Btw, if smooth color gradients are introduced during rendering, and if they are
re-quantized subsequently, then it is of course not guaranteed to look the same
as if the scene were rendered with palette colors in the first place.
Regards,
Gerhard
Am 20.10.20 um 08:46 schrieb Gerhard Fuernkranz:
Check this link:
https://www.researchgate.net/publication/332912124_Techniques_for_GPU-based_Color_Quantization
It is not really a problem to re-quantize 24-bit true color on a today's gaming
GPU with sufficient processing power and memory at a speed of 1000 frames/s and
more. In fact, re-quentization to a given, fixed palette can be as simple as
adding one additional 3D texture lookup to the fragment shader.
The questions are rather, do you have the opportunity to modify the code of the
game engine, or is it a black box? And do you have the necessary
D3D/OpenGL/shader programming skills to do it?
Regards,
Gerhard
Am 20.10.20 um 00:32 schrieb Mark Wilhelmsson:
All good points. My goal for now is perhaps more mundane.
The games I'm looking at have a range of 256 colors. Today thanks to FOSS projects you
can play in true color 24bit. It looks cleaner, at the same time you lose the color
shifts inherent to the original limited palette. Some say it looks less
"authentic", even viewed on modern displays. Here is a side by side comparison
on the title Blood from 1998: https://imgur.com/a/ioWkhqp
I'm still digesting the documentation but I suspect I may have to approach this
more like profiling a scanner or a camera. In place of a printed test chart I
want to provide the games 256 colors as a synthetic target, read the true color
output and match colors with a 3DLUT. Do you think there's a better way to do
this?