: So moving the world instead of the player would help?
The content of this post is meant to be read as a straight information or question without an implicit dismissive stance or interest in having the other party feel offended unless there's emotes that hint otherwise or there's an increased use of exclamation marks and all-capital words.
not really, it's not relative to the player, it's relative to the 0,0 coord in texture space, so the more the texture is repeated (and spread in the scene) the more the effect is obvious.
The thing is , usually texture coordinates are from 0 to 1 but when you want a texture to be tiled on a big area, you scale up the texture coord and set the texture's wrap mode tor Repeat.
So while the coordinates are between 0 and 1 (the first tile) it's fine. But let's say you want 1000 tiles on x and 1000 tiles on y, the last tile's coordinates will be between 999 and 1000.
But if you have a 1024 texture, for example, to be texel accurate you need 1024 sub divisions for a tile texture coord span. So roughly you need to be precise at 0.001. While it's fine between 0 and 1 with 16 bits it's probably not between 999 and 1000.
So this imprecision will return the same texture fetch for neighboring pixels, also voiding the bilinear filtering effect in the process.
I like this answer the most on the issue on stack overflow http://stackoverflow.com/questions/872544/precision-of-floating-point/872762#872762
Half precision (16bit) floats max accurate value for a 0.0005 precision is 2. So I won't do the math, but I guess with a 0.001 precision requirement the max is reached pretty fast too.
EDIT : I guess this effect can also occur when you don't have scaled coordinates. If you have a texture spread on a wide area (uh..like a terrain ) the varying interpolation of the texture coordinate might lack precision with 16 bits even between 0 and 1.