Dithering
Reduce quantization artifacts when the rendered image is output to a lower bit depth than the internal processing pipeline.
Dithering adds a carefully chosen noise pattern so that colour gradients appear smoother than the output bit depth would normally allow. Without dithering, subtle gradients can collapse into visible banding at the final output stage — even if debanding was applied earlier in the pipeline.
Default: On
Parameters
Dither Method
| Method | Description |
|---|---|
| Blue Noise | Precomputed blue-noise texture — visually the least objectionable pattern |
| Ordered LUT | Bayer-matrix dithering from a look-up table |
| Ordered Fixed | Bayer-matrix dithering computed in the shader |
| White Noise | Uniform random noise — fast but more visible than blue noise |
Default: Blue Noise
Blue Noise is recommended for almost all situations. It distributes quantization error in a pattern that the human eye finds least noticeable. Ordered methods are cheaper on the GPU but produce a more structured, visible pattern. White Noise is the fastest but also the most perceptible.
Temporal Dithering
| Property | Value |
|---|---|
| Default | Off |
| Type | Toggle |
When enabled, the dither pattern changes every frame. Over time the eye averages consecutive frames together, producing an apparent bit depth higher than the display can physically show. This is most effective at high refresh rates (60 Hz and above). It may introduce a subtle shimmer on static content at low refresh rates.
Recommended Settings
- General use — leave dithering on with Blue Noise. This is the default and works well for all content.
- High refresh rate displays — enable Temporal Dithering for an extra bit of perceived precision.
- Performance-constrained GPU — switch to Ordered Fixed for a small speed gain.
Menu Path
Main Menu > Video Settings > Dithering