Both demos run on my Radeon HD 2600 XT (Vista 32bit Cat 8.10 Fusion Live Active), but both have these artifacts... and aren't particularly quick either.
Odd thing is no matter the resolution I set or features, fullscreen or windowed they always get the same framerates.
25-35fps "Underground"
5-6fps "Island"
Turning off the Volumetric Light Scattering removes the coloured noise I seem to experience; but the zdepth/stencil buffer intersecting lines are
always present no matter what I set.
If I had to guess, I'd say you're using a 32-bit buffer over a 24-bit one... that would explain the garbage data being drawn during the volumetrics, although the stencil drawing is a new one to me. Don't have enough experience with OpenGL to guess the issue, it could be that it's the range data again being expanded outside the range the card is used to... but as the stencil is a floating point value only grading the amount of collision it could be that anything outside of this range is showing as pure white pixels when handed to the draw buffer which does handle 32bit colour.
Just a thought, but god knows; just going on what I can see really.
[edit] Oops forgot the image hehe