VOGONS


First post, by DracoNihil

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I'm only used to how the Voodoo 2 looked, since that's what I played all the early 16-bit 3D graphics games with. Has anyone got a bunch of screenshots of all the different 3D accelerators from the 90's demonstrating what dithering methods they used to prevent colour banding during rendering?

“I am the dragon without a name…”
― Κυνικός Δράκων

Reply 1 of 7, by clueless1

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I seem to remember Phil posting screenshots but I don't remember if that was here or on his site.

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Reply 3 of 7, by DracoNihil

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Any screencaps of Shogo or Blood 2? Those I'm really curious of, especially Shogo's title menu animation. (which is horribly banded beyond belief on modern GPU's)

“I am the dragon without a name…”
― Κυνικός Δράκων

Reply 4 of 7, by leileilol

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The only dithery Shogo shot I have is this of the PowerVR PCX2. Check out that 24->16 standard post-processed ordered dither!

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Reply 5 of 7, by DracoNihil

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I'm also checking out that total lack of lighting, what's up with that?

“I am the dragon without a name…”
― Κυνικός Δράκων

Reply 6 of 7, by leileilol

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I picked high detail. PCX2 can't modulate blend a lightmap. It's trying to render the cloud layer only (which is an all-black alpha only texture)

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long live PCem

Reply 7 of 7, by Putas

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If you would dig through shots on my site you could pull together a lot. But nobody has all the chips, or if they have, they are not using/sharing them.