I'm building a small cave-like room, and I'd like to be able to use backface culling to allow the camera to look in from further away than the wall, because it is a quite small cave. I'm also using cycles displacement to make the walls rough. The backface culling is achieved by using the geometry node backface output to provide the factor for a mix shader with a transparent bsdf. Apparently some of the displaced faces face the wrong direction or something so a lot of artifacts appear when looking into the cave from the outside. I have already tried masking the displacement scale with the backface output of the geometry node, but it appears this output is calculated after the displacement so it has no effect. See:
Without the displacement the backface culling works as expected:
Here is the node tree: