Its only partly a CPU issue.
"force_enable_multi_threaded_render_submit" is and has been a beta feature for years, because it is essentially left over code from porting the code from the 8th generation consoles.
both the Xbox one and ps4 consoles, have it enabled, unsurprisingly because the bulldozer era jaguar cores wouldn't have a shit show of running the game any other way.
but the reason there are no issues on those versions of the game is because of console specific hardware optimizations, and fixed cpu cycle speed as well as predictable behavior.
As such running code on different threads the timing is all synchronized, which means the game runs without any noticeable graphical issues.
The difference on PC being a wide array of different configurations and architectural design, they cannot predict certain behaviors such as clock boosting across different threads on different CPUs.
the core issue is that the code has been written to execute in parallel on a set configuration, where everything runs the same and is synchronous in execution.
eg. shadow draw calls are being executed by a separate thread to other core game functions.
when the executions aren't synchronized u get the flickering.
TLDR: Because Bungie couldn't be bothered back in 2017 we got an flawed port that was deemed acceptable because it runs on a few threads at competent performance.
After all Destiny Runs on a modified Halo Reach engine, which in itself a modified Halo 3 Engine.
Which Runs on a 3-Core 6-Thread CPU, albeit a PowerPC based architecture, of the Xbox 360.
The Current issue GPU Draw call related.
We see much larger issues on AMD Gpus because Bungie Consider owners to be second class citizens and they don't test on platforms running that hardware.
But there are now issues for Nvidia users also because the current build was pushed out rushed.
(just look at all the seasonal quest bugs)
but less so because that's what they develop on, Intel Cpus, and Nvidia Gpus.
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