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Having worked on graphics programming for more than a decade, I still didn't pick on that when I played the game. Considering the overall visual language of the game, I'd say it's 100 hours well spent.

Could have easily published this at SIGGRAPH under temporal coherence for non-photorealistic rendering.




I definitely noticed the dithering stability as I was panning around the scenes but would have never guessed that so much had gone into making it so; I’ll appreciate it a lot more now, having ingested this writeup.




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