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Hi guys.

I like the colorfulness/faithfulness the "Emulated Palette" option gives to the game, but one drawback I find is that it makes game's textures look way less detailed in shaded areas, which is a shame. So I was wondering if it's possible to have an "alternate" Palette mode that mixes the colorfulness of the current mode and keeps the original texture detail like in standar openGL mode.
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The entire game was actually designed with that limited palette in mind, and disabling it in GL actually produces a lot of visual artifacts. The option was left in for performance reasons, although in a future patch we should have better performance with than without due to some engine improvements.
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Mblackwell1024: The entire game was actually designed with that limited palette in mind, and disabling it in GL actually produces a lot of visual artifacts. The option was left in for performance reasons, although in a future patch we should have better performance with than without due to some engine improvements.
I get it. What I ask is: is it possible to get both the colorfulness of "Palette Emulation" and the texture detail from the regular mode. I'm linking a GIF I made so you can see what I mean (english is not my native language sorry).

URL: https://imgur.com/a/Yx6X5

These are the images I put in the gif:
1. Regular openGL image: Some colors look bland and desaturated, but get to see the fulll detail in the textures.
2. Palette emulation: colors look brighter (specially reds) but the white wall in the background loses detail.
3. Blend: I combined both images with a "lighten" filter and we get both the detail from the regular openGL image and the brightness and saturation from the Palette emulation image.

Is it something like that possible?
Post edited March 24, 2018 by Mighty.Duck
The apparent increase in detail is due to the shade table not being used to determine pixel colors but instead just dimming the base texture using full color. This is also why the color contrast is wildly different and less vibrant.
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Mblackwell1024: The apparent increase in detail is due to the shade table not being used to determine pixel colors but instead just dimming the base texture using full color. This is also why the color contrast is wildly different and less vibrant.
So it's impossible. I see.