Anyone else having this issue, appears to be z-fighting

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    Just reloaded the game thought I would check it out. When I get close to planets there seems to be a point that extends down fairly near to the surface where this happens. Once I get close enough to the surface it goes away and if I am far enough out it doesn't seem to show or just isn't visible. What it looks like is the planet core keeps toggling size and then settles once you are close enough.
     

    alterintel

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    what happens when you press [tab] + [F6] before you get close enough for it to fix it's self?
     
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    From what I can tell, someone else had the same issue, and was able to fix it. He/she had posted his/her solution here:
    http://starmadedock.net/threads/for-all-amd-radeon-users-read-this.6184/
    Thanks fixed the issue. It was the frame buffer in was set off by default. Honestly got to ask why is that even an option. It has been probably been at least 8 years since the last video card that didn't have multi buffering came out. These days the only real question is selecting between double or triple. Honestly that would best be decided by running a test.
     
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    It has been probably been at least 8 years since the last video card that didn't have multi buffering came out.
    None intended for gaming and video rendering, true, but video cards not supporting framebuffering are likely still in production, on the low end of the spec-spectrum.
    Without being able to disable framebuffers I would actually suffer severe framerate drops. Granted my hardware isn't the best, but it isn't the worst either.
     
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    Well I decided to research it. I know from my own programming experience as far back as atari 800xl and commodore 64 and dos 3 I have seen frame buffers. When was it standardized. That is the real question.

    First there isn't a current graphics chip manufacture that produce a chip what so ever without framebuffer. - zip zero zilch
    Intel, AMD, Nvidia, S3/via tech, SiS, all support earlier versions of opengl most support up to 1.3
    AMD, Nvidia and intel keep up with more current releases.
    Opengl 1.1 came out in 1997.
    But frame buffering even supersedes opengl you can find it back in the VESA standards most VGA cards supported frame buffering.
    However it was standardized in the Vesa Bios extension that was 1994. Which is still in use.

    Found wiki has a fairly good article on framebuffers surprisingly it missed the standardization in VESA.
    https://en.wikipedia.org/wiki/Framebuffer

    The same seems to hold true for mobile devices and embedded especially if capable of opengl.