Possible alternate colorspaces for video game palettes.
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Possible alternate colorspaces for video game palettes.
I was thinking about colorspaces today, and I came up with a decent idea for a color space that can easily be converted to low-bit rgb, that should be a little more visually uniform than rgb.
I think I'll call it Yab, just because the Y works like the Y in YUV and YIQ, and the A and B work sort've like the A and B in Lab. So here's my formula.
R = Y + 2a + b
G = Y - a
B = Y - 3b
Any advice to improve upon this. I'm thinking there should be a way to compensate for the not-so-predictable luminance value of highly saturated colors.
I think I'll call it Yab, just because the Y works like the Y in YUV and YIQ, and the A and B work sort've like the A and B in Lab. So here's my formula.
R = Y + 2a + b
G = Y - a
B = Y - 3b
Any advice to improve upon this. I'm thinking there should be a way to compensate for the not-so-predictable luminance value of highly saturated colors.
Re: Possible alternate colorspaces for video game palettes.
This doesn't really look all that much more useful than RGB?
Here's a simple cube, 0≤Y≤7, -4≤a,b≤3: Lots of out-of-gamut colors too.
No yellows, and lackluster reds and purples.
Here's a simple cube, 0≤Y≤7, -4≤a,b≤3: Lots of out-of-gamut colors too.
No yellows, and lackluster reds and purples.
Re: Possible alternate colorspaces for video game palettes.
Maybe A/B range from 0 to 7, not -4 to 3?
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Re: Possible alternate colorspaces for video game palettes.
Or try -7 to 7. BTW, why is everything so dark?
Re: Possible alternate colorspaces for video game palettes.
Sounds very similar to YCgCo, but not quite the same.
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Re: Possible alternate colorspaces for video game palettes.
I never heard of that before, but it sounds awesome.Dwedit wrote:Sounds very similar to YCgCo, but not quite the same.
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Re: Possible alternate colorspaces for video game palettes.
I made a 12-bit YCoCg color palette. It's cool how it ended up being exactly 1024 colors. That means if I make a 15-bit version, it will come out with 8192 colors.
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- YCoCg.png (2.55 KiB) Viewed 8524 times
- Drew Sebastino
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Re: Possible alternate colorspaces for video game palettes.
I always wondered how having 6bit RGB with 2 extra bits to reduce the value of the color for every channel. Because your eyes are supposedly better at seeing shades of color than different colors or something like that, I wonder if it might even look better than 9bit RGB despite only being half the colors.
Re: Possible alternate colorspaces for video game palettes.
That's a form of RGBI, with 2 bits per channel. It's the componentwise sum of the Cartesian product of four 2-bit palettes:
Red: #000, #400, #800, #C00
Green: #000, #040, #080, #0C0
Blue: #000, #004, #008, #00C
Intensity: #000, #111, #222, #333
Fortunately, GIMP makes componentwise sums easy using the Addition blend mode.
Red: #000, #400, #800, #C00
Green: #000, #040, #080, #0C0
Blue: #000, #004, #008, #00C
Intensity: #000, #111, #222, #333
Fortunately, GIMP makes componentwise sums easy using the Addition blend mode.
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- The four subpalettes
- layers.png (738 Bytes) Viewed 8499 times
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- The palette
- added.png (1.42 KiB) Viewed 8499 times
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- Parrot in RGBI2222. Left: not dithered; right: Floyd-Steinberg dithered.
- parrot.png (31.01 KiB) Viewed 8499 times
Re: Possible alternate colorspaces for video game palettes.
May as well compare it against my colorspace:
RGB 3.3.3, but red and blue share the LSB (so it fits in 8-bit). I came up with it because I honestly hate how little resolution blue has in RGB 3.3.2, which wouldn't be much of an issue except because it seems new "retro" hardware insists on using that (argh!).
RGB 3.3.3, but red and blue share the LSB (so it fits in 8-bit). I came up with it because I honestly hate how little resolution blue has in RGB 3.3.2, which wouldn't be much of an issue except because it seems new "retro" hardware insists on using that (argh!).
- Drew Sebastino
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Re: Possible alternate colorspaces for video game palettes.
I thought I'd try seeing how Sik's palette looks:
Re: Possible alternate colorspaces for video game palettes.
I thought of a different kind of colorspace: 3-bits high-voltage, 3-bits low-voltage, 3-bits phase. The phase only covers half, because you can get the rest of the phases by inverting it which is done by switching the voltage. If high-voltage and low-voltage is same then the picture will be gray.
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Re: Possible alternate colorspaces for video game palettes.
Espozo wrote:I always wondered how having 6bit RGB with 2 extra bits to reduce the value of the color for every channel.
I assumed that Espozo meant something with a multiplier, not RGBI.tepples wrote:It's the componentwise sum of the Cartesian product of four 2-bit palettes:
Here's the equivalent palette where I parse the last two bits as a all-channels multiplier that ranges from 1 to 4: It's really lacking in pastels, though, so the parrot doesn't look so good:
Re: Possible alternate colorspaces for video game palettes.
Actually his description sounds more like reverse RGBI, where I substracts instead of adding (you could achieve that just by passing I through a NOT). But yeah it's not very clear honestly.
- Drew Sebastino
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Re: Possible alternate colorspaces for video game palettes.
Yeah, I didn't mean multiplying. I meant what Sik is talking about. I'm not sure how different than would look than tepples's though.