I haven’t profiled how much better bubbletea v2 would be for this game. My intuition is that bubbletea v2 should be almost as bandwidth efficient as my implementation but non-trivially slower.
Due to this more measured approach, error-diffusion dithering is even better at preserving details and can produce a more organic looking final image. However, the algorithm itself is inherently serial and not easily parallelised. Additionally, the propagation of error can cause small discrepancies in one part of the image to cascade into other distant areas. This is very obvious during animation, where pixels will appear to jitter between frames. It also makes files harder to compress.
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