Dithering in pixel art

How two colours can pretend to be five. Play with the threshold map that powers ordered dithering, then compare it with error diffusion on a real gradient.

Part 1 · The Bayer threshold map

Each cell of the 4×4 matrix holds a threshold from 0 to 15. To show a shade between dark and light, every cell whose threshold is below the target turns light. Slide the target and watch the pattern build evenly, never clumping.

Part 2 · Gradient with a tiny palette

Ordered dithering uses a repeating pattern: tidy, predictable, and the classic pixel art look.

Why it works

At a normal viewing distance your eye can’t resolve individual pixels, so it averages neighbouring colours. A 50% checkerboard of black and white reads as mid-grey. Dithering exploits that averaging to create shades that aren’t in the palette. That mattered when a Game Boy could show four shades and still matters when you choose a small palette for style.

Hand-dithering patterns artists use

  • 50% checkerboard: the strongest blend, good for a single transition band between two colours.
  • 25% / 75% patterns: every other pixel on every other row, for soft transitions at either end.
  • Stylised dithering: lines, crosses or hand-placed clusters that follow the form, common on rocks and foliage.

In the editor, turn on the grid and use a 1 px pencil with mirror off; the pattern is easiest to place at 16× zoom or more. To apply dithering automatically to a picture, use the image to pixel art converter and choose Bayer or Floyd–Steinberg.

Common mistakes

  • Dithering everything. Reserve it for transitions; flat areas are restful.
  • Dithering two colours with very different brightness. The pattern stands out as texture instead of blending. Dither between neighbours in a ramp.
  • Dithering on moving sprites. The pattern shimmers as the sprite moves.

Frequently asked questions

What is dithering in pixel art?

Dithering places two colours in a pattern, often a checkerboard, so that from a distance the eye blends them into an in-between shade. It lets a small palette suggest gradients and textures it could not otherwise show.

When should I use dithering?

Use it for large, smooth areas such as skies, fog, light falloff and background gradients, and for textures like sand or fabric. Avoid it on small sprites and on anything that moves quickly, where it reads as noise or shimmers.

What is the difference between ordered and Floyd–Steinberg dithering?

Ordered (Bayer) dithering compares each pixel to a fixed repeating threshold pattern, giving regular, hand-made-looking textures. Floyd–Steinberg is error diffusion: it passes each pixel’s rounding error to neighbours (7/16 right, 3/16 below-left, 5/16 below, 1/16 below-right), which preserves detail but creates irregular noise.

Is dithering still necessary with modern hardware?

Not technically, but it is a deliberate style choice. Games like Return of the Obra Dinn built their entire look on dithering. In pixel art it remains a key way to work within a small palette.