And sure enough when I made test build it gave better results. On first glance dither patterns look pretty much the same. There is however much less false-scanlines, especially when using some form of blending. To me it looks like a PSX core bug and dither pattern table should be rotated. Unfortunately I do not have real PSX at hand to test my hypothesis.
Images on internet are inconclusive and besides often people use emulation which is no good for comparison. Also is it true that different PSX models used different dithering patterns? If that is true then perhaps we should have option for dithering pattern?
And here some random Silent Hill on PSX photo I found. Not sure if from real hardware but I guess that yes.
I made build with such option and four choices. Last one is my 'Genesis' dithering simulation. It is actually better for the smart blend feature I am developing. When blended it gives pretty much the same image as imho original pattern except for some edge cases where it has less artifacts. In any way it is cool to see "what might have been" if SONY used different dithering pattern. On composite it would look pretty much the same even if they did and on RGB it would look more like Genesis on RGB. I actually like it more than checkerboard with diamonds that SONY used
ps. values for rotated table
Code: Select all
(-4, +2, -3, +3),
(+0, -2, +1, -1),
(-3, +3, -4, +2),
(+1, -1, +0, -2)
Which version of the pattern, current in PSX core or rotated (called "PSX?" in my build) looks like real hardware?