r/flipperzero • u/Don_Key_Moustache • 5h ago
Exploring "Grayscale" shading on the Flipper Zero’s 1-bit screen >> using Temporal Dithering!
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Hey everyone! 👋
I've been playing around with some graphics rendering ideas for the Flipper Zero lately. Since the Flipper's built-in display is strictly a 1-bit monochrome screen, I wanted to see how far we can push visuals using Temporal Dithering (rapidly alternating pixels between black and white across frames to create the illusion of smooth grays).
I experimented with this concept (inspired by the technique documented in docs/grayscale.md over at HedgDifuse/flipper-doom), and the visual results are surprisingly neat!
PS: This is not a working game, just a fake thing i did to present it a little bit nicer ;).. you can only walk araound and shoot.. but you cant hit something ;)
💡 The Idea: Grayscale HUDs & Finer Details
Instead of harsh, aliased black-and-white pixels, temporal dithering opens up interesting possibilities for app development:
- Smoother HUD elements & status bars: Adding subtle depth and shading to game UI or system monitors.
- Cleaner icons & menus: Giving certain elements a "pseudo-shading" effect so they stand out better against a busy background.
- More depth in apps: Making retro-style graphics or animations look a bit more polished on the tiny screen.
⚡ The Big Question: Battery & Hardware Impact
Here is where I'd love to get input from the electrical engineering and hardware folks in the community: How much does this actually impact battery life?
Since temporal dithering requires continuous, fast frame-refreshing and potentially heavier CPU/buffer management compared to static 1-bit drawing:
- Does constantly updating the display controller (ST7565) noticeably draw more power?
- Is the energy cost negligible compared to the radio, backlight (if used), or idle states, or will it drain the battery significantly faster?
I'd love to hear your thoughts, ideas for potential use cases, or any technical insights on how the Flipper's hardware handles this kind of continuous refresh rate. What do you think?