When creating a game on LibGDX in pixel design, I encountered artifacts in the entire image. Artifacts appear on the places where there is a change of color, and only on Android. On Windows, everything draws well. 
Nearest texture filtering. If you make Linear, the image becomes slightly soapy, which I do not need. Of course, the picture stretches a bit on Android.
Textures are loaded via TextureAtlas. I bring to the screen TextureRegion via SpriteBatch. The picture on the screen does not move anywhere.
Some files and texture atlas from the game: https://yadi.sk/d/34b5Bp6ysvcyq Part of the code from the class inherited from the Game:
static final float GAME_WIDTH = 640.0f; static final float GAME_HEIGHT = 360.0f; float screenWidth = Gdx.graphics.getWidth(); float screenHeight = Gdx.graphics.getHeight(); Gdx.app.log("Width", screenWidth + " "); Gdx.app.log("Height", screenHeight + " "); scale = GAME_WIDTH / screenWidth; Gdx.app.log("Scale", scale + " "); gameWidth = GAME_WIDTH; gameHeight = screenHeight * scale; cam = new OrthographicCamera(); cam.setToOrtho(true, gameWidth, gameHeight); delta_cam = (GAME_WIDTH - GAME_HEIGHT) / 2; delta_ass = (gameWidth - gameHeight) / 2; delta_scr = delta_cam - delta_ass; Assets.load((int) delta_ass, (int) gameHeight, (int) gameWidth); Settings.load(); batch = new SpriteBatch(); batch.setProjectionMatrix(cam.combined);