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My previous attempt moved the portal walk from the character's group to the camera's, on the reasoning that the frustum belongs to the camera. That did not fix Ironforge, and it traded one failure for another: a third-person camera indoors can end up inside a wall or a broom cupboard, and starting the walk there reaches almost nothing. Neither position is reliably right. The character can sit in a loose interior AABB while visually outside; the camera can be somewhere with no useful portal graph. And at a doorway or in a hallway — where this was reported — they are simply in different rooms, so no single choice covers it. Portal culling is an optimization, and the failure it should have is drawing a room too many. Instead it was deleting the building. So seed the walk from both groups: a second seed can only ever add groups, never remove one, which makes this strictly safer than either choice alone. Ironforge shows it worst because of what rescues everywhere else. Exterior groups are seeded unconditionally, so in a city WMO the streets and facades stay drawn however the walk goes. Ironforge is interior throughout, that seed contributes almost nothing, and the whole result rests on the traversal.