this post was submitted on 24 Jan 2025
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[–] mrkite 2 points 1 week ago (2 children)

I really prefer the look of error propagating dithering. It's too bad it inherently doesn't work animated. This certainly solves the problem in a clever way, and props for making it open source.

[–] [email protected] 1 points 1 week ago

Yliluoma dithering has the best features of ordered dithering and error diffusion. Given a color, pick a number, and do error diffusion for that many pixels of that color.

There's still a pattern onscreen, but it can be arbitrarily large or nonrepeating. It's only really visible over solid colors.

[–] [email protected] 0 points 1 week ago

I don't think error propagation, or screen-space methods in general, are inherently incompatible but it'd have to take the last frame into account, weighing error reduction for the current frame against sticking close to the last one. You'd likely get TAA-style ghosting but as everything's kinda random anyway that might just blend in. OTOH I'm absolutely talking out of my ass here.

And even if that works surface-stable has a nice diegetic feel and if, in , you want a dithered game that's probably what you're going for. I just saw the video pop up in recommended and had to post it after watching the first five seconds.