4025 5 лет назад
They still use dithering to this day to lower hardware usage,the checkerbosrding shadows we see in 3d objects in moder games is prevelant still. Black ops 4 on xbox one even !
@johneygd
@johneygd 5 лет назад
They must shame to still use dithering these day’s, i tout that the use of dithering was outdated now.
@Emil-lf3no
@Emil-lf3no 4 года назад
"dittering is extinct in the modern era" berry tree in pokemon sword/shield: I am gonna destroy this mans entire career
@t6y6fihu8hy9jjuhi
@t6y6fihu8hy9jjuhi 5 лет назад
I think dithering on the Ps1 is part of the charm of the console, just like playing old games in a crt and with your explanations, I still think dithering is really good, now I know what is that "thing" on the ps1 games that I'm always liked more than the blank graphics on some ps2 games or even on the N64.
@Obscure_man31
@Obscure_man31 5 лет назад
You know i have ask why isnt there any 480i patches for the ps1 like a 480i patch for silent hill or metal gear solid
@dcikaruga
@dcikaruga 5 лет назад
Just like the earlier 3D cards on PC's, 32-bit colour was possible on some of them, but it was too processor intensive so 16-bit colour was the norm.
@pythergaming6513
@pythergaming6513 4 года назад
Even the ps1 had dithering and Nvidia is still refusing to provide it.
@qettyz
@qettyz 4 года назад
I have totally forgotten the dithering on games back then. I hated it on Amiga and on ps1 back then. At some point dithering started to vanish from games and made games with dithering look so old. Thanks for great video!
@8bvg300
@8bvg300 4 года назад
To me, you didnt cover the reason and prevelence of crt's in the era when these games were created.
@krazycharlie
@krazycharlie 4 года назад
Hi Displaced Gamers! Been watching your videos for a while and they are truly interesting. Speaking about dithering on the PS1, one game that uses it heavily is Ace Combat 3 Electrosphere. To the point that I suspect that it was designed to be the defining visual trait of the game. You can even play a little bit with the effect when the game is in Demo or Replay mode. Just press L2 or R2 to enable some visual effects and you'll surely notice. I seriously think that without dithering, this game wouldn't be as good as it is. Have a good one!
@harddriveYT
@harddriveYT 4 года назад
Awww. Missed one talking point on how dithering was also used to simulate transparency.
@SerBallister
@SerBallister 4 года назад
PSX didn't need to, it had 4 built in rendering blend modes on the GPU. Although they were basic additive and subtractive blending, no alpha blending was supported
@harddriveYT
@harddriveYT 4 года назад
@@SerBallister But PSX literally did use dithering for transparency. So many games used the technique.
@SerBallister
@SerBallister 4 года назад
@@harddriveYT Do you mean using a pattern/mask between 2 opaque images style of dithering? That kind previously done with sprites ? That's 16bit era stuff, which of course you can do using images, but I don't see why when in a lot of cases the hardware blending available on the PSX is far more flexible.
@harddriveYT
@harddriveYT 4 года назад
@@SerBallister Well it doesn't matter whether you see why or why not, right? The developers used it. Perhaps it didn't cost that much. Dissolve dithering was used prevalently for transparencies. Even the old school flicker technique was used a lot.
@harddriveYT
@harddriveYT 4 года назад
@@SerBallister tinyurl.com/sa3jsty here's an example on an emulator even when you turn off the global colour dithering. Smoke trails on Gran Turismo are still employing dithering for transparency. This technique was also used a lot for those rudimentary circle grounding shadows. Also used for LOD gradated pop-in, although it was more of a fixed checkerboard pattern for that.
@krim7
@krim7 4 года назад
Your videos are so in depth and interesting! Thank you for making such great content!
@Katzelle3
@Katzelle3 5 лет назад
Dithering adds to the 90s retro look imo.
@suprastevio2264
@suprastevio2264 4 года назад
Now that I've seen dithering from watching this video, I can't unsee it.... Fuck....
@theFROZEX
@theFROZEX 4 года назад
Dithering, Texture Warping... I never liked the PS1 visuals Absolutely love the smooth toy look of the N64 though!
@mirabilis
@mirabilis Год назад
5:53 you can see dithering patterns even on composite.
@JamboNessy
@JamboNessy 4 года назад
Might as well play a new Gran Turismo game? It's not all about graphics. GT1 is easily the most fun of the series, with a balanced campaign that doesn't just force you to buy the best cars and drive extremely realistically. Also, the tracks are all made from pieces of each other, so you get lots of tracks but don't have to memorise them all, since you've seen the corners on other tracks. Genius.
@FeelingShred
@FeelingShred 4 года назад
As a huuuge GT2 fan, I didn't know that about GT1, I will try it again soon, all of this sounds extremely interesting. That being said, it's possible that my favorite "campaign" in any racing game ever comes from Need For Speed High Stakes (the PSX version, which is very different from the PC version) I miss racing games that gave you money to buy upgrades, I think it greatly increased replayability value.
@tedmahsun
@tedmahsun 6 лет назад
Great video! I’m still undecided as to whether I like dithering or not. I’m one of those purists who love the PlayStation graphics as originally intended, chunky blocky polygons and warped textures as seen on original hardware are my jam. But dithering... hmm.
