1. Turn the previous dithered framebuffer into a texture
2. Set the UV coordinates for each vertex to their screenspace coordinates from the previous frame
3. Render the new frame using the previous-framebuffer texture and aforementioned UV coords, with nearest-neighbor sampling and no lighting etc. (this alone should produce an effect reminiscent of MPEG motion tracking gone wrong).
4. Render the new frame again using the "regular" textures+lighting to produce a greyscale "ground truth" frame.
5. Use some annealing-like iterative algorithm to tweak the dithered frame (moving pixels, flipping pixels) to minimize perceptual error between that and the ground truth frame. You could split this work into tiles to make it more GPU-friendly.
Steps 4+5 should hopefully turn it from "MPEG gone wrong" into something coherent.
The video ends in a place where I suspect even further advances could still be made.
But yes, there's still the issue of oblique angles looking different that still remains open AFAIK.
As a retro game dev and pixel artist, this is a lot more more preferable than the constant shimmering of other recent techniques such as Texel Splatting (https://dylanebert.com/texel-splatting). Love how stable it is, reminds me of billboarding but is clearly 3D.
Edit: Ah, I didn't finish reading the blogpost - didn't realise splatting was based on yours. I actually like your variant a bit better, but perhaps that's just due to the choice of textures/models.
If you want to experience another great investigation/puzzle/story game, check out Outer Wilds [1]. It is a much bigger game (expect 60+ hours), but you can play it at your time. The ending is mind-blowing, and, similar to Return of the Obra Dinn, the whole universe story is weaved perfectly, everything falls into place at the end.
It is also very spacey for the space-nerds like me
Absolutely LOVE this game. Lucas Pope is brilliant.
If only they didn't break into that ark...
The Case of the Golden Idol
Chants of Sennaar
Her Story
IMMORTALITY
The Painscreek Killings
The Roottrees are Dead
Type Help
I haven't found anything close to scratching that Chants of Sennaar itch so far but I will check out the other games you mentioned as I haven't played any of them.
I also loved the conceit of the Obra Dinn but the visual style made me feel physically ill to the point I couldn't continue with the game. I'm useless with any first person POV stuff in general though.
Golden Idol and Chants of Senaar are incredible as well though.
I am also a fan of puzzle/detective games, and this is an excellent one.
Truly a masterpiece in both visual and gameplay, but together... not so much. For a game where understanding every detail of the scenes is critical, it felt I was fighting the game engine. Many times I wished I could turn off the dithering effect and see the underlying models with more standard shading. At no point it felt unfair, they really did a good job making it functional, but it was a distraction.
Not enough of a distraction to stop me from completing and enjoying the game and art. But hadn't the art style been unique, I would have enjoyed it much less.
As a kid I imagined playing Cosmic Osmo on actual magical paper at my desk at school.
Interesting read!
I picked up Blue Prince after - completely different game in most respects but hits some of the same satisfying puzzle-solving/deduction notes.
SHATTER:
https://imgur.com/gallery/shatter-1984-was-first-commerciall...
Robot Empire:
https://www.reddit.com/r/atarist/comments/xgs4rh/comicbook_c...
I feel like I understand it all except the last step:
> I could feel the closeness, and a very simple fix for this kind of aliasing is to supersample: apply the dither thresholding at a higher resolution and downsample.
Here he shows a dither pattern that isn't monochrome, but has grays (cause it's downsampled). But the picture in the end is monochrome again. How does this work? How does he downsample the dithered result while staying monochrome?
For example, stability of dithering under rotation and or some type of shear translation. What about stability under scaling?
There's been some other methods that essentially create a dither texture on the surface itself but, to me at least, this has a different quality than the "screen space" dithering that Obra Dinn employs.
Does anyone have any ideas on how to make this idea more rigorous? Or is the set of assumption fundamentally contradictory?
Hexagon grids are flat and can't tile a sphere. Nothing can tile a sphere without knowing some specifics about the sphere, and even then you're pretty much limited to "orange slices", pole-to-pole longitudinal sweeps.
I mean maybe it's just me, but that is literally the first thing I noticed and I appreciated it so much I instantly bought the game. I don't even play video games much!
I thought that constraint was the whole idea?