Talk:2414: Solar System Compression Artifacts

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"([Compression artefacts] may become literally unnoticeable because hexadecimal color values are discrete[...]" - disagree. Artefacts exist because of a discrete nature. Either of the RGB(/HSV/whatever) granularity, the lower the colour depth, or of the method used to get around the overheads of storing literal 24+ bits of colour-depth across a given image size. TrueColo(u)r should escape perceived colour-banding, but any image editor knows (or relies upon) that any flood-fill/by-colour-selection used with an absolute drift range away from the datum spot less than that across a gradient spills away from it can highlight 'hidden' edges between (say) #789ABC and #789BBC. What we have here is low bit-depth (grey-shade or equal-RGB, apparently 4-bit(/each), counting the 16 bands thanks to the mach-banding) non-dithered band-shading of a possibly nuanced (fractal?) shade fall-off. Possibly a 2D slice through 3D (or more, e.g. if animated) of voxelated (or hypervoxelated) stored values, which use up a lot of space in the Universe Simulator. Perhaps there's also something like Discrete Cosine Transform compression for easier block/chunk storage, retrieval and/or generation-on-demand (with detailed deltas for complex overlaying features such as Voyager). Because the Creator/Programmer of the universe has limited storage/processor cycles! 141.101.105.122 01:39, 21 January 2021 (UTC)

tl;dr? โ€” The ๐—ฆ๐—พ๐—ฟ๐˜-๐Ÿญ talk stalk 13:16, 21 January 2021 (UTC)

I would suggest that more emphasis needs to be placed on 'dynamic range' and 'undetectable' in this explanation. Particularly noticeable in streaming video codecs, you often can't decipher any information in dark scenes/regions. So the joke is that the map beyond here is empty, mostly because it is too far down in the dynamic range of our lossy observations. 108.162.219.80 17:36, 21 January 2021 (UTC)