## Where is the source material that reads there is not limit to the number of artifacts a character may have?

I have read elsewhere for Numenera and the Cypher System as a whole, that there are no limits on the number of artifacts a character may possess. However, I have both the Discovery and Cypher System rulebooks and have yet to identify the source for this rule. Does anyone know where this rule comes from? Also, without limits, how does a GM know how to balance access to artifacts with Tier level?

## Do identical bonuses from random properties of different Artifacts stack?

Some Artifacts have Major/Minor Beneficial/Detrimental Properties, rolled from the appropriate table.

If I were to have two attuned Artifacts, both with, say, the Minor Beneficial Property of "While attuned to the artifact, you gain a +1 bonus to Armor Class.", would I have a +2 or +1 AC bonus?

From the DMG Errata on Combining Game Effects (p. 252):

Different game features can affect a target at the same time. But when two or more game features have the same name, only the effects of one of them—the most potent one—apply while the durations of the effects overlap. […] Game features include spells, class features, feats, racial traits, monster abilities, and magic items.

"Artifact property" isn’t listed, which is evidence for +2. But Artifacts are magic items, which may mean it should only be +1 instead. Which is correct?

## How should I stat very powerful artifacts that the party acquires too early?

A few weeks ago I started DMing a campaign that involves five divine artifacts that all of the gods’ powers are filtered through. I planned on the paragon level quest being collecting these in order to either destroy or protect them. Unfortunately, one of my players rolled a natural 20 on Thievery to steal the chestplate artifact at Level 2 (next encounter will level them up). How should I handle the stats on this item?

## OpenGL texture2d/image sampling issue. Strange artifacts in texture

I have an issue when using textures in OpenGL, strange artifacts occur where geometry overlaps, but not always. Video Reference. I am using a `GL_TEXTURE_2D` with `GL_ARB_image_load_store` to make a custom depth test shader that stores material data for opaque and transparent geometry. The video given shows the artifacts occur where the support structure for a table is occluded behind the top of the table, but strangely, not occurring where the base of the table is occluded by the support.

``#version 450 core  in VS_OUT {     vec3 Position;     vec3 Normal;     vec2 TexCoords;      mat3 TanBitanNorm; } fs_in;  // Material data uniform sampler2D uAlbedoMap; uniform sampler2D uNormalMap; uniform sampler2D uMetallicMap;  // Material info out layout(rgba16f) coherent uniform image2D uAlbedoDepthOpaque; layout(rgba16f) coherent uniform image2D uNormalMetallicOpaque; layout(rgba16f) coherent uniform image2D uAlbedoDepthTransparent; layout(rgba16f) coherent uniform image2D uNormalAlphaTransparent;  // Depth info in/out layout(r8) uniform image2D uDepthBufferOpaque; layout(r8) uniform image2D uDepthBufferTransparent;  void main() {     vec3 n_tex = texture(uNormalMap, fs_in.TexCoords).xyz;     n_tex = n_tex * 2.0f - 1.0f;      ivec2 tx_loc = ivec2(gl_FragCoord.xy);     const float opaque_depth = imageLoad(uDepthBufferOpaque, tx_loc).r; // Stored depth of opaque     const float trans_depth = imageLoad(uDepthBufferTransparent, tx_loc).r; // Stored depth of transparent      // Depth processing     if (gl_FragCoord.z > opaque_depth) {         bool tran = false;         if (trans_depth > opaque_depth)             tran = trans_depth > gl_FragCoord.z;         else             tran = true;          // Transparent         if (texture(uAlbedoMap, fs_in.TexCoords).a < 1.0f && tran) {             imageStore(uDepthBufferTransparent, tx_loc,                 vec4(gl_FragCoord.z));              imageStore(uAlbedoDepthTransparent, tx_loc,                 vec4(texture(uAlbedoMap, fs_in.TexCoords).rgb, gl_FragCoord.z));             imageStore(uNormalAlphaTransparent, tx_loc,                 vec4(abs(length(n_tex) - 1.0f) > 0.1f ? fs_in.Normal : normalize(fs_in.TanBitanNorm * n_tex), texture(uAlbedoMap, fs_in.TexCoords).a));         }          // Opaque         else {             imageStore(uDepthBufferOpaque, tx_loc,                 vec4(gl_FragCoord.z));              imageStore(uAlbedoDepthOpaque, tx_loc,                 vec4(texture(uAlbedoMap, fs_in.TexCoords).rgb, gl_FragCoord.z));             imageStore(uNormalMetallicOpaque, tx_loc,                 vec4(abs(length(n_tex) - 1.0f) > 0.1f ? fs_in.Normal : normalize(fs_in.TanBitanNorm * n_tex), texture(uMetallicMap, fs_in.TexCoords).r));         }     }      if (opaque_depth == 0.0f) {         imageStore(uDepthBufferOpaque, tx_loc,             vec4(0.125f));     }      else {         imageStore(uDepthBufferOpaque, tx_loc,             vec4(0.125f + opaque_depth));     } } ``

Render with overlapping geometry shows that artifacts still occur outside of reading from the texture. Also in the video, I move the camera back and forth (with orthographic projection) and the artifacts become brighter and darker. Render with overlapping geometry w/out depth processing shows that the brighter/darker values were from the depth test.

