real ordered dithering? for texture alpha sampling? i can’t picture how that is supposed to work. it’s a 4x4 pixel mask. nice size for a tensor core to smudge it. but when rendering this pattern you’d get huge artefacts instead of the lil ones that are there on a smaller 2x2 ( which i think that it implemented rn). i mean… i could actually check the code, but i can eyeball that on the cloud temporal artefacts. it’s a 4 frame loop.
and well… i think i’m allowed to insult gamers that only play and ask for things while coders like i am to some degree too try to figure stuff out. some stuff is just not practical or just doesn’t work like you think it does. alpha testing for foliage and hair and all the semi transparent stuff and smoothing that has been and still is a complex issue. back in the days we cheated the engines with rendering alphatest and doubled it up with translucent for the edges. in these day’s games with the insane amounts of foliage it’s not the most performant choice. you know?!?
simple dithering and taa and all the temporal variations gonna stay for a while.