Dither stabilisation
forums.tigsource.com
forums.tigsource.com
convert Dither2-Exp_crop_resize.png -colorspace RGB -ordered-dither o8x8,2 -colorspace sRGB Dither2-Exp_dithered.png
Result: https://imgur.com/a/81bNg
I'm not a fan, to be fair.
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.
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.
It is totally not weird to me to spend time on something with the goal for it not to be noticed in the end.
* Take the previous frame.
* Warp to the shape of the new frame using motion vectors.
* Dither the new frame using the warped old frame to modulate the white/black threshold when carrying forward the error to the next pixel.
That will lead to a pixel remaining white/black, and only a minimal number of pixels changing color between frames.
"My first computer was a Mac Plus. I've always had a nostalgia-softened spot in my heart for 1-bit graphics. I'd like to capture the detailed black & white look of old Mac games in a realtime 1st person game."