@milesbrown2261
@milesbrown2261 4 года назад
People don’t like dithering?? I love dithering!!! It looks so amazing! It’s like crosshatching for pixel art!
@SeanPorio
@SeanPorio 3 года назад
Though I’m not sure how much/in what fashion this was used in early consoles, but dithering is also used in audio encoding! It is essentially used for the same reason, masking unwanted artifacts caused by low bit-depths in the rendering. It’s still used in just about every field today and I’m guessing especially for early consoles in the first wave of sample-based audio like the SNES and PS1, they must have needed to use it extensively (or at least should have!).
@chrisc7265
@chrisc7265 4 года назад
God bless you sir for pronouncing aesthetic correctly grinds my gears how every gaming-centric outlet uses the hard T "a-sTet-ic", makes it sound like a baby is pronouncing it
@XylitoI
@XylitoI 4 года назад
Flying around in Ace Combat 3's polygon environments and skyboxes on original hardware on a CRT looks amazing to this day. There's something mesmerizing about the dithering effect on top of the aesthetic style of the game underneath.
@reallybigmistake
@reallybigmistake 4 года назад
lel we in the US got the gimped version. Japanese got an amazing Ace Combat 3!!
@XylitoI
@XylitoI 4 года назад
@@reallybigmistake I was talking about the graphics, not the gameplay and story contents.
@XylitoI
@XylitoI 4 года назад
@@reallybigmistake The overseas version is a good game though. Unlike Assault Horizon. :)
@reallybigmistake
@reallybigmistake 4 года назад
@@XylitoIAssault Horizon.... lol no one wanted a wannabe cod ace combat. also it is insane because Japanese reviewers gave the game insane high scores while in the west the game got destroyed. don't know if Japanese actually like it or are paid scores
@Casketkrusher_
@Casketkrusher_ 4 года назад
Spend hours and hours in Doom in 1995 on my PS1. What an absolute masterpiece!
@Thebrotherhoodofgaming
@Thebrotherhoodofgaming 4 года назад
It's nice to see a good explanation on dithering and how color pallets are effected by the signals and options given, to the trained eye that's fixated on this kind of detail i imagine it would be an issue, but for me personally until this video explained it. i never really noticed any of these dithering issues because i always looked at the game as a whole and never zoomed in to analyze every pixel, sure i would want my games to look good and i try to opt for above composite options even with my CRT to do so, but this sort of in depth dithering stuff has never been a hindrance in my enjoyment of these great games. I do know on Emulators you can make the games look as great as possible and that's great, but that's just me. Great to see what all the fuss is about though.
@heavysystemsinc.
@heavysystemsinc. 4 года назад
Use a CRT to get rid of dithering, it's what those games were designed to be played on. :) :P
@Atlas_Redux
@Atlas_Redux 4 года назад
CRT doesn't get rid of dithering. You see it just fine. You are aware that he's on a CRT in this video, right? Not all the time, but several times? Right? Exactly to SHOW that you STILL see the dithering, heavily?
@shinypb
@shinypb 5 лет назад
Dang, friend, this was an excellent video. Thanks for making it!
@DisplacedGamers
@DisplacedGamers 5 лет назад
Thanks, Mark!
@tHeWasTeDYouTh
@tHeWasTeDYouTh 4 года назад
IF ONLY Sony had put 2MB of VRAM instead of 1 on the PS1. they did put 2MB VRAM on the ZN-1 arcade!!! damn
@Rmicic
@Rmicic 4 года назад
You mean VRAM? PS1 had 2 MB of system RAM and 1 MB of video RAM.
@tHeWasTeDYouTh
@tHeWasTeDYouTh 4 года назад
@@Rmicic lol yeah need to fix that
@medusagorgongaming1944
@medusagorgongaming1944 4 года назад
Your video about dithering very informative. Thanks a lot!
@RAFMnBgaming
@RAFMnBgaming 4 года назад
I think in some cases it looks good, in some cases it doesn't. Similarly I'm sure PS2 style interlaced graphics look good in some cases. But usually not.
@ian_snyder
@ian_snyder 3 года назад
Wow I’m a huge ps1 fan and a game dev and I didn’t know anything about this - thanks for the great video!
@ManuYoCom
@ManuYoCom 4 года назад
Half of the games I can't see the dithering. The other half, they look bad without dithering. They look... Fake or cheap. Am I the only one who barely notices/cares?
@yyyme
@yyyme 4 года назад
I always noticed this but never realized it was a feature of the system. Great video! Knowledge is power!
@c0mpu73rguy
@c0mpu73rguy 4 года назад
That’s why I prefer n64 to ps1. I knew I wasn’t crazy, these pixelated graphic did happen on the ps1. And this explains why ps1 games look terrible on modern TVs.
@djstyles97
@djstyles97 2 года назад
Just found this channel... would love to see a video about dithering on the Sega Saturn.
@robintst
@robintst 2 года назад
Upscaling is overrated in my opinion, these games were never meant to be seen that clearly and I find it detracts from their originally intended presentation. Dithering looks like crap with it's crystal clear and you can see every pixel, the whole point was the standard definition screens of the time would naturally blur it together to give the illusion of more color depth. Prefer all of my pre-HD games to be running on the real original hardware with RCA composite on a CRT TV.
@alpiston
@alpiston Год назад
I'm here just because i like it when you pronounce dithering
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