[0.8.15.0] Jarring canvas item rendering when (partially) occluded

Since the Halloween update, canvas items get rendered and unrendered very rapidly when they’re occluded, even partially.

By the looks of it, it may be caused by overly aggressive occlusion culling.

This only seems to affect canvas items, other items don’t show this behaviour.

Higher framerates make this effect less noticable.

I run on a Intel Core i7 11700F and an Nvidia RTX 3070. Though hardware doesn’t seem to matter as friends report the same issue with wildly different CPU and GPU combinations (Intel/Ryzen + Nvidia/AMD)

Steps to Reproduce

Place a Grass Patch on the ground, scale the Z axis to 3, keep the rest at 1. Use variation 13.

A small distance behind it, place a bunch of canvas cubes. About 20 of them will do. It doesn’t have to be a neat pile, just use the Copycat tool in replication mode.

Stand in the middle of the grass patch and start moving left and right.

Try the same thing with fog turned on, the issue becomes much worse.

What I expected to happen

The canvas cubes to be (partially) visible.

What happened

The canvas cubes are flickering a lot.


Notes / Media

I recorded 4 different clips with different framerates and Vsync turned off:

60 fps: Watch tower-unite-occlusion-bug-60fps | Streamable
120 fps: Watch tower-unite-occlusion-bug-120fps | Streamable
165 fps: Watch tower-unite-occlusion-bug-165fps | Streamable
Uncapped (~300 fps): Watch tower-unite-occlusion-bug-uncapped | Streamable

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Here’s my perspective in the same condo though it isn’t exclusive to this one: Watch TU Canvas Bug Thing | Streamable (60fps, Intel Core i9 12900F, NVIDIA RTX 3080)

Can confirm it seems to have happened somewhere in October or just a bit before and only happens with Canvas Primitives specifically, I can’t reproduce it with other Canvas items.