Hey everyone, in my current 3D project, in Godot 4.2.1 Stable, I'm getting a lot of black artifacts on my mesh when I'm walking around. Noticing with and without directly light on them. My world env is close to default, with only colour changes and fog added. and I have no directional light.

Let me know if you need any more details from me with this!

Gif compression has messed it up a little - here are some screenshots -
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    Probably completely unrelated, but I had this kind of bug with commercial steam games once. Upgrading gpu drivers did the trick. Aside from that: Do you have a dual gpu setup (maybe one integrated in your cpu)? Is Godot using the right gpu and api (vulkan, directx, opengl)?

      10 days later

      MartinSenges my rendering device looks to be set correctly, showing vulkan for all driver settings under 'Rendering Device'. My drivers are all up to date also, with only a single gpu. Have tried setting this up on a fresh Godot project, with no changes and seeing the exact same issue!

      For a clearer video -

        omphdev
        I honestly have no idea, sry. Did you use the same mesh in the video as before? Maybe something is wrong with the mesh itself or in how the textures are imported and used by the engine?

        Can you make a simple example for us to test, and see if we get the same problem?

        omphdev that is a shader problem.
        You have a postprocess shader that is getting wrong values because of the uniforms being in the wrong scale or the scene lighting or the colors.
        check your environment node, any custom postprocess effect you are using, and upscaling in ProjectSettings. other shaders posibly used by godot are FXAA in ProjectSettings.
        Most likely bloom or automatic exposition.
        Are you using simple fog or volumetric? and is there a VoxelGI in the scene or other GI nodes?

        maybe those are cockroaches? who know what lurks in the underground sewer tunnels