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possible 32bit @ 16bit answer


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Umm, if you're referring to the night sky texture banding problem, it's pretty much unfixable at this point. After looking at a couple Xbox screenshots, I can notice it as well. Both my Ti 4200 and Radeon 9800 PRO exhibit it; pretty much everyone else has most likely noticed it by now.

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MacoroniCheese

Thats because all the textures (TXD's) are in 32 bit format and have to converted down to 16 bit. Since they use "nearest color" algo instead of dither, you get the light banding effect. Only work around would be to change all TXD's to dithered 16 bit.

 

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ah yes. ive had this conversation before. You can see many tests of game vs game on this subject. unless you still play quake 3 there isnt going to be a huge difference.

fog @ 16user posted image

 

fog @ 32 user posted image

 

ill get some headlight shots if you want

Edited by Rage18
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Thats because all the textures (TXD's) are in 32 bit format and have to converted down to 16 bit. Since they use "nearest color" algo instead of dither, you get the light banding effect. Only work around would be to change all TXD's to dithered 16 bit.

 

how's that done?

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Thats because all the textures (TXD's) are in 32 bit format and have to converted down to 16 bit. Since they use "nearest color" algo instead of dither, you get the light banding effect. Only work around would be to change all TXD's to dithered 16 bit.

 

how's that done?

god himself couldent explain

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Thats because all the textures (TXD's) are in 32 bit format and have to converted down to 16 bit. Since they use "nearest color" algo instead of dither, you get the light banding effect. Only work around would be to change all TXD's to dithered 16 bit.

 

how's that done?

god himself couldent explain

god could, you i guess not

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