I would recommend abfussion, as the combination of slight dispersion of the rear wave combined with some absorption of the highest frequencies will clean up the sound from the front of the panels a bit. The idea is to not have strong, fixed delay rear wave co-mingling with the front (causing combing and cancelations).
By adding diffusion, we are spreading out the rear wave into many specular angles and thereby distributing the reflection points and associated delays. While still causing combing, it is distributed more and therefore less objectionable and sounds more like natural ambience.
Be careful that the diffusion tool you use does so only in the horizontal range and is not a 3D diffusior like the RPG Skyline. The idea is to maintain the nice vertical null’s the ML’s have and not have to deal with the ceiling or floor reflections as well as lateral walls.
Auralex and RPG have 2D diffusiors that would work well behind the panels.
I generally recommend trying to keep the rear reflections from coming back around and between the two fronts, as that will smear the center image. To achieve this, I’ve experimented with angling the 2D diffusers a bit towards the side walls. This seemed to help, but I did not do measurements. Nor is it how my rig runs now. I have mostly absorption behind the Monoliths, letting portions of the flat wall do the reflections.
For the rear channels, I do have a totally different set up, with full 2D diffusers behind the Sequels and 3D diffusers (4x Skylines) between them. This works really well for rears, but is not recommended as a setup for fronts for the reasons listed above. Look in the thread describing my system for
a pic that shows the rear wall treatments.