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Texture Subsampling

Posted: Sat Mar 05, 2016 12:22 pm
by Elusive92
I would like to suggest texture subsampling (and possibly mip-mapping) for rendering. It would greatly improve how well bitmaps appear during scaling and translation. This would get rid of all non-integer scaling artifacts like flickering or jitter (especially noticeable when looking at Transport Belts) and, in turn, allow for smooth zooming and undistorted sprites. I have no idea how the graphics pipeline for this game is set up, but this is pretty much free with common graphics hardware, making the performance impact negligible.

Re: Texture Subsampling

Posted: Sat Mar 05, 2016 12:34 pm
by keyboardhack
It was supported before but was removed again.

viewtopic.php?f=3&t=14613&p=98820&hilit ... ing#p98820
Version 0.12.3 wrote:
  • Multisampling not officially supported from now on.
Read here why https://www.factorio.com/blog/post/fff-98

Re: Texture Subsampling

Posted: Sat Mar 05, 2016 12:50 pm
by Elusive92
That is very unfortunate. I do not see how tiling should interfere with this, but kinks in the graphics pipeline can always lead to weird bugs. I hope this gets resolved someday. Those artifacts drive me nuts.

Re: Texture Subsampling

Posted: Sat Mar 05, 2016 12:52 pm
by daniel34
Elusive92 wrote:That is very unfortunate. I do not see how tiling should interfere with this, but kinks in the graphics pipeline can always lead to weird bugs. I hope this gets resolved someday. Those artifacts drive me nuts.
It wasn't removed, it just isn't supported right now. You can still enable it by changing the multisampling-level setting in the config.ini file.

Re: Texture Subsampling

Posted: Sat Mar 05, 2016 1:04 pm
by Elusive92
daniel34 wrote:You can still enable it by changing the multisampling-level setting in the config.ini file.
Thanks! I'll try that. It would be great for it to be supported again at some point.