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This is a side effect of the optimized culling in 0.8 - it's much faster, but the polygon order varies more now. You can fix it by setting r_oit to 1 (or Graphics > Transparency: Modern). That does come with a performance cost though (especially on integrated GPUs), so I'll look into alternatives for a later update.
Thanks for the answer. I suggest renaming the cvar to something more clear like "r_optimized_culling" though, since I didn't know it existed in the first place.
The cvar doesn't control culling, it enables order-independent transparency (OIT), which means that even if culling produces polygons in a different order each frame, the blending is not affected.
Ironwail 0.7.0:
https://github.com/user-attachments/assets/097d7902-6948-486e-b0bf-6e9ac6b851bb
Ironwail 0.8.0:
2024-11-14.13-02-13.mp4
How to replicate:
Go to the "start" map from the original, id1 game inside the episode 4 hall. Look at the water.
My specs:
CPU: 12th Gen Intel(R) Core(TM) i7-1255U, 1700 Mhz
GPU: Intel Iris Xe Graphics (integrated) OGL 4.6
OS: Microsoft Windows 11 Pro Version10.0.22631 compilation 22631
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