Texture compression punches speckle holes into alpha-masked surfaces (e.g. a two-sided trading card); cutout edges also break #840
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sky_line/Slipstream#840
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Alpha-coverage mips (
RenderVKAlphaCoverageMips, default on) punch scattered black speckle holes into some textured surfaces at certain distances.Repro (owner): a trading-card item: a thin mesh with a face on each side, each with its own texture. At one zoom level it looks correct. Zooming in one more click, the front face fills with dark speckles that follow the texture detail (text, edges, hair), with the dark back face showing through. Not shadows, not FSR, not TAA (each ruled out). Not the slim G-buffer VS. Setting
RenderVKAlphaCoverageMips0 fixes it. Screenshots below.Likely causes (to confirm)
Expected
Coverage mips keep foliage / hair density at distance without ever turning texels that are opaque at mip 0 into holes, at any distance or compression format.
Correct (one zoom level out):
Speckled (one click closer):
Correction from the owner's re-test: coverage mips are not the cause. The fix came from turning off texture compression (
RenderVKTextureCompression0). The earlier coverage-mips result was a mix-up (the texture hadn't re-uploaded yet).Revised:
Alpha-coverage mips punch speckle holes into some surfaces (e.g. a two-sided trading card) when zoomed into Texture compression punches speckle holes into alpha-masked surfaces (e.g. a two-sided trading card); cutout edges also breakFixed in Slipstream 1.3.0 (stable): https://git.slipstreamviewer.org/sky_line/Slipstream/releases/tag/v1.3.0
If you still see this on 1.3.0, reply here and we'll reopen it.