************Oh, ok, I see you put it up on the market. I will start over, and I will remove/edit this post if it is not relevant************Updates
to this post for the official release of 0.11.137 will all be in BOLD
Here are my findings for Beta B9 and 0.11.137
I have realized that Alpha Multipass is only needed when Texture Filtering is on. It may be that Texture Filtering is "wrong" in the way it "blacks out" the now "filtered alpha edge" textures. Then Alpha Multipass is the "bandaid" or "hack/fix" to counter that issue with Texture Filtering... Also, the AM method used in previous builds "looked like" it was working "properly" as it removed all/any black boarders, most of those lines that break up Dracula's cape (for example). Now with Beta B9, AM does not do it's job fully as it only reduces the black boarder. No change with 0.11.137 from Beta B9. AM and TF do turn ON in real time from the video menu.
Blaster Master: With Texture Filtering OFF, there is no change when AM is tested ON or OFF. Everything looks fine, though pixelated of coarse.
...but when Texture Filtering is turned ON, every alpha texture gets a thick black boarder at the new filtered alpha edges.
When AM is turned ON, these black borders are reduced, but not completely removed as they were with previous builds (when an "event" turned it ON "fully").
.These new pics of SOTN... 1,2, & 3 below are representative of pics 1,2, & 3 of Blaster Master using Beta B9 above... in that the settings are the same for the first, second, and third. For consistency across the examples.Castlevania SOTN: Same as first pic above.. Texture Filtering OFF, no change with AM ON or OFF. Everything looks fine, though pixelated of coarse.Texture Filtering is turned ON, textures get a thick black boarder around them, Dracula's cape is broken up. Same as above. When AM is turned ON, these black borders are reduced, but not completely removed as they were with builds prior to Beta B9. Notice what happened to the "candle stick"!!!Grandia: 3 pics only showing results with both Texture Filtering and Alpha Multipass turned ON. Black boarders are not fully removed..Many "lines" in the background and/or "black borders" Black boarders around trees, the tracks in the road, canopies on the houses/shops, etc..Conclusion:
1. "Something happened" with the way AM is implemented between Beta 16,17,18,19 and the new Beta B9/0.11.137.
2. Dithering does not stick in OGL, even with restart. Is this game dependent? Reminder note: In the last Play Store version I had before I began Beta testing, I do not think AM was a problem at all.