by Acorncomputer » Wed Oct 23, 2013 8:16 am
The sharpness of ground textures will vary according to what type of terrain is being depicted and the quality of the original texture sets. The biggest problem, however, is that each texture tile can only be 256 pixels x 256 pixels and that tile represents about an area about 8 metres x 8 metres in the game so there is a bit of a problem here in getting a really sharp texture when close up.
In practice the terrain is generally viewed from a reasonable distance and looks quite sharp and clear so it is only really close up views that don't look so good. Route builders can get over this to a certain extent by covering ground that might be seen close up with foliage, buildings or even modelled 'ground' and in the situation of track ballast not matching the terrain it is on, I have in the past created an undertrack loft which sits under the track section with a matching ballast texture and the added advantage of being able to create a clear defined edge between the ballast and the adjoining game generated terrain.
I think it unlikely that there will be any change to the way in which terrain textures are created and rendered by the program for a number of reasons, particularly because the current arrangement is relatively gentle on the graphics engine.
Don't forget to check out your TS2014 graphics settings as if they are set too low you may be not be seeing the best rendering of textures which would not be too helpful.
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