You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
The depth buffer is completely broken when running on iOS, and background elements (such as skyboxes, distant structures, and inner terrain walls) are actively rendered on top of closer foreground geometry.
Testing the native Metal backend by squidbus (hedge-dev#1648), the depth sorting issue does not seem to present itself.
This indicates that the bug is likely not as complicated as initially thought. Since the native Metal pipeline maps the depth coordinates and attachments perfectly, the problem is likely highly localized to discrepancies unique to the Vulkan-to-MoltenVK translation layer on iOS drivers.
Activity
Markos-Th09 commentedon Jun 7, 2026
Testing the native Metal backend by squidbus (hedge-dev#1648), the depth sorting issue does not seem to present itself.
This indicates that the bug is likely not as complicated as initially thought. Since the native Metal pipeline maps the depth coordinates and attachments perfectly, the problem is likely highly localized to discrepancies unique to the Vulkan-to-MoltenVK translation layer on iOS drivers.
[-]The depth buffer is broken on iOS[/-][+][MoltenVK] The depth buffer is broken on iOS[/+]