The problem was see-through rasterisation seams. One of these spooky problems that's much worse at high resolutions - bad seam pixels are noticed individually, and so it's a much bigger problem on high resolution displays, even though the individual pixels are much smaller.
-
-
-
(Oh, I said UV seams earlier. Oops.)
End of conversation
New conversation -
-
-
Which one is the unsafe one?
-
I'm guessing the one on the right, because of the seams being mis-aligned with the smaller polys on the left. Not sure though.
- 4 more replies
New conversation -
-
-
(someone has concerns about the fans, though it looks like they're more about performance than correctness (but their comment is not detailed so maybe I have it wrong) https://twitter.com/LiaSae/status/1140597253893230593?s=19 … )
-
More knowledgeable people than me have chimed in, so check the replies :)
End of conversation
New conversation -
-
-
Gosh, did this never come up at RTW? I feel like that was something we had to worry about. I feel like all we ever did was build meshes at different layers of abstraction and transform them between them.

-
Heh (I was never near the geometry, just the UI)
- 1 more reply
New conversation -
-
-
I had a lot of trouble with this in Dissembler. I ended up making the piece edges overlap ever so slightly.
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
-
-
FWIW I'm told poly count doesn't mean much these days. It's all about batch counts.
Thanks. Twitter will use this to make your timeline better. UndoUndo
-
Loading seems to be taking a while.
Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.