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...
Fade in breaks with Low FOV values
Setting your FOV to low values like < 50 makes the LODs near clip plane stop the fade in from fully merging into vanilla terrain.
Happens in the latest testable nightly build - a3015324...
Odd water rendering in LODs
Not sure if this is intentional or a bug, but lava can be seen clearly looking "normal" right next to the "water" which doesn't appear to be "normal"
LODs with Shaders don't render on macOS
The game will throw an illegal state exception and then turn rendering off with the message that Only Indirect is supported with Iris, but I think Indirect rendering is unsupported on macOS.
https://mclo.gs/LO1ssQP
Relevant Mod List includes:
- DH 2.2.1-a
- Iris 1.8.0 beta 4...
Solution:
Instanced rendering toggle is now in the nightly build
LOD edges rendering wrong in water
I was playing on my server when DH asked me to update, i said yes and the i had to mess with my mods because they were incompatible. I finally got it running again but i noticed these edges in the water. i tried loading the chunks to reload the LOD's but that didnt work and reloading the LOD's at a different quality also doesnt fix the issue.
I'm using DH 2.2.1 a with sodium and nvidium as performance booster and renderer....
Fog does not render behind DH's glass
Self explanatory. Happens in the latest nightly build. I know transparency and stuff is complicated, hopefully there is an easy fix.
File Handler Tasks being a Bottleneck
The Latest nightly builds of DH have been using near to 5x the amount of File Handler Tasks as DH 2.2.1-a used to require to load the same area. As a consequence, Lods are 2-3x slower to load. This has been tested and confirmed by two moderators as well here: https://discord.com/channels/881614130614767666/1284569535139283025