LODs sometimes render way too close to the player
The short tall tree in the middle, despite being not too far away (the vanilla render distance is 12, the DH render distance is 128), is being rendered with LODs, which shouldn't happen as it should be rendered with the vanilla renderer that close up...
This is also perceptible with structures made with stairs or other non-full blocks.
Also, this is in Multiplayer....
Solution:
I don't see the problem, but try changing overdraw prevention
30 fps cap in VR
Shouldn't I be getting fps in the 300+ range when comparing to other systems like this.
Solution:
I found a work around to the 30fps cap. Using the steam app called Lossless scaling, with these settings the game fps was raised to 40-50 with shaders and feels much smoother in vr now.
LOD of area above player loading in, not correctly detailing height
I have a small afk platform at my base, in previous versions (nightly builds in 1.20.4 i think?) when the LOD loaded in, it would be a large chunk, this makes sense. However since the official 1.20 release, this LOD has included grass all the way up to the platform, and as well as that because LOD's seem to load in a sphere and not a cylnder, it is high enough that i can easily see the broken LOD
Solution:
i do not know what i changed, but after a crash due to memory usage, the issue has resolved itself?
DH doesn't like the Twilight Forest
When you enter the Twilight Forest dimension, you are met with a warning message. The distant generation appears to be mostly fine, but you will occasionally encounter visual bugs.
water shader breaking far away
I was playing on my minecraft server and noticed that the underwater fog/shader broke after some distance. Not sure if this is a known bug or if theres a fix for this
DH likes to randomly crash and doesnt create a standard crash report file.
it does, however leave a hs_err file.
Ambient Environment Incompatibilty
Using DH and Ambient Environment causes violent noise on the LoD chunks, making for really obvious seams between real and LoD chunks
LOD Stitching issue
I am using:
1.20.1, Fabric, and the latest nightly of DH
Personal modpack, but DH was stable until recently. Of note, I am using RTF 0.0.6 and WWOO.
When DH renders the LOD visuals, it seems to be struggling to stitch together the chunks it draws. This seems to happen most obviously in desert biomes, but I can see stitch 'seams' across entire worlds. Once I physically explore an area, it seems to 'reset' the LOD, and when I leave that area, they will be drawn properly from then on. Attached are 2 images of an example of what I mean. Both are taken outside of MC render distance (you can see right below the camera in both shots where it cuts off), so both images are looking at LOD. One before I physically enter the area for the first time, once after....
Dyno kinda broken
so in #general , if you say "not work" or similar phrases it says to use help me. this makes sense,but if im trying to explain to someone what a nightly is or something else, saying "broken/not work" causes it to apear. while a fix isnt necissary, i felt pointing it out would be useful.
Animatica not compatible with DH
I have been debugging and attempting to figure out why my modpack is crashing with error -1073740791. I loaded mods on one by one to test, and replicated this exact crash when I added Animatica into my modpack.
Here is the modlist I am using:
Minecraft 1.20.1
I start by loading Pietro's Base Optimizations v1.0.3 modpack, removing Bobby & Starlight, and updating Fabric API from 0.92.1 to 0.92.2....
Weird LODS/graphical glitch of destroyed blocks
The blocks i'm seeing were destroyed before, if i get close to them they dissapear since, well they were destroyed, i have seen this effect too in burnt trees that stop existing, in general it appears when a block that had a LOD dissappears from what i can tell
100% cpu usage
DH was turned OFF and it still used 100% of my cpu all the time. i checked multiple times, and restarted the game/pc multiple times idk why it did that. yesterday i didnt had that problem and the only thing i changed was putting in a new shader. fixed after i removed DH from the mods. these are the mods i used
LODs rendering underwater regression
LODs are rendering even whilst underwater. Fog is disabled due to a separate issue; previously (in DH 2.0.1a), this does not happen.
DH 2.1.0-a, MC 1.20.1, AMD, reproducible with no other mods....
Rendering Sillyness
On modrinth I did the following:
- downloaded the modpack "Fabulosly Optmised"
- unlocked it
- added:
- distant horizons 2.1...