I tried the new version and it is indeed better, though still noticeable. And yes FXAA prevents it completely but I don't want to play with it enabled.
Yeah, after experimenting with things I have found out that
-starfield that works with FXAA scintillates madly when FXAA is disabled
-starfield that provides acceptably stable stars without FXAA looks absolute poop when the FXAA is disabled.
Obviously I wish to provide a solution for FXAA users as well as those who don't use it. That presents a problem in how to distribute the mod - do I make two branches, an FXAA version and a non-FXAA version, with High, Medium and Low resolution galaxy? That already boosts the number of different combinations to six. Worse still, do I also put in 1024 and 2048 versions of the constellation textures? That makes it twelve different combinations...
I want to keep things really simple so that users don't need to contemplate their navels longer than 30 seconds when deciding which package to download. And I want to keep it a single download/extract installation rather than forcing people to download the starfield, constellations and galaxy textures separately.
That said I have discovered a few things and solved some issues. Those interested in technicalities may be interested in the following:
-base starfield works either as RGBA (dxt3/dxt5) or RGB (dxt1c) texture. However, if the texture does not have alpha channel, it causes a slight brightening of the background sky. The effect is noticeable in comparison with alpha channeled starfield, but insignificant and probably not obvious in-game.
-constellation textures absolutely do need the alpha channel because the texture is using a fractured mapping and the brightening is quite strong, resulting in a strange situation where there is a brighter area around the constellations.
-for the same reason, the galaxy texture also requires an alpha channel.
Personally I don't understand why the system works as it does. Alpha blending gains nothing for objects like stars, while it essentially doubles the memory consumption when using dxt3/dxt5 compressed DDS files as opposed to dxt1c compressed files (without MIP maps, a DXT5 file of 1024^2 resolution is 1025 KB, while a DXT1c file of same dimensions is 513 KB). Additive blending would be much more memory efficient, simpler to work with for texture artists, and yield exactly the same quality. So, it's a mystery why the background is done the way it is.
I also suspect the brightening-without-alpha effect is caused by the atmospheric effects, so it might be that they noticed the atmospheric blending causes texture brightening and instead of fixing the blending effects, they circumvented the problem somehow by adding alpha channel to the starfield textures. But this is idle speculation, and I'll just work with what I got.
Also, I would have made the galaxy part of the background a simple sphere or cube model. I hope the construction set will offer an option to replace the sky background mesh or parts of it.
Ok, I am using a real night sky and moon mod for Oblivion that provides a really good visualisation. Its not spot on but I suppose if we are talking future or distant past as a setting for anything within Skyrim/Earth then some differences are perfectly fine. if you can ever do this, it would be fantastic. I would certainly use it in mesogea as it relies on a real earth sky and moon.
Like I posted, currently this can not be done in Skyrim with a simple texture replacement, because none of the parts in the sky mesh are compatible with spherical textures. If we could replace the sky mesh with a simple icosphere or skycube model (cube would be more efficient), then it will be reasonably simple to do, but until then, it's a no-go sadly.