Tanks for this nice and precise bug report. You really have a very good eye that see even little things.
We will fix the multi screen aspect ratio problem as soon as possible because it's an important feature.
The ghost translucent voxel flickering is also a known bug that we will try to kill someday even if it show rarely.
For other glitches like the sector sometimes not showing on the edge or black voxel sometime visible, they are not really bugs.
Yes, we understand that's may sound very surprising.
So, let's explain : they are the consequence of very aggressive display optimisations.
The problem is that even modern and powerful PC hardware had hard pain at rendering a massive voxel dynamic world. Actual PC hardware isn't too bad for Vector game engines. But when it's coming to Voxel, there's a lot of bottlenecks everywhere. High level graphics API wasn't designed for Voxels.
So, we had to develop a lot of optimisations to make Blackvoxel Massive Voxel Interaction a true reality. That's why the engine take nearly 2 years of work.
Sometime, we had to make some difficult choices : does a very fast algorithm is suitable even if it show rarely some discrete and minor glitchs?
There are some cases where it is worth really the horsepower gain. And Blackvoxel needed a lot of power to make a dynamic world. So aggressive optimizations are a necessity.
Some of these algorithms has been fine tuned to get the best rapport between performance gain and visibility with standard hardware in mind. In the future, we may expose some additional settings for the user to fine tune with their hardware and their preferences.
They are also additional things you can do for optimizing rendering like disabling vertical sync as it's speed up sector refresh and minimize the apparition time of the "black under voxel" effect. Yes, even for powerful hardware. And yes, the optimisation guide said the opposite. In fact, it is outdated since the last rendering engine interaction.
Dreaming on the future is showing us nextgen PC with their huge memory bus, integrated GPU without bus bottlenecks and maybe low level graphics api that will help for non-vector rendering engines.
The Blackvoxel Team