Quote Originally Posted by Coldfire View Post
You really should research mipmapping. It's exactly the problem here. Proper mipmapping or mipmapping based anisotropic filtering provides a stepless-looking level of detail into the depth. Without it you have aliasing in the background. With only two levels of mipmapping you have a border between highres and lowres textures. SE implemented their own technique it seems. They only have background and foreground. That's okay for objects if you can't use tesselation, but for textures it looks really bad.
its seems like "no technique" rather then some kinda technique. And proper mip mapping like it is ... standard for like a decade now... (/facepalm) would help and give us a nicer feeling about distances. And it would make it much easier to implement a slider for distance controls as well i think.