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As a perfect example. If the texture is made with a singular pixel it doesn't happen, no matter color of it. Or if its extremely dark it can get away with many pixel colors in the same texture. Mip maping is not really intended probably, but still, some textures work fine.
The game has this problem with aliasing/color bleeds. Idk why it's so bad and I sure hope to see graphical improvements someday. If I come across some old links I stored somewhere then I'll share since there were some good tips on creating textures/shader for rimworld.
I am not creating textures. I edit mostly things from other modders (these edits I keep for myself), but I also scout the internet for free textures (textures that are fine to use and edit as long as you don't sell them). There are some cool textures to be found for own use as well such as below (these I dont use but I can imagine that the textures could work for rimworld). They have tons of texture packs.
https://www.patreon.com/posts/dungeon-decor-6-47863594
https://www.forgotten-adventures.net/product-category/map-making/assets/
Thank you for the answer. A shame this game has this problem, I mean iv'e added a bunch of 2048x2048 images (even 4096x4096 tests) without any problems in terms of "stuttering" (slower loading up the game however). So it has potential for higher resolution textures, but the engine seems to make these graphical flickers sadly.
I think perhaps its not really "colors" but more about brightness pixels. Very hard to explain, best explanation is the images I posted. Adding Gaussian blur on the flickering textures basically fixes it but it looks way worse. In any way, id say its more with the mod than with the game, BUT I see no reason why it should do this even with the mod.
this is why blurring the original or lowering the settings works.
This made a lot of sense. I guess this is why some textures work better than others.
What a shame it does not work better with the engine. Maybe Tynan might update this in the future.
Thank you for your knowledge.
I "fixed" some of it by adding "Gaussian blur" in photoshop. Which does make the image lower quality though, which sort of renders the improved resolution not as good as its meant to be.
However it still breaks some outlines (for example, high resolution wall-edges flickers black and white). In other words, edges are still flickering, where textures meet up.
It could be that your blurr tool is blurring empty cells near the edge of the image.
You can try adjusting anti-aliasing options, first, in your options/driver settings. It's likely a mip-mapping effect. (There could be other issues,though.)
The texture itself is very detailed. It has those fine lines in a regular pattern. The mip-map generated as you move the camera or zoom may render different resolution maps that just don't look good. Flickering could be the result of maps that aren't filtered properly, not at the correct size and resolution, etc. (Note: Just an opinion from general "graphics stuffs/3D knowledge" not specific and practical Rimworld or Unity knowledge.)
Take a look at the original texture. Is the new texture the same standard resolution the game uses for that texture type? Same format/settings? Good optimization/filtering and efficient memory/size footprint?
Once the above is good, then do some manual resolution changes, cutting everything in half to reduce it. Does the texture look good at all of these lower resolutions?
Probably not... (*Without filtering/AA/blur/guassian/etc.)
That's because it's a pretty finely detailed texture. (Needlessly so, as far as I can tell.) When the mip-maps are generated the display resolution and the mip-mapped texture resolution isn't going to always match up very well to render that texture across the display pixels it has to use for that. Pixels in some of those generated textures will simply not make it to your screen. Without them, things start looking bad at certain camera distances/resolutions/LoD.
Look at the surrounding textures. Instead of lines, they use fairly subtle shading and probably look decent at different camera distances/movements. Do that for your textures. That's going to translate a LOT better to your eyes as your camera moves/zooms if those "lines" are a bit more "blurry." (And, why you may wish to look at AA adjustments as sort of a "catch all" solution to test.)
Also, those are too highly detailed to survive... You need to reduce the number of "lines" in those so you get the same impression of whatever they're supposed to be, but without needing that much detail to communicate it.
If, for instance, they're something like "roes created in soil with a hoe" then just have a couple of rows per tile, with good seamless transitions. If they're supposed to be "crosshatched somethings" then reduce the number of actual depressions/lines/hatched pattern lines/etc.
Sometimes, less is more, like in "Less detail survives mip-mapping more betterer."
On Animations: I don't know Unity or Riwmrorld technicals. Sorry. I don't know if Rimworld uses some billboard system, a "Unity Thing" or... whatever. BUT, I do know that if it's using some kind of billboard/plane system and textures are too close during some canned/generated animation, they can "intersect" as far as the renderer is concerned and the resulting confusion in a renderer can yield "flickering," depending on how the renderer works and what other materials are being applied/used.
"Solutions" are solutions. If they work, it really doesn't matter if you like them or not if you're trying to solve for one thing, right? :)