The GC renders in a strange YUV format with 5 bits for red and blue, and 6 bits for green. Dolphin can natively render in 24 bits which would effectively eliminate the dithering effect, however currently Seems that at some point the buffer gets converted to the GC bit depth again. So a way to stop the effect would be to stop dolphin from down converting from 24bit to 5(and 6) but. This would need some testing because:
the games actually needs to run in these modes since F5 do some tricks based on using them. some of the shadowing and Z might fall apart if we just switch to 24-bit, but again, testing would be needed.
In this gamasutra article, Florian Sauer a former factor 5 employee talks about rendering, and specifically mentions custom dithering. Look for "method 11: Custom Dithering"
http://www.gamasutra.com/view/feature/29...hp?print=1
the games actually needs to run in these modes since F5 do some tricks based on using them. some of the shadowing and Z might fall apart if we just switch to 24-bit, but again, testing would be needed.
In this gamasutra article, Florian Sauer a former factor 5 employee talks about rendering, and specifically mentions custom dithering. Look for "method 11: Custom Dithering"
http://www.gamasutra.com/view/feature/29...hp?print=1
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