My guess would be that the flicker filter is a vertical low-pass filter on the framebuffer.
It takes a lot of CPU time and memory bandwidth to perform on OCS/AGA. You can get some vertical filtering (nay, blurring) when displaying a 4-bitplane screen using 8-bitplane mode and a specially created palette but it will not be that close to what the Xbox does.
To get efficient, high quality results you need a graphics card with 2D/3D hardware accelerated rendering, and support for blending operations.
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