It’s difficult to say if this is the cause, but 2.0.68 switched away from OpenGL to Metal for graphics rendering. There’s a chance that the problem lies in there.
There is a hidden setting to force OpenGL. CTRL + ALT + Click on settings > The rest > force-opengl.
If you are willing to test this ...
Search found 254 matches
- Tue Sep 23, 2025 7:37 pm
- Forum: Technical Help
- Topic: [2.0.68] Crash on Mac
- Replies: 6
- Views: 192
- Tue Sep 23, 2025 5:59 pm
- Forum: Releases
- Topic: Version 2.0.68
- Replies: 3
- Views: 1654
Re: Version 2.0.68
[*]Removed Graphics backend user setting.
IMHO, such settings should stay (at least as hidden) for debugging purpouses.
Conversely, I support removing the setting because we have had issues with Windows players reporting poor GPU performance, and it turned out that they enabled the ...
- Mon Sep 22, 2025 8:50 am
- Forum: Technical Help
- Topic: [2.0.60] MacOS Metal Graphics backend 48.0 FPS
- Replies: 13
- Views: 1761
Re: [2.0.60] MacOS Metal Graphics backend 48.0 FPS
To fix this between game versions of 2.0.60 and 2.0.66, do ONE of the following:
Switch to a different Factorio version
Switch back to the OpenGL backend (Settings > Graphics > Graphics backend: OpenGL) (temporarily 🙏🏻)
Disable vsync
Configure your monitor to use 60 HZ or 120 HZ
Edit: the ...
Switch to a different Factorio version
Switch back to the OpenGL backend (Settings > Graphics > Graphics backend: OpenGL) (temporarily 🙏🏻)
Disable vsync
Configure your monitor to use 60 HZ or 120 HZ
Edit: the ...
- Sun Sep 21, 2025 8:33 am
- Forum: Technical Help
- Topic: [2.0.60] MacOS Metal Graphics backend 48.0 FPS
- Replies: 13
- Views: 1761
Re: [StrangePan][2.0.60] MacOS Metal Graphics backend 48.0 FPS
Ah. I know what’s going on. Thanks for all the reports and logs. This fix will get prioritized. Thanks for testing the Metal backend!
- Wed Sep 17, 2025 2:16 pm
- Forum: Assigned
- Topic: [StrangePan][2.0.66] Significant screen tearing and choppiness of game after updating to macOs 26.
- Replies: 6
- Views: 655
Re: [StrangePan][2.0.66] Significant screen tearing and choppiness of game after updating to macOs 26.
Which type of Mac do you have?hasanniz wrote: Wed Sep 17, 2025 12:25 pm I just experienced the same screen tearing on macOS Tahoe and looked up to find this post.
- Wed Sep 17, 2025 5:25 am
- Forum: Assigned
- Topic: [StrangePan][2.0.66] Significant screen tearing and choppiness of game after updating to macOs 26.
- Replies: 6
- Views: 655
Re: [StrangePan][2.0.66] Significant screen tearing and choppiness of game after updating to macOs 26.
Glad that fixes it!
Will opengl be fixed?
Will we try to fix it? Certainly. However, we’re planning to replace OpenGL with Metal on Macs soon, so this may only accelerate that decision.
Apple deprecated OpenGL several years ago, so the fact that it works at all is about the best we can expect ...
Will opengl be fixed?
Will we try to fix it? Certainly. However, we’re planning to replace OpenGL with Metal on Macs soon, so this may only accelerate that decision.
Apple deprecated OpenGL several years ago, so the fact that it works at all is about the best we can expect ...
- Tue Sep 16, 2025 8:07 pm
- Forum: Assigned
- Topic: [StrangePan][2.0.66] Significant screen tearing and choppiness of game after updating to macOs 26.
- Replies: 6
- Views: 655
Re: [2.0.66] Significant screen tearing and choppiness of game after updating to macOs 26.
Sorry you’re having issues on the new version of macOS! I didn’t see this problem on beta 4, but something might have changed since then. Can you try enabling the Metal graphics backend in settings and see if that fixes it? Settings > Graphics > Graphics Backend > Metal (experimental)
- Tue Sep 09, 2025 10:15 am
- Forum: Resolved Problems and Bugs
- Topic: [Strangepan] [2.0.66] All text in UI misaligned after update
- Replies: 9
- Views: 1100
Re: [Strangepan] [2.0.66] All text in UI misaligned after update
This issue should be fixed in 2.0.67. If you encounter it again on or after 2.0.67, please update this thread or create another!
