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| 1 | +--- |
| 2 | +title: 'Ordered Dithering is Useful and Good' |
| 3 | +slug: 'ordered-dithering-is-useful-and-good' |
| 4 | +description: 'When ordered dithering with Bayer Matrices beats blue noise, and why you should use it everywhere' |
| 5 | +date: '2026-04-09' |
| 6 | +authors: ['jodie'] |
| 7 | +tags: ['dithering', 'glsl', 'opengl', 'optimization', 'article', 'bandwidth'] |
| 8 | +--- |
| 9 | + |
| 10 | +Dithering is the old trick of using patterns to fake more colors than you actually have. |
| 11 | +If you've ever noticed the crosshatch pattern in old video games, that's ordered dithering. |
| 12 | +It uses a repeating grid called a Bayer Matrix. It's carefully constructed so that adjacent |
| 13 | +values are as far apart as possible, which maximally spreads error. Modern game |
| 14 | +developers, in their infinite wisdom, have decided that this mathematical perfection is |
| 15 | +a problem to be fixed. The regular pattern is too noticeable, they say. Instead they make |
| 16 | +a fancy precomputed texture that has the same properties but with no regular pattern: Blue Noise. |
| 17 | + |
| 18 | +<!-- truncate --> |
| 19 | + |
| 20 | +Sure, blue noise looks great. But somewhere along the way we forgot why we're dithering in the |
| 21 | +first place: to save memory. If you need a texture lookup to do dithering, you're spending |
| 22 | +bandwidth to save bandwidth, it makes no sense. Ordered dithering is just 18 instructions |
| 23 | +to compute from scratch. |
| 24 | + |
| 25 | +```glsl |
| 26 | +float dither256x256(uvec2 fragCoord){ |
| 27 | + uint x = fragCoord.x ^ fragCoord.y; |
| 28 | + uint y = fragCoord.y; |
| 29 | + uint z = x << 16 | y; |
| 30 | + z |= z << 12; |
| 31 | + z &= 0xF0F0F0F0u; |
| 32 | + z |= z >> 6; |
| 33 | + z &= 0x33333333u; |
| 34 | + z |= z << 3; |
| 35 | + z &= 0xaaaaaaaau; |
| 36 | + z = z >> 9 | z << 6; |
| 37 | + z &= 0x7fffffu; |
| 38 | + return uintBitsToFloat( |
| 39 | + floatBitsToUint(1.) | z |
| 40 | + ) - 1.5; // or -1.0 if you want 0..1 |
| 41 | + // instead of -0.5..0.5 |
| 42 | +} |
| 43 | +``` |
| 44 | +I came up with this independently around 2016[\*](#note-id-0). I found recently that the general idea of |
| 45 | +interleaving and reversing bits was first described |
| 46 | +[here](https://bisqwit.iki.fi/story/howto/dither/jy/)[\*](#note-id-0). But I'm |
| 47 | +the first person to make this optimized implementation[\*](#note-id-0). Which is probably why it hasn't caught on yet. |
| 48 | + |
| 49 | +When you're doing graphics programming, fast dithering should always be in your metaphorical |
| 50 | +tool belt. You should *never* reach for higher bit depth without having first tried |
| 51 | +dithering. Here's an example of how even rgb8 is overkill. This is a comparison between |
| 52 | +rgb8 and rgb453. Can you tell which one is which? |
| 53 | + |
| 54 | + |
| 55 | + |
| 56 | + |
| 57 | + |
| 58 | +Now here's without the dithering: |
| 59 | + |
| 60 | + |
| 61 | + |
| 62 | +This is how huge the difference is! |
| 63 | +You're throwing away half your ram by not dithering all your buffers. |
| 64 | + |
| 65 | +## Not Just for Quantization |
| 66 | + |
| 67 | +You can (and should) use Bayer Matrices everywhere you would use random sampling, |
| 68 | +like for picking ray directions for lighting. |
| 69 | + |
| 70 | + |
| 71 | + |
| 72 | +At only one sample per pixel, you can see how the Bayer Matrix grain could |
| 73 | +easily be smoothed with a light blur. The noise grain has no chance. |
| 74 | + |
| 75 | + |
| 76 | + |
| 77 | +At eight samples per pixel, the Bayer Matrix sampling looks smooth already |
| 78 | +while the noise sampling still looks rough. |
| 79 | + |
| 80 | +Blurring white noise just gets you a splotchy mess, which you have to fix |
| 81 | +by doing more samples, or a wider blur. Choosing to use white noise is the |
| 82 | +dead raccoon in the river that makes everything downstream shit itself. |
| 83 | + |
| 84 | +For temporal effects, you can also use the 1D equivalent of a bayer matrix: |
| 85 | +reversing the bits for the index of the current frame, which gives this pattern: |
| 86 | + |
| 87 | + |
| 88 | + |
| 89 | +--- |
| 90 | + |
| 91 | +With technological progress, as pixel densities get higher and higher, |
| 92 | +dither patterns become harder and harder to see and vram gets more and more |
| 93 | +strained. Ordered dithering isn't just the past, it's the future as well! |
| 94 | + |
| 95 | +## Notes |
| 96 | + |
| 97 | +#### \* As far as I know. {#note-id-0} |
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