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Dithering?


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#1 SuaveSteve

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Posted 09 December 2017 - 04:27 AM

Disclaimer: I may not know what I'm talking about :)

 

I was surprised to see in an update to Subnautica the feature of dithering. I always understood this was to fake more colours in applications that use less than 24 bits of colour. Now I read Unity provides it anyway to help with colour banding: https://docs.unity3d...-Dithering.html

 

Dark mod suffers from colour banding, too. I notice it mostly when the lantern is on and you're standing on a snowy texture.

 

Is this something that is feasible and could help?



#2 lowenz

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Posted 09 December 2017 - 07:22 AM

ReShade 3.1 + Deband :P


Edited by lowenz, 09 December 2017 - 07:22 AM.

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#3 Spooks

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Posted 09 December 2017 - 07:24 AM

I use a ReShade setup with a Debanding filter, which is pretty much just non-pattern dithering and it alleviates the issue. Not everyone has OpenGL 4.3 (iirc that was the required version for ReShade) however, so an inbuilt dithering shader in the post processing wouldn't hurt.

 

fake edit: hey, I started typing that first :P


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#4 lowenz

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Posted 09 December 2017 - 07:26 AM

I use a ReShade setup with a Debanding filter, which is pretty much just non-pattern dithering and it alleviates the issue. Not everyone has OpenGL 4.3 (iirc that was the required version for ReShade) however, so an inbuilt dithering shader in the post processing wouldn't hurt.

 

fake edit: hey, I started typing that first :P

LOL :D


Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.


#5 duzenko

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Posted 09 December 2017 - 07:34 AM

I would start with disabling bloom in TDM and see if that helps



#6 lowenz

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Posted 09 December 2017 - 04:19 PM



I would start with disabling bloom in TDM and see if that helps

He's talking about this:

 

volta1_1_2017-12-09_22.19.03.jpg


Task is not so much to see what no one has yet seen but to think what nobody has yet thought about that which everybody see. - E.S.





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