I’m making a top-down 2D game. I have a flaw involving free movements of the sprites in the map. When they move at a velocity that’s not a multiple of 1 pixel/frame I see them flickering, especially when they have certain pixel pattern (like thin black outlines around). For example for this sprite I get the following effect (sorry for the bad video quality): Demo video That’s due to different sampling and approximation of the underlying texture between different frames. The problem is quite easily solved when the sprites move vertically, horizontally or diagonally, because I can approximate their velocity to a multiple of 1 pixel/frame. But when they do a curvilinear movement or also a linear movement on an arbitrary direction (different from the aforementioned ones) I can’t use the same technique, because I’d get a jagged movement, even uglier than the flickering. I use a (bi)linear filter to sample the texture and I have MSAA activated, but the problem is still there. It’s less noticeable at 4K, but a lot more at lower resolutions. Do I have to live with this problem or is there any technique I can use to get rid of it?