3 ms·
It's not anecdotal, it's a comment that showed up in design documents of games by experienced developers. Trade shows and magazines used the best quality possib
by tekklloneer 10y ago
It's not anecdotal, it's a comment that showed up in design documents of games by experienced developers. Trade shows and magazines used the best quality possible, because it was marketing.
However, I'm not aware of any gdds that specified coloring as a technical challenge; most of the concerns were around overscan and making sure games weren't unplayable on B/W TVs
- anonbanker 10y ago> It's not anecdotal, it's a comment that showed up in design documents of games by experienced developers. care to post some? I'm cool with being wrong.
- mattdotc 10y agoHere's some examples of dithering being used in order to do effects like gradients and pseudo-transparency: http://retro-sanctuary.com/comparisons%20-%20differing.html http://retro-sanctuary.com/comparisons%20-%20differing.html
- tekklloneer 10y agoI hate to be unable to put my money where my mouth is, but I read a bunch of early 3d game GDDs in college as part of understanding and overcoming hardware limitations in computer graphics. It wasn't so much "dont do this" as justifications such as "we did this because many tvs dont have stereo sound" or "using colors of the same hue is unviewable on black and white TVs and our portable systems"