rec.autos.simulators

Ugly 16 bit mode vs. Pretty 32 bit mode

Andrew Dayto

Ugly 16 bit mode vs. Pretty 32 bit mode

by Andrew Dayto » Sat, 23 Jun 2001 10:23:46

I'm looking for a list of games that people think are plain ugly if run in
16 bit mode and as a result run in 32 bit mode.  Now, let me define 16 bit
mode and 32 bit mode.  I'm interested in color bits per pixel and texture
bits per pixel, not depth bits per pixel.

For games that you find ugly in 16 bit mode; what reason would you give for
why it is ugly?  Dithering artifacts?  Texture Banding?  Bad coloration due
to multiple translucent polygons being blended on top of each other?  Any
other reasons?  Again, not interested in depth testing artifacts.

Thanks all for your input.

Mud

Dave Henri

Ugly 16 bit mode vs. Pretty 32 bit mode

by Dave Henri » Sat, 23 Jun 2001 10:35:58

  I wouldn't know the difference...for instance...N4 can be played in 16 bit
or 32bit mode..what those mean for your definition is over my head.  Also
most games that allow 32bit are overloading many users systems and they
don't run 32bit because of the loss of framerate...
  About the only game I can think of that demands 32bit displays is the
Novalogic wargame,  Delta Force 2. (although that does have a 2d 16bit
fallback)
dave henrie

Bard

Ugly 16 bit mode vs. Pretty 32 bit mode

by Bard » Sat, 23 Jun 2001 11:36:41

color banding in clouds or fog are usually the biggest problem.

homeworld, quake3arena are 2 which immediately come to mind where i noticed,
probably cfs2 but haven't looked, jf18 definitely needed 32bit color as the
clouds are very banded.

haven't had enough time lately ;)

--
Bard
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Devo

Ugly 16 bit mode vs. Pretty 32 bit mode

by Devo » Sat, 23 Jun 2001 12:18:16

On Fri, 22 Jun 2001 01:23:46 GMT, "Andrew Dayton"


>I'm looking for a list of games that people think are plain ugly if run in
>16 bit mode and as a result run in 32 bit mode.  Now, let me define 16 bit
>mode and 32 bit mode.  I'm interested in color bits per pixel and texture
>bits per pixel, not depth bits per pixel.

>For games that you find ugly in 16 bit mode; what reason would you give for
>why it is ugly?  Dithering artifacts?  Texture Banding?  Bad coloration due
>to multiple translucent polygons being blended on top of each other?  Any
>other reasons?  Again, not interested in depth testing artifacts.

>Thanks all for your input.

>Mud

16 bit is fine, I don't find much of a difference.  Definately not
enough to warrant the fps drop.

--------------
Devo

Charlie

Ugly 16 bit mode vs. Pretty 32 bit mode

by Charlie » Sat, 23 Jun 2001 13:21:24

  100% agree w/ Mr Whip It.

   Charlie


> 16 bit is fine, I don't find much of a difference.  Definately not
> enough to warrant the fps drop.

> --------------
> Devo

Gonz

Ugly 16 bit mode vs. Pretty 32 bit mode

by Gonz » Sat, 23 Jun 2001 13:57:51

I also agree.  The 16bit vs 32bit argument was simply a way for 3D card
makers to sell more "features" and an excuse to make fun of the Voodoo3 in
the usenet 3d card flame fest.

I even have a card now that does 32bit just fine but I prefer the faster
16bit setting as I still can't tell the difference.  IMHO, the folks that
say they can see a difference either have an expensive 20+ inch monitor or
they are simply saying it to win an argument.


>   100% agree w/ Mr Whip It.

>    Charlie


> > 16 bit is fine, I don't find much of a difference.  Definately not
> > enough to warrant the fps drop.

> > --------------
> > Devo

Gonz

Ugly 16 bit mode vs. Pretty 32 bit mode

by Gonz » Sat, 23 Jun 2001 14:05:01

I would like to elaborate on that...

16 bit vs 32 bit color most often has nothing to do with what your are
pointing out.  This is a dithering problem that can or can't be fixed in the
driver settings (depending on what card you own).  For example,  My Radeon
has the option to change the dithering type using "Radeon Tweaker" or I can
leave it ugly and benefit from the speed.  32 vs 16bit has nothing to do
with it although sometimes going to 32bit will fix dithering problems.  But
again, this is card specific and can even be driver specific or setting
specific AFAIK.

HM looks gorgeous in 16bit on the Radeon and I can't tell the difference
either way.  Now in Quake III the smoke has some banding or cheescloth
effect but this can be changed via options settings.  I don't play Q3 anyway
as I prefer UT though LOL.


Dav

Ugly 16 bit mode vs. Pretty 32 bit mode

by Dav » Sat, 23 Jun 2001 14:24:40

It's usually the most noticeable with newer games, esp shooters..
Undying, Quake 3...

