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16bit colorspace rendering? [Somekind of Android bug]
02-11-2013, 08:48 PM
Post: #5
RE: 16bit colorspace rendering? [Somekind of Android bug]
I made a bit more investigation to the matter.

(Sorry for the bad compression of the images, my phone for some reason refuses to take HQ screenshots and compresses them badly but still the issue is noticable, imagine it visualy like 10 times worse realtime.)

Here it how it looks:
[Image: 20130206000748.jpg]
Here is how it SHOULD look (compare the lower left side):
[Image: 20130206000911.jpg]

Looks like there is somekind of a behaviour set by default on the emulator for it's colorspace and it stays to this setting UNLESS the game you load overrides it and requests a 32bit colorspace rendering which also fixes the UI untill you relaunch the emulator. For example, once I launch the emulator on my phone I notice the banding/16bit effects on the UI, if I launch for example Final Fantasy Type 0 the colorspace won't change and it will stay on 16 bit with the banding effect. Now, If I do the same but run Digimon World Re:Digitize, I don't notice any banding, plus if I exit back to the UI the problem is fixed. Very weird and visualy annoying issue, looks you try to run a game on Windows when your video card stops responding due to overheat/failure.
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RE: 16bit colorspace rendering? [Somekind of Android bug] - VIRGIN KLM - 02-11-2013 08:48 PM

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