Quick answer: Enable temporal reprojection / jitter for the fog, raise the froxel resolution and sample count where affordable, and increase the fog's denoiser or history blend.
Volumetric fog flicker is undersampled noise plus camera reprojection. Temporal accumulation and a denser froxel grid stabilize the fog as the camera moves.
How to fix it
1. Enable temporal reprojection
Turn on temporal accumulation/jitter for the volumetric fog so samples are blended across frames, which converges the noise and stops the per-frame flicker.
2. Raise froxel resolution
Increase the volumetric fog grid resolution and sample count so each cell is better resolved and the camera moving between cells produces less visible change.
3. Tune the history blend
Increase the temporal history weight (with motion-based rejection) so static fog stays stable while moving content still updates without smearing.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.