MGE Developer: perhaps I should have been clearer. You can only see it as stuff is moving. Go into that game again and press D for debug mode then L for sLow motion. Now move across and watch the edges of the grey tiles, they all flicker in an unappealing way because each one is having it's edge filtered. You can't really notice it on the earth tiles. The sky is a static image so that doesn't count. If I do as HrdNutz suggests and turn off filtering when I load in the tiles, then they all get drawn at integer coords, which of course removes the problem, but then it doesn't look as smooth when it's scrolling.
If you take a static screenshot, it looks fine. The problem is the edges are different from frame to frame.
It should happen on all PCs because all that's happening is each tile is drawn individually so it's edges are anti-aliased (filtered) to "nothing" whereas if they were all drawn to a texture first and then displayed, the edges would anti-alias to the adjoining tiles and it would look better. That's uh my theory anyway. In fact I tested it by moving a larger tile made up of several smaller ones and the flickery joins were not present.
Sometimes this sort of issue can be improved by adding a 1 pixel blank border round each sprite but it didn't help much with this tile problem.
If you take a static screenshot, it looks fine. The problem is the edges are different from frame to frame.
It should happen on all PCs because all that's happening is each tile is drawn individually so it's edges are anti-aliased (filtered) to "nothing" whereas if they were all drawn to a texture first and then displayed, the edges would anti-alias to the adjoining tiles and it would look better. That's uh my theory anyway. In fact I tested it by moving a larger tile made up of several smaller ones and the flickery joins were not present.
Sometimes this sort of issue can be improved by adding a 1 pixel blank border round each sprite but it didn't help much with this tile problem.