Teardown: ground tile under player gets culled from view
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- C++
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Description
**What Game**
[Teardown](https://store.steampowered.com/app/1167630)
**Describe the bug**
The square tile of ground the player is very close to (either standing on or the next one over), when viewed from some angles, does not render. Instead, the map below is visible (see videos), probably because of a math error that makes the tile count as very far away instead of very close by(?)
This happens with ~~**both**~~ OpenGL ~~and VKD3D~~, **and** it feels like a very coarse massive-tile kind of culling that I would expect to happen on the CPU, so I think it's more likely to be an issue with FEX than with Mesa, but I could be wrong. If anyone could test on non-Qualcomm GPUs, that would quickly prove or disprove my hypothesis :)
(**upd:** this does *not* actually happen with VKD3D. WineD3D is not VKD3D, oops. For this game to actually use VKD3D it needs `VKD3D_FEATURE_LEVEL=12_2 VKD3D_SHADER_MODEL=6_6` to be set… and it performs waaaaay worse with VKD3D than OpenGL but does not exhibit this bug)
**To Reproduce**
Steps to reproduce the behavior:
1. Start playing, it's immediately obvious
**Expected behavior**
The ground being solid :)
**Screenshots and Video**
https://github.com/user-attachments/assets/fe741c7b-c912-4d74-b4ab-bf5899a287b1
**System information:**
- OS: postmarketOS edge
- CPU/SoC: Snapdragon X Elite (x1e80100)
- Video driver version: Mesa git (25.1-branchpoint-4169-g92d433c)
- RootFS used: none :p (not even nix this time, something else, coming soon hehe)
- FEX version: FEX-2507
- Thunks Enabled: No
**Additional context**
- Is this an x86 or x86-64 game: x86-64
- Does this reproduce on AArch64 with Radeon/Intel/Nvidia: Untested
- Is this a Vulkan game: ~~Yes and~~ No
- If Yes, What is your Vulkan driver: turnip
Contributor guide
Assessment
This issue has not been assessed yet.