I have an Nvidia card and it happens to me, its because more than likely the windows emissive texture is a seperate mesh to the non-emisive wall of the building, and due to horrendous loding (which this game seems to have, hell the LOD in this game almost seems to be real time given the bizzare and horrible twisted nightmares it seems to pop up at long range like the crystal rocks in Tormalen Desert) or due to placing the mesh with the window texture in the same coords as the wall mesh and the engine is having a hard time figuring out which is on top of which since they both share the same space meaning it jumps between the two causing the flickering which is a common problem in things like that if the person who put the stuff together doesnt understand the issues that can arise from it (although this would mean it happens at close range as well which for me it doesnt only at long range which means its a LOD issue in my opinion, ie close range the lod has the window mesh above the wall mesh but at longer ranges when the wall or window mesh is lod'd it changes its position just enough to cause it to freak out about which to render on top of the other. (Another game with this issue is DayZ, at certain distance with a scope on you can basicly see 2 lod meshs one on top of the other competing for whos on top making a terrible flickering mess, while not the same as MWO its still a good example of bad LOD).
Its just poor work in general in my opinion, the map looks horrible, is lite horrible and just comes across like some amaturistic mess (it comes across to me like the old "look at my first qauke/unreal deathmatch map" you'd see back in the late 90's early 2000's on modding community forums where the maker went over board and didnt understand what makes a good map both from performance and game play), not to mention theres a couple of places that arent wide enough for assualts to move through even though from a symmetrical stand point its symmetrical opposite twin on the map DOES let you walk through... and dont get me started on the invis wall issues the corner of a wall should be the corner of the wall... NOT 5+ meters to the left or right of it.
The fact it made it live like that means someone didnt QA the map, or did so in only the most basic of ways, and you cant tell me their test PC's didnt have at least a few pop up with the issue? since so many of us with varying set ups all get the same problem.
Edited by Colonel Presumptuous, 22 May 2018 - 02:48 PM.