- Tue Sep 02, 2025 9:02 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.65] LuaSegmentedUnit.speed effectively doesn't change speed in some cases
- Replies: 1
- Views: 796
Re: [2.0.65] LuaSegmentedUnit.speed effectively doesn't change speed in some cases
This will be fixed in 2.0.67
- Fri Jul 25, 2025 4:33 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.45][mac-arm] minimized Factorio restarts graphics loop after resolution change
- Replies: 4
- Views: 1246
- Wed Jul 23, 2025 3:13 pm
- Forum: Resolved Problems and Bugs
- Topic: [StrangePan][2.0.45][mac-arm] minimized Factorio restarts graphics loop after resolution change
- Replies: 4
- Views: 1246
Re: [StrangePan][2.0.45][mac-arm] minimized Factorio restarts graphics loop after resolution change
Discovered to be a bug with SDL. When the display resolution changes to or away from a "Retina" resolution, the OS resizes all windows, including minimized and hidden windows. For some reason though, SDL always sends a "window restored" even when resizing, even if it's not been restored. The fix is ...
- Tue Jul 22, 2025 3:16 pm
- Forum: Modding interface requests
- Topic: create a demolisher entity with quality
- Replies: 1
- Views: 646
Re: create a demolisher entity with quality
Quickly checked that it is indeed possible to create demolishers with varying levels of qualities, both in the editor and via LuaSurface::create_entity. Now in 2.0.61, there is a full API for reading and controlling demolishers and their territories.
- Tue Jul 22, 2025 3:06 pm
- Forum: Implemented mod requests
- Topic: [2.0.12] Demolisher API (territories & spawning?)
- Replies: 4
- Views: 1202
Re: [2.0.12] Demolisher API (territories & spawning?)
This, along with a full API for reading and controlling demolishers and their territories will be in 2.0.61.
- Tue Jul 22, 2025 3:05 pm
- Forum: Implemented mod requests
- Topic: Segmented Unit entity relationship
- Replies: 6
- Views: 812
Re: Segmented Unit entity relationship
This, along with a full API for reading and controlling demolishers and their territories will be in 2.0.61.
- Tue Jul 22, 2025 3:03 pm
- Forum: Implemented mod requests
- Topic: More control over the demolisher simulation mechanic
- Replies: 4
- Views: 766
Re: More control over the demolisher simulation mechanic
This, along with a full API for reading and controlling demolishers and their territories will be in 2.0.61.
- Tue Jul 22, 2025 3:00 pm
- Forum: Implemented mod requests
- Topic: Making it easier to clean up changed LuaPlayer::zoom_limits
- Replies: 5
- Views: 1099
Re: Making it easier to clean up changed LuaPlayer::zoom_limits
LuaPlayer::set_zoom_limits() will be added to 2.0.61, which takes controller type so that you can set (or reset) the zoom limits for any controller type.
- Fri Jul 18, 2025 3:50 pm
- Forum: Implemented mod requests
- Topic: Allow setting if a SpiderLegPrototype rotates with its connected body or not
- Replies: 3
- Views: 1165
Re: Allow setting if a SpiderLegPrototype rotates with its connected body or not
Ok, this is implemented in 2.0.61. Rotation is defined by the SpiderVehiclePrototype's SpiderTorsoGraphicsSet::base_animation number of rotations. In other words, if a SpiderVehicle's torso has a base sprite with NO rotation frames, then the legs will not rotate either. If the base sprite has 64 ...
- Fri Jul 18, 2025 8:11 am
- Forum: Implemented mod requests
- Topic: Additions to enable an AI team mate
- Replies: 4
- Views: 1447
Re: Additions to enable an AI team mate
In 2.0.61, will be moved to and made to work with character entities as well as players. Good luck!
Code: Select all
LuaPlayer::can_place_entity
Code: Select all
LuaControl::can_place_entity
- Sat Jun 21, 2025 3:44 pm
- Forum: Won't fix.
- Topic: [StrangePan][2.0.47] Metal renderer overly saturated
- Replies: 9
- Views: 1688
Re: [StrangePan][2.0.47] Metal renderer overly saturated
A MacBook Pro with an XDR display would probably suffice, someone's probably got one if there's active development on macOS. The game would look normal with the OpenGL renderer because of certain technologies they've implemented with their own displays, in typical fashion, but you should still be ...
- Sat Jun 21, 2025 11:02 am
- Forum: Won't fix.
- Topic: [StrangePan][2.0.47] Metal renderer overly saturated
- Replies: 9
- Views: 1688
Re: [StrangePan][2.0.47] Metal renderer overly saturated
TLDR -- I am able to reproduce the phenomenon described by OP, but I disagree on its classification as a bug. It is due to differences in how the two graphics APIs handle HDR content and displays. I prefer the appearance of the Metal implementation when in HDR mode. If this is ever scheduled to ...