I'm cerainly not saying that there are no bugs with the rendering. Of course there are. And as work continues, new ones will likely be introduced as other things are fixed.Some sure. But i'm fairly certain most are not, because I experience them consistently every time between saves, updates, reinstalls, driver and windows updates. In addition they show up on completely different hardware (GeForce vs Radeon, Intel vs AMD, PS5 vs PC) if you start looking for fix on youtube or elsewhere.
Just be more specific - I suspect anyone on any machine could visit rancho coronado ferris wheel and see it dissapear when you try to climb it, see the brown door under the highway near chapel fast-travel point in pacifica or see enormous Arasaka pop-in when walking up from californie&cartweight to Konpeki plaza.
I wonder if one could build a model parser based on MOD tools that can identify and fix such objects?
I'm addressing the distinction between occassional graphical borkiness...and really, over-the-top, in-your-face pop-in...or the strange artifacting effects around shadows and what I think is supposed to be SSR, etc. I can confirm I'm not seeing any extreme stuff on my end. I use only rasterized graphics, as I don't have RT, so maybe some of the stuff is RT related. Probably the worst of it is the garbage heaps. I think we could use a couple of additional levels of of detail there (at least a mid-field model.)
Your top video -- yup -- that's almost certainly a rendering issue, and it is certainly a minor detail. There's no real reason to be up there. If players do go way out of bounds, that's fine, but I'd expect to see glitching. This isn't Assassin's Creed, or GTA, or Just Cause, where running amok is part of the fun and focus of the game. Clearly, this is a much more structured RPG. Poke your head back stage, and you very well may ruin the illusory magic of theatre for yourself! Granted, it can probably be fixed, but now comes the $XXX question: is the time and money to fix such obscure issues truly a priority, given that running up the broken ferris wheel has absolutely no purpose (that I know of) in the narratively driven RPG? Maybe yes; my guess would be probably not. There are much more important things for the teams to be working on.
The the door with the disappearing windows from the second video is what I'm talking about. These are the things that I'm seeing rarely on my end. But, I'm not sure this is the result of the rendering engine itself loading the wrong model...or the GPU's drivers not correctly reading the Z-buffer if the window textures are separate. I'd imagine, in this example, it's the former -- an engine/game bug. Certainly looks as if either the near-field door or the mid-field door is calling for the wrong LoD asset. Those are the types of bugs that can probably be tweaked and fixed as they're found. This might be as simple as changing a single parameter in the engine, associating the correct door model at all LoD ranges whenever the game draws instances of that particular asset series.
(As opposed to completely rebuilding the entire ferris wheel model from scratch and re-importing it into the game, simply to fix the vertices so that the axle section doesn't cull when viewed from head height from that particular angle...for the few players that decide run up it...for no real reason. See the difference between these two considerations from the perspective of a buisiness that needs to budget work for 1000+ employees and numerous ongoing projects? This will be a consideration for any studio that takes on a project of this scale.)