I learned something about GPUs today
Summary
The article documents a GPU rendering bug in the game Blackshift related to per-instance adjacency data and perspective-correct interpolation. It details the debugging process, the difference between preview and main renders, and the final CPU-side fix (adding 0.5 to the adjacency float) to avoid artifacts. The piece offers a concrete look at how floating-point precision and interpolation can cause subtle graphical issues across hardware.