I wish that would have fixed it, but alas! I just checked where you said, and found that it's... already disabled, probably because years ago I had that issue with OptiFine and the multi-core chunk rendering.
That issue would lead to a whole lot of terrain surface becoming invisible, and (I believe) was random. This is a bit different. The same terrain is always afflicted and seems to be a bug (for lack of better terms) to the new method of... occlusion calling (is it called?) that they introduced in 1.8 and onward. It's usually minor and rare though (I can probably count the number of times I've seen it in years), so it's not too detracting.
Arrh, that's a shame. It's been a few years since I've messed about with that, but I thought it was worth mentioning just in case.
Occlusion Culling - Yes, I'm definitely familiar with that. It works very well when done correctly, but damn it will not play nicely with my setup, on Minecraft at least - a buttery smooth 10 frames per minute
Arrh, that's a shame. It's been a few years since I've messed about with that, but I thought it was worth mentioning just in case.
Occlusion Culling - Yes, I'm definitely familiar with that. It works very well when done correctly, but damn it will not play nicely with my setup, on Minecraft at least - a buttery smooth 10 frames per minute