annoying graphics in games


I see two separate issues. Possibly a third.

1) Your anti-aliasing is not strong enough if this sort of thing bothers you. Try cranking it up. That will reduce the shimmering on the building edges, the telephone wire, and the rails around the water tower. This will of course slow down your game.

2) Your grass and shrubs are shimmering. Normally these sorts of textures have transparency to blend their edges with whatever is behind them. But there's a graphics option (whose name escapes me at the moment) to turn this off. And another option (whose name also escapes me) which improves the transparency effect when the texture is distant. I don't have BF1 so I don't know if it includes these options. if it doesn't, you're stuck with what you've got.

Edit: Found the name for the first one - transparency supersampling should be on to reduce this shimmer. The second one is a LOD setting I think.

3) Are you by chance scaling to improve performance? If your screen is 1080p but you're running the game at 720p and scaling up to 1080p for display, that will exacerbate artifacts due to (1) and (2), as well as create new artifacts due to the rendered pixels not aligning exactly with your screen pixels. Unless you've got a high-ppi screen where some blurring is acceptable, it's best to run the game at your native resolution, or an integer fraction. So if you've got a 2560x1440 monitor, running the game at 1280x720 (2:1) and scaling will have much fewer artifacts than running at 1920x1080 (1.33:1) and scaling.
 


my monitor is Aoc 23 inch FullHD and the game (in this case bf1) is on 1080p ultra.
 
Second video looks like poor MIP mapped textures.
https://en.wikipedia.org/wiki/Mipmap

Ideally the MIP maps (smaller versions of the texture, for use when the object is further away and thus smaller on the screen) will all be hand-drawn by the artist. That way the colors and detail will remain consistent.

Realistically, most artists only draw the full-size texture. The computer generates the smaller MIP mapped versions dynamically. The scaling algorithms used usually results in some blurriness, which can also manifest as paler colors.

In your second video, the shrubs are using a MIP mapped texture when they are far away. So they look a little blurry and pale. When they get closer, the GPU switches to a larger or full-size texture, resulting in them appearing different. You might be able to lessen the effect by tweaking the LOD settings (distance at which the game switches to different size textures) if the game lets you. Otherwise the only fix is for a modder to create new textures which come with complete MIP maps.