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iirc, back in ~99, Unreal Engine was doing dithering on the u/v coordinates (!!) for texture mapping instead of bilinear interpolation. They used fixed Bayer matrix.

This was quite faster, visually pleasant, and was adapting nicely to viewing distance.

Try freezing some close-up frames around 0:45 here: https://www.youtube.com/watch?v=aXA3360awec

Tim Sweeney called this technique "ordered texture coordinate space dither", apparently:

https://www.flipcode.com/archives/Texturing_As_In_Unreal.sht...



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