bakcom wrote:What are some examples of 16-bit resource games?
But how's dithering helpful if the game uses 16-bit only resources? If they are 32-bit but the game sets the render output to 16-bit mode, isn't it better to just use some wrapper to force 32-bit output?
That is what the card did (like the later Voodoo cards just better), All coloring is internally done in 32bits and then down-sampled so even a 16 bit color pattern can be enhanced or a 32bit game can have a bit of a speed bump by running in 16bit with minimal visual impact.
EDIT: FROM THE HARDOCP Review "Also because of the nature of Imagination's Tile Based Rendering, everything is rendered at 32bit true color on the chip, and then only if you have 16bit color selected in the game does it dither it down to 16bit. Because of the internal 32bit color even it's 16bit colors are very very sharp and precise, producing excellent image quality and not much of a performance hit going from 16bit to 32bit colors."
"Never pay more than 20 dollars for a computer game" - Guybrush Threepwood