Any ideas on why this occurs, and how can I fix it?

## Getting artifacts with XP and crafting artifacts with iotum in Numenera

Numenera Destiny introduces crafting artifacts. Numenera Discovery allows one to spend 3 XP to obtain an artifact. Are these two statements correct?

• By Destiny rules, crafting an artifact does not take experience, only taking iotum, parts, and time.
• Through Discovery rules, player can spend 3 XP to instantly-ish gain an artifact, no iotum/parts expended.

I saw this, but it covers Numenera 1 rules and does not touch on Discovery/Destiny.

## Artifacts on top of platform sprite only when moving

I made a floating platform in Unity which has a propeller movement animation. I attached a script I wrote to the game object that adds slight vertical and horizontal movement using the game object `transform.position`. This is creating some weird artifacts at the top of the sprite, but only when the movement code is active. When I don’t move the platform and just leave it still to animate there are no artifacts.

Gameplay:

Sprite Import Settings:

Sprite Renderer:

Camera Settings:

Resolution:

## Finding artifacts using bulk extractor in different methods

I have specific number of artifact, and I want to search for those particular artifacts in the disk image using bulk extractor via different methods using Random Sampling, Stop List, Alert List , or Search Text.I want to know which method is most efficient, and How can I reproduce such test scenario and get results.

## Sprite Distortion (Ghosting While Moving and Artifacts when Mirroring to External Display)

I am working on my first MonoGame project. I love the framework so far!

I have implemented my own letterbox/pillarboxing to scale my native resolution by the maximum integer scale allowable on my display. Basically, I determine the maximum integer scale, set my `PreferredBackBuffer` to the screen resolution, create a Viewport that is my native resolution * maximum scale, and then set my SpriteBatch to draw everything at `Matrix.CreateScale(max_scale)`.

This works much better than rendering to a texture that has my native resolution and then scaling it up. (Scaling using a Matrix in SpriteBatch, as opposed to just rendering to a texture and then scaling it up, allows you to fake “subpixel rendering” to some extent).

That said, I am facing two issues.

1. When my sprite moves, there is very subtle “ghosting” happening. The sprite is subtly blurry and there’s a faint ghostly trail behind it.

2. When I mirror to an external monitor, there is less ghosting, but there is ugly artifacting on the outside of sprite when stationary. See below.

Rounding my player’s position to integers in the `Draw()` command doesn’t help for either problem.

Does anyone have any thoughts about how to fix these issues?

Here is my game class:

``using System; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; using Microsoft.Xna.Framework.Input;  namespace MyMonoGame {     public class MyGame : Game     {         // declare variables         GraphicsDeviceManager graphics;         SpriteBatch sprite_batch;          // resolution management         int native_width;         int native_height;         int screen_width;         int screen_height;         int max_scale;         int horizontal_margin;         int vertical_margin;          // objects         Player player;          public MyGame()         {             // create GraphicsDeviceManager instance             graphics = new GraphicsDeviceManager(this);             // specify root directory             Content.RootDirectory = "Content";         }          protected override void Initialize()         {             // set window title             this.Window.Title = "My Game";              // create SpriteBatch instance, which can be used to draw textures.             sprite_batch = new SpriteBatch(GraphicsDevice);              // initialize some variables             native_width = 160;             native_height = 144;              // resolution management             // get screen size             screen_width = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Width;             screen_height = GraphicsAdapter.DefaultAdapter.CurrentDisplayMode.Height;             // get max_scale, the maximum integer scale that will fit on the screen             // note: must be integer to prevent pixel distortion             int width_divisor = (int) Math.Floor((float)screen_width/(float)native_width);             int height_divisor = (int) Math.Floor((float)screen_height/(float)native_height);             max_scale = Math.Min(width_divisor, height_divisor);             // get margins for letterboxing and pillarboxing             int max_width = native_width * max_scale;             int max_height = native_height * max_scale;             horizontal_margin = (int)((screen_width - max_width)/2f);             vertical_margin = (int)((screen_height - max_height)/2f);              // toggle fullscreen             graphics.PreferredBackBufferWidth = screen_width;             graphics.PreferredBackBufferHeight = screen_height;             graphics.ToggleFullScreen();             GraphicsDevice.Viewport = new Viewport(horizontal_margin, vertical_margin, native_width * max_scale, native_height * max_scale);             graphics.ApplyChanges();              // objects             player = new Player(this);         }          protected override void LoadContent()         {         }          protected override void UnloadContent()         {         }          protected override void Update(GameTime gameTime)         {             if (Keyboard.GetState().IsKeyDown(Keys.Escape))                 Exit();              // update objects             player.Update(gameTime);         }          protected override void Draw(GameTime gameTime)         {             // clear window & fill with solid color             GraphicsDevice.Clear(Color.DarkRed);              // draw objects             var transform_matrix = Matrix.CreateScale(max_scale);             sprite_batch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.PointClamp, DepthStencilState.None, RasterizerState.CullCounterClockwise, transformMatrix: transform_matrix);             player.Draw(sprite_batch);             sprite_batch.End();         }     } } ``

