{"rewrite":{"id":"r_1b9766b3bd484fa295c5d1e0","clusterId":"c_996b5a7ebaa54f16be6e8bf9","slug":"unreal-engine-screen-flicker-draws-advice-from-doom-creator-john-carmack","model":"deepseek-v4-flash","headline":"Unreal Engine Screen Flicker Draws Advice From Doom Creator John Carmack","summary":"Indie developer Tonokuji posted about a screen flicker bug in his game Gothic Scythe, caused by Unreal Engine's occlusion culling. Veteran developers including Call of Duty artist John Kinzel, rendering engineer Sebastian Aaltonen, and Doom co-creator John Carmack offered solutions and sparked a wider rendering discussion.","whyItMatters":"The thread shows how a common Unreal Engine 5 rendering issue draws technical responses from across the industry, including from foundational figures in game programming.","webCardHtml":"\u003cp\u003eIndie developer Tonokuji, creator of the free soulslike KANNAGI USAGI, posted a video on X showing a white flicker that appears when the camera moves between rooms in his upcoming action game Gothic Scythe. He identified the cause as Unreal Engine's occlusion culling, a technique that skips rendering objects hidden behind walls but introduces a one-frame delay between GPU visibility checks and CPU rendering.\u003c/p\u003e\u003cp\u003eJohn Kinzel of Raven Software (Call of Duty series) replied that the flicker is a known UE issue and recommended expanding mesh bounds so rendering starts earlier. Rendering engineer Sebastian Aaltonen, who worked on Rainbow Six Siege and Assassin's Creed Unity at Ubisoft, described a GPU-driven pipeline he developed to solve the same problem by keeping all visibility processing on the GPU.\u003c/p\u003e\u003cp\u003eJohn Carmack, co-founder of id Software and lead programmer on Doom and Quake, joined a related thread about binary space partitioning (BSP), a spatial division method used in early 3D engines. Carmack's comment pushed the conversation beyond the immediate bug into broader rendering history.\u003c/p\u003e","blueskyPost":"Indie dev Tonokuji posted about a UE5 screen flicker. John Kinzel, Sebastian Aaltonen, and John Carmack all replied with fixes and rendering history. A rare cross-generational thread on a common engine bug.","twitterPost":"Indie dev Tonokuji posted about a UE5 screen flicker. John Kinzel, Sebastian Aaltonen, and John Carmack all replied with fixes and rendering history. A rare cross-generational thread on a common engine bug.","threadsPost":null,"newsletterBlurb":"A single X post about a screen flicker in an indie game drew responses from Call of Duty artist John Kinzel, Rainbow Six Siege rendering engineer Sebastian Aaltonen, and Doom co-creator John Carmack. The thread turned into a discussion of Unreal Engine occlusion culling and the history of spatial partitioning techniques.","attributionJson":"[{\"source\":\"Automaton\",\"url\":\"https://automaton-media.com/articles/newsjp/20260520-444118/\",\"title\":\"UE5 Game Developers Face \\\"Screen Flickering Issue,\\\" Veteran Developers Offer Advice. World Developers Including the Creator of 'Doom' Engage in Rendering Discussion\"}]","lintFlagsJson":"[]","lintHits":0,"costUsd":0,"inputTokens":3788,"outputTokens":656,"status":"published","repairAttempts":0,"nextRepairAt":null,"factsAttemptedAt":1779826608,"createdAt":"2026-05-20T10:32:33.000Z","publishedAt":"2026-05-20T10:45:52.000Z","updatedAt":"2026-05-20T10:45:52.000Z"},"cluster":{"id":"c_996b5a7ebaa54f16be6e8bf9","canonicalTitle":"UE5ゲーム開発者が直面した「画面チラつき問題」に、ベテラン開発者がこぞってアドバイス。『Doom』の生みの親など、世界の開発者がレンダリング談議","representativeArticleId":"a_f7033fe9abdca22e548d258a","sourceCount":1,"writtenSourceCount":1,"writeAttempts":0,"isSolo":true,"entitiesJson":"{\"anime_titles\":[],\"manga_titles\":[],\"studios\":[],\"people\":[],\"type\":\"news\",\"domain\":\"games\",\"is_roundup\":false}","contentType":"news","status":"published","firstSeenAt":"2026-05-20T08:25:54.000Z","lastSeenAt":"2026-05-20T08:25:54.000Z","updatedAt":"2026-05-20T10:45:52.000Z"},"attribution":[{"source":"Automaton","url":"https://automaton-media.com/articles/newsjp/20260520-444118/","title":"UE5ゲーム開発者が直面した「画面チラつき問題」に、ベテラン開発者がこぞってアドバイス。『Doom』の生みの親など、世界の開発者がレンダリング談議"}],"entities":{"anime_titles":[],"manga_titles":[],"studios":[],"people":[],"type":"news","domain":"games","is_roundup":false},"keyFacts":["Indie developer Tonokuji posted a video on X showing a white flicker in his upcoming action game Gothic Scythe, caused by Unreal Engine's occlusion culling.","John Kinzel of Raven Software, a Call of Duty artist, replied that the flicker is a known Unreal Engine issue and recommended expanding mesh bounds.","Rendering engineer Sebastian Aaltonen, who worked on Rainbow Six Siege and Assassin's Creed Unity, described a GPU-driven pipeline he developed to solve the same flicker problem.","John Carmack, co-founder of id Software and lead programmer on Doom and Quake, joined a related thread about binary space partitioning (BSP), a spatial division method used in early 3D engines."]}