On Fri, 22 Jun 2001 01:23:46 GMT, "Andrew Dayton"


>I'm looking for a list of games that people think are plain ugly if run in
>16 bit mode and as a result run in 32 bit mode.  Now, let me define 16 bit
>mode and 32 bit mode.  I'm interested in color bits per pixel and texture
>bits per pixel, not depth bits per pixel.

>For games that you find ugly in 16 bit mode; what reason would you give for
>why it is ugly?  Dithering artifacts?  Texture Banding?  Bad coloration due
>to multiple translucent polygons being blended on top of each other?  Any
>other reasons?  Again, not interested in depth testing artifacts.

>Thanks all for your input.

>Mud

LShapin

Ugly 16 bit mode vs. Pretty 32 bit mode

by LShapin » Sat, 23 Jun 2001 14:15:45


>  I wouldn't know the difference...

It is a connoisseur thing.  The Japanese do some marvelous photography
(not saying they are the best, just one casual experience of mine).
The colors in their photographs are outstanding, clear and bright.
But what difference that stuff makes in a video game eludes me.  

for instance...N4 can be played in 16 bit

>or 32bit mode..what those mean for your definition is over my head.  Also
>most games that allow 32bit are overloading many users systems and they
>don't run 32bit because of the loss of framerate...
>  About the only game I can think of that demands 32bit displays is the
>Novalogic wargame,  Delta Force 2. (although that does have a 2d 16bit
>fallback)
>dave henrie


>> I'm looking for a list of games that people think are plain ugly if run in
>> 16 bit mode and as a result run in 32 bit mode.  Now, let me define 16 bit
>> mode and 32 bit mode.  I'm interested in color bits per pixel and texture
>> bits per pixel, not depth bits per pixel.

>> For games that you find ugly in 16 bit mode; what reason would you give
>for
>> why it is ugly?  Dithering artifacts?  Texture Banding?  Bad coloration
>due
>> to multiple translucent polygons being blended on top of each other?  Any
>> other reasons?  Again, not interested in depth testing artifacts.

>> Thanks all for your input.

>> Mud

Andrew Dayto

Ugly 16 bit mode vs. Pretty 32 bit mode

by Andrew Dayto » Sat, 23 Jun 2001 15:01:37

Thanks everybody for all the answers.

Not true.  32 bit color is not dithered.  No reason to dither 32 bit color
unless the internal calculations of each color component (ARGB) are more
than 8 bits each.

It's interesting to hear that most people see no difference and are happy
with 16 bit.  I agree that this is a feature that few appreciate and is more
a marketing bullet than anything else right now.  In the future, however,
DX8 and certainly DX9 and beyond cards will require 32 bit color for the
many blending passes they will use and probably higher internal precision
per color component (12 or greater).  Dithering may come into play for 32
bit color at this point.

Mud

Andy Jone

Ugly 16 bit mode vs. Pretty 32 bit mode

by Andy Jone » Sat, 23 Jun 2001 18:44:28


LOL. There are noticable differences between 16 and 32bit, the main one
being colour space. 16bit is made up from 5bit Red, 6bit Green, and 5bit
Blue. If you look at a black and white gradient in 16bit then you'll notice
the extra bit in the green makes quite a difference. You'll get 64 bands and
every 2nd one will only be different because of the extra green bit, like
this:

00,00,00
00,04,00
08,08,08
08,12,08
16,16,16
16,20,16
etc...

Dithering can hide it to a certain degree (as well as the overall banding
due to lack of bandwidth) and resolution is important, if the gradient is
only taking a small part of the screen then there's not enough pixel space
for 32bit to make much, if any, difference anyway.

Games that tend to use coloured lights and complimentary colours tend to
look best in 16bit because they are using more of the bandwidth in the
available colourspace. A yellow to blue gradient gives more steps than a
yellow to black one.

Andy

Torlie Omegelterster

Ugly 16 bit mode vs. Pretty 32 bit mode

by Torlie Omegelterster » Sat, 23 Jun 2001 18:52:43


Dither can be very ugly, I hate 16bit. I hate little dots.

I also hate 16bit sound.

Pasha

Ben Mile

Ugly 16 bit mode vs. Pretty 32 bit mode

by Ben Mile » Sat, 23 Jun 2001 19:27:18

HOMEWORLD


James Boswel

Ugly 16 bit mode vs. Pretty 32 bit mode

by James Boswel » Sat, 23 Jun 2001 19:52:35

Star Trek: Dominion Wars suffers from horrendous 16bit dithering..

--
-=-
James Boswell

ICQ #: 1653327

Ian Riche

Ugly 16 bit mode vs. Pretty 32 bit mode

by Ian Riche » Sat, 23 Jun 2001 20:26:06


I get green smoke in NFS:PU if I run it in 16-bit mode on my TNTY2 Pro.
Running in 32-bit mode gives smoke of a more believable colour.....

Ian


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