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.
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 <currentyear>, 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.
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.
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 <currentyear>, 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.