## Artifacts at seams between meshes in Unity in isometric camera only

I’m trying to piece together some very simple placeholder models that I intend to use as tiles in Unity and I’m seeing odd pixel artifacts along the seams of the tiles that only show up when using an isometric camera. You can see them in this image.

And the same geometry but just from a perspective camera shows no artifacts.

I verified that the two models are exactly aligned right along the seam by checking the actual vertex data. The artifacts are dependent on the camera itself and shift along the seam as the camera is panned and zoomed.

I’ve disabled shadows, set the texture filter mode to point, disabled mipmap generation

The geometry is quite simple and is imported from the OBJ file below.

``# normals vn -1 0 0 vn 1 0 0 vn 0 0 1 vn 0 0 -1 vn 0 -1 0 vn 0 1 0  # texcoords vt 0.970703 0.5 vt 0.974609 0.5  # verts v 0 2 0 v 0 2 -4 v 0 2.3 0 v 0 2.3 -4 v 0 2.5 0 v 0 2.5 -4 v 4 2 0 v 4 2 -4 v 4 2.3 0 v 4 2.3 -4 v 4 2.5 0 v 4 2.5 -4  # faces f 3/2/1 2/2/1 1/2/1 f 4/2/1 2/2/1 3/2/1 f 5/1/1 4/1/1 3/1/1 f 6/1/1 4/1/1 5/1/1 f 7/2/2 8/2/2 9/2/2 f 9/2/2 8/2/2 10/2/2 f 9/1/2 10/1/2 11/1/2 f 11/1/2 10/1/2 12/1/2 f 7/2/3 3/2/3 1/2/3 f 9/1/3 5/1/3 3/1/3 f 9/2/3 3/2/3 7/2/3 f 11/1/3 5/1/3 9/1/3 f 2/2/4 4/2/4 8/2/4 f 4/1/4 6/1/4 10/1/4 f 8/2/4 4/2/4 10/2/4 f 10/1/4 6/1/4 12/1/4 f 2/2/5 7/2/5 1/2/5 f 8/2/5 7/2/5 2/2/5 f 5/1/6 11/1/6 6/1/6 f 6/1/6 11/1/6 12/1/6 ``

With the following texture applied as Albedo on a default Unity material (a bit odd since it was originally generated in MagicaVoxel)

I’m really at a loss for what could be causing these to show up. Only spotted them because I was testing an outline shader and it was outlining all the artifacts as the normals on those pixels were odd. With a pixel shader set to display _CameraNormalsTexture instead of the color the artifacts are still visible as variances in the normals as you can see in the image below.

## How to get rid of clipping artifacts?

The following is a MWE extracted from a more complex graphic.

``vertex = {8 Sqrt[2/((5 - Sqrt[5]) (10 + 2 Sqrt[5]))], 0, 8/   Sqrt[(10 - 2 Sqrt[5]) (10 + 2 Sqrt[5])]};  example[r_] :=   Show[Graphics3D[{Opacity[0.3, GrayLevel[0.8]], Sphere[{0, 0, 0}, r],      GrayLevel[0.2], Opacity[1],      Style[Sphere[{0, 0, 0}, 3],       ClipPlanes ->        Hyperplane[vertex, Cos[30 Degree]*3*Normalize[vertex]]]},     Boxed -> False], Lighting -> "Neutral",    ViewPoint -> {1.7, -2.7, 1}, ViewVertical -> {0, 0, 1},    ImageSize -> {1000, Automatic}]  Export["ex1.png", example[3]] Export["ex2.png", example[3.001]] ``

The second example is a bit better than the first one, but both show artifacts that I’d like to get rid of. (To clarify what I’m talking about: In both cases, the boundary of the spherical cap is clearly some $$n$$-gon and not a circle. And `Example[2.999]` would have the same effect.)

How can I improve this? Is there a way to increase the mesh granularity of the sphere? Or is there a better way to create the spherical cap?