this post was submitted on 24 Jan 2025
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[–] [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.