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Graphical issue with large blueprints

Posted: Wed Sep 29, 2021 9:21 am
by mice-stro
just blueprinting large solar fields. the taller one contains 600k solar panels, so i'm not really surprised it starts breaking at this point
Screenshot 2021-09-29 051802.png
Screenshot 2021-09-29 051802.png (414.44 KiB) Viewed 3957 times
Screenshot 2021-09-13 013009.png
Screenshot 2021-09-13 013009.png (1.02 MiB) Viewed 3957 times
Screenshot 2021-09-29 052254.png
Screenshot 2021-09-29 052254.png (556.27 KiB) Viewed 3955 times

Re: Graphical issue with large blueprints

Posted: Wed Sep 29, 2021 9:22 am
by mice-stro
this is a feature isn't it. i have accumulators around every substation in the solar section to make them fit right.

Re: Graphical issue with large blueprints

Posted: Wed Sep 29, 2021 9:46 am
by Klonan
mice-stro wrote: Wed Sep 29, 2021 9:21 am just blueprinting large solar fields. the taller one contains 600k solar panels, so i'm not really surprised it starts breaking at this point
Can you provide the blueprint?

Re: Graphical issue with large blueprints

Posted: Wed Sep 29, 2021 9:58 am
by posila
It's not a feature, but effect of intended behavior, which is usage of the nearest neigbour texture filtering. When the sprites are scaled down to essentially just one pixel, one pixel from the original sprite is rendered for each sprite and things may line up such that, the individual pixels form the original sprite in much larger scale.

Re: Graphical issue with large blueprints

Posted: Thu Sep 30, 2021 12:31 am
by mice-stro
Klonan wrote: Wed Sep 29, 2021 9:46 am
mice-stro wrote: Wed Sep 29, 2021 9:21 am just blueprinting large solar fields. the taller one contains 600k solar panels, so i'm not really surprised it starts breaking at this point
Can you provide the blueprint?
500k Solar Panels.txt
(6.57 MiB) Downloaded 207 times
posila wrote: Wed Sep 29, 2021 9:58 am It's not a feature, but effect of intended behavior, which is usage of the nearest neigbour texture filtering. When the sprites are scaled down to essentially just one pixel, one pixel from the original sprite is rendered for each sprite and things may line up such that, the individual pixels form the original sprite in much larger scale.
would there be a way to optimize viewing large blueprints using something along the lines of neighbor detection? just viewing this brings my game to 2 ups.
this would be an example of neighbor detection:
download (2).jpg
download (2).jpg (110.19 KiB) Viewed 3888 times

Re: Graphical issue with large blueprints

Posted: Thu Sep 30, 2021 5:56 pm
by SoShootMe
mice-stro wrote: Wed Sep 29, 2021 9:21 am just blueprinting large solar fields. the taller one contains 600k solar panels, so i'm not really surprised it starts breaking at this point
Not really related but I've got to ask: why such a large blueprint? Graphical issue aside, it seems entirely impractical to place and also unnecessary for something like solar which could be built from far smaller "tiles" of perhaps a few hundred panels.

Re: Graphical issue with large blueprints

Posted: Sat Oct 02, 2021 4:44 am
by mice-stro
SoShootMe wrote: Thu Sep 30, 2021 5:56 pm
mice-stro wrote: Wed Sep 29, 2021 9:21 am just blueprinting large solar fields. the taller one contains 600k solar panels, so i'm not really surprised it starts breaking at this point
Not really related but I've got to ask: why such a large blueprint? Graphical issue aside, it seems entirely impractical to place and also unnecessary for something like solar which could be built from far smaller "tiles" of perhaps a few hundred panels.
it would be cool to be able to copy and paste massive base setups (all in one rocket production as an example) without having to mesh together an entire book of smaller ones.

Re: Graphical issue with large blueprints

Posted: Sat Oct 02, 2021 7:58 am
by SoShootMe
mice-stro wrote: Sat Oct 02, 2021 4:44 am it would be cool to be able to copy and paste massive base setups (all in one rocket production as an example) without having to mesh together an entire book of smaller ones.
OK, but then the performance is a far more significant issue than the graphical quirk. It's bad enough when zoomed out in map view, and woe betide you if you zoom in or exit map view while holding the blueprint.

Re: Graphical issue with large blueprints

Posted: Sun Oct 10, 2021 8:40 pm
by Rseding91
The performance isn't really related to rendering but all of the blueprint logic. Collision checks when hovering it in-world and rendering all the entities in the world (not specifically the downscaling just all the logic around rendering).