3 ms·
I think the problem now is that the dithering is no longer done on the screen space, but instead looks like a texture slapped on top of the objects in orthogona
by grenoire 9y ago
I think the problem now is that the dithering is no longer done on the screen space, but instead looks like a texture slapped on top of the objects in orthogonal projection. You can easily notice it in the comparison shots; you'll notice that the sphere projection is angled at around 20-30 degrees, and it's not pixel-perfect on the screen as the original effect is.
I'm not a fan, to be fair.
- cutcss 9y agoyeah looks strange; I think motion blur to reduce "discomfort" when rotating the camera may have been a better compromise; or maybe removing all single-out black pixels (e.g. those with no adjacent black pixels in a 4x4 radius).
- rossy 9y agoYeah, I couldn't agree more. The original effect is really interesting and evokes nostalgia of old Mac games, as the developer intended. I think he's reacting too harshly to criticism, or overthinking things, because my reaction to the pixel swimming effect matched his first assumption: "yeah that's how dither works." The screen-space solution for stable dithering looks fine, and I'm glad it will be an option in the final game, but the sphere mapping looks weird. With non-screen-aligned "pixels" it looks like it's just a normal 3D game but with a "dither" texture on every object, rather than a true 1-bit game. I just hope the aesthetic from the demo isn't watered down too much for the final game.
- KozmoNau7 9y agoThe original effect is how it's supposed to look and how it would have looked on an old computer with 1-bit graphics. If there is an option to choose between the different effects, I would personally go with the first one, because that's exactly how I remember old games looking.