So what is the reason of this difference? Is it only the preference of the artist, or is there an advantage of horizontal line dithering on a TV? I do not have a real C64 anymore, so I cannot check it unfortunately. Another question: why are there so few diffuse dithering out there? Is this because this is much harder to do, or is there some visible disadvantage?
One thing worth mentioning is that checkerboard dithering in hires is a definite no-no*. It's very close to the colour carrier in both NTSC and PAL (a touch higher than NTSC, a touch lower than PAL). Either way, if you view it using a composite video or RF cable you get spurious colour banding. * it's fine in multicolour
Not supporting people using RF is no different than not supporting people loading from cassette.
And the reality is that most people judge an image based the screenshot anyway...
I mean, it's more like "only supporting people using s-video or buggy emulators" (admittedly at the moment the latter is most of them)
The reason I ask these questions because I am working on an editor which is a plugin for GIMP. The plan is to draw pictures using my pen tablet, which are converted into 16 color dithered images in real-time. Controlling colors/sprites will be done using some extra layers in the source image. Obviously it will work only if the dithering is good in the first place.
And at least s-video still exhibits black bleed
Ok, fair points. Perhaps in the future it will just be like songs specifying which SID chip is preferred :)
I haven't experimented alot with different patterns, but I think it'd be nice if you'd let the user select the pattern to use while painting. I suppose the choice depends on what kind of effect or material needs to be created.
Color bleeding happens horizontally, while the PAL mixing happens vertically. And yes, VICE (and every other emu) should emulate it - however, this is something to be implemented in shaders, its way too costly to do in software (if you want to do it correctly)
Yeah, that is the plan to have different dithering settings, most likely per layer, or per character.