Tell god to stop touching my mountain.
1.20.1 Latest Iris DH compatibility build, latest Distant Horizons Nightly Build.
I should note the issue fixes itself after you go over and update the chunks.
Mods are:
π© Distant Horizons (Obviously)
Chunk Loading Optimization Mods
π© Concurrent Chunk Management Engine Compatible with Distant Horizons if you disable Distant Generation.
π© Starlight