Is there a way to render texture detail on low resolution screen without flickering or blurring?

We are working on a 2D game with high resolution background textures(they are placed parallel to the X-Y plane, not an anisotropic issue here) which contains high frequency details such as thin lines. The details look fine on display over 1080p but starts flickering on 720p. We tried turning on mip-mapping, the flickering is gone but it looks blurry. We played with various settings of texture importer including texture max size, mip-map limit, mip-map filtering, filter mode, etc… but there’s no combination that gives an ideal result that looks crisp but not flickering on a low resolution screen.

I would like to ask is there a way in texture processing/importing or shader that could give us the best of both worlds (crisp and not flicking)?

Thank you.

You are right that you shouldn’t need anisotropic filtering when you look at it straight on but have you tried it?

Might still give a better result than bilinear or trilinear filtering because it takes more samples.

You could also add a negative mipmap bias but that’s just a tradeoff between blurriness and aliasing.

The brute-force solution would be to render a mesh (e.g. vector graphics or a 3d model) instead of just using a texture - but that’s a lot of work.

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