| ▲ | MangoToupe 8 hours ago | |
> From my tests it was caused by a specific texture in the field of view at a certain distance. Surely that's a GPU thing and not an CPU thing, yea? Or was something about the texture processing architecture-dependent? | ||
| ▲ | kergonath 7 hours ago | parent [-] | |
On a Mac Studio it’s kind of the same thing. It’s the GPU core that was in all M1 chips. I could not reproduce it with AMD GPUs, but I also did not try very hard. I remember being annoyed because I always needed to remember to look away when we were doing these instances otherwise we’d fail it because of the time it took to get out of it. The core issue is that something slipped through the cracks. I don’t blame them, it’s a huge game and testing takes quite a lot of time. But testing does matter. | ||