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Actually, playing through chapters 1-4 now, I have only noticed one instance of the static effect glitch, (and its actually more subdued now) it occurs on the white panel sitting on the floor of the first laser test of 'The Cold Boot'. (The surface the laser is pointing down at). I havent noticed it anywhere else, so i feel driver updates have partially fixed the issue. (At least for me. Ill continue testing the game)
Also, the glowing rock glitch is far more annoying in my opinion.
Really? Thats odd... Because I never saw any static effect on the dynamic shadows of spinning fans. (Is that different from dynamic lights?)
Disabling lighting also disables reflections, shadows (which aren't real shadows in most cases, they're projected textures), ambient and baked (static "pre-rendered" lighting), and even depth mapping, from the looks of everything. (i'm not 100% positive about that last one. I haven't found any documentation saying it's tied to the lighting, but the "wavy" effect no longer appears on shiny black panels and the tiles and panels no longer have visible gaps between them.) My point is that it could be any number of these things and the glitch stops occuring when the glitchy thing gets disabled.
I do not know the console commands well enough to disable these things individually, and they can't be disabled through the in-game options menu because they're all tied together under 'lighting' or 'effect quality' or one of those options. I'll try to figure out how to do this, but can anyone help in that regard? I'll try to see if I can somehow do this via the nvidia control panel as well. This may not be possible if the systems are all tied together in Source Engine. (eg if the depth mapping works differently than other games.)
Driver updates seem to have repaired the issue for the most part though. I only have one recorded instance of the effect now, and even then the effect is less intense than it was before.
Thanks for the information, but unfortunately, driver updates haven't solved the issue for everybody.