How we fixed flickering incorrectly four times while rendering 4.4 million polygons on wgpu
Summary
This article walks through repeated attempts to fix flickering in a Rust and wgpu rendering pipeline that draws about 4.4 million polygons. It explains how the team moved from CPU-heavy per-frame rebuilds to GPU instance buffers, visibility culling, density rendering, and layered level-of-detail strategies. The post also shows how deferred background rebuilds and double-buffering reduced render-loop jitter and improved stability. In the end, the team found that a pipeline-level redesign mattered more than one-off fixes.
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