These are coming from the latest patch.
Graph CardRadeon X800 XT PE, 256MB
driver Catalyst 6.14.10 (I hope this is the correct info???)
DirectX settingsAnisotrophic filtering: 4x quality
Texture preference: High Quality
Z Buffer Depth: 16,24
Full Screen Anti-Aliasing: 6x
Mipmap Detail Level: Quality
Wait for Vertical Sync: Always On
1) The partly transparent textures get their edged blended to the opposite edge of the polygon. There has always been this issue with the cursor, but now it is also in the new trees.
2) Another transparency issue in the fence object. The transparency edges can "see" through the HQ building, but not anymore through the mountain edge.
(could have something to do with polygon normals or the index order of teh object?)
3) The smaller and lighter coloured(?) concrete area flashes. Double co-planar object or some ZBias issue?
4) The lighting of the ground is very flat! (only some ambient lighting is in use? or is this an issue of the objects' material?)
Depth perception and navigation generally suffers from this, even though it makes the scenery appear smoother than before. Still, IMHO, functionality should rule over aesthetics.
The hill edges are difficult to percieve both from air and from ground. Even the map room in the V-bases is difficult to find if there is not something like a forest in the background.
I have had this same cursor issue for ages. It was not such a bother, but since it is now also in the trees, it should be solved in some way... IMHO.
In textures involving transparencies, both the horizontal and vertical edges get copied and blended over the edge.
One way to solve this could be through how the texture is mapped on the polygon.... by not mapping it all the way to the texture edge and, if possible, by not placing the actual picture to the edge. (example below)