DH 2.3.0 Weird Bug With Shaders Disabled
Honestly I should share this with iris, I have no clue what the heck is happening.
With shaders disabled my world looks like that, you can't tell since it's a screenshot but the sky is flashing. The LOD grass blocks are grayed out and are overdrawn insanely close....
Problems with shadows on floating islands
https://discord.com/channels/881614130614767666/1299877879294988368
2.2.1-a for 1.21.1 Fabric
As you can see in the image some of the LODs dont look good specially on the bottom face. Some LODs like those on the right in the provided image look perfect but the cluster in the middle don't....
Why is embeddium/oculus incompatible with DH 2.2.1 a, is there any fix or alternative?
Ive been using embeddium and oculus for a while, and now they wont work with DH, is there any other way to get shaders on a forge client?
Enabling Transparency settings makes water invisible when using Complementary [2.3.0-a-dev-1.20.1]
Heyo, noticing that this combination of things breaks nearby water. (going to send multiple messages in a row to keep images where they are relevant)
I have a minimal mod list + complementary shaders (mods in screenshot). Using the nightly build (2.3.0-a-dev-1.20.1) of Distant Horizons for server support. Issue occurs in singleplayer using this version too.
I can use seemingly any combination of settings between complemenary shaders and Distant Horizons with no issues, as long as DH > Advanced Options > Graphics > Quality > Transparency is set to Disabled. If I set Transparency to anything other than disabled, water within vanilla render distance becomes invisible....
fake LOD on a server
Hi, I've noticed that the mod produces fake LOD blocks which dissapears after you reach the true rendering distance, example on a screen below, is there any way to fix it?
holes/ gaps in LOD
with quality at medium there are gaps in the LOD at detail 8
dh nightly 1.21.1. build 45a07206
big globe 4.5.0...
Creating New Worlds
When I was trying to create a new world on a server with the nightly build of Distant Horizons installed + Craftoria with large biomes, the server would crash when generating a new world. However adding DH after the world was generated resolved the issue.
Glow Lichen portions of LODs are much brighter than they should.
Glow lichen gets brighter the further underground it is, but LODs of surface glow lichen glow VERY brightly as if it was underground.
Server not loading LODs for clients
The LODs do not show up when the server has nightly installed and client. I used chunky to render everything yet nothing!
DH saves all dimensions to the same .sqlite for multiplayer servers without DH
Previously, DH Used to save each MC dimension into different folders for each. Now it saves and read all dimension from the same .sqlite and no folder for each dimension is created
Beacon and particles bugged
In the video you can see:
1- Smoke particles and beacon render over everything on DH
2- Beacon load only when I first load it manually by getting on the render distance, but if I change the render distance it stops rendering.
I'm using lattest version of DH, and latest stable version of Sodium and Iris....
The nightly build for 1.16.5 Forge completely breaks world lighting
The most recent nightly build for 1.16.5 Forge with server-side support completely breaks world lighting, causing fullbright within the vanilla render distance. This is most visible at night.
White sky
MC 1.16.5
Optifine
DH 2.2.1-a
I have a white sky with DH 2.2.1 in mc 1.16.5 and optifine without shader...
LOD don't work in 1.16.5 forge and optifine with shader
LOD don't load with shader in forge 1.16.5 and optifine.
DH version : 2.2.1-a - 1.16.5
But work well without shader, I try multiple shader that is compatiple with DH...
FOV affects Fade-in starting position
(Watch the video for reference)
With 7 chunks render distance, MC renders all 4 target block groups. When you enable DH rendering, the Fade-in hides most of them and barely show the first group. All of those Vanilla chunks are overriden by DH. (So instead of 7 Mc render distance I get more like 4 with the same GPU usage). However when you set FOV to 30, or zoom in with a mod like zoomify, the fade-in effect streteches to a minimum, which now shows an MC render distance of around 6. I suggest the minimum is always active. It is unfair that players with Higher FOVs are punished while players with lower can see vanilla terrain just fine. And stretching the fade-in doesn't break anything. So why not just leave it as if the FOV was always 30?...
LOD trees bug when generated
I'll explain:
I have generated the terrain you are seeing via vanilla minecraft, then terraformed it with WorldPainter and put the trees on.
But after generating the LODs, most of the trees bug when rendering them. After noticing it I re-rendered all the LODs in my world attempting to fix it, and it worked until I came back and built again here. After building, the trees again started to bug like these images (first one is the bug, second one is vanilla rendering)
What should I do to fix it? Updating the leaves doesn't work 100% and as I have mentioned countless times here, LODs take forever to update...