If you find this interesting, you might also be interested in this video of someone diving even deeper into how to make the dither surface stable: https://www.youtube.com/watch?v=HPqGaIMVuLs
Very cool! The dither is no longer in screenspace though, which kills the retro charm.
This really is a fantastic video. I don't think I'd considered many of the ideas behind dithering before seeing how it could be extrapolated to this degree.
The video ends in a place where I suspect even further advances could still be made.
Discussed on HN in January 2025: https://news.ycombinator.com/item?id=42808889
IMO, the holy grail of 3d dithering is yet to be achieved. runevision's method does not handle surfaces viewed at sharp angles very well. I've thought a lot about a method with fractal adaptive blue noise and analytic anisotropic filtering but I don't yet have the base knowledge to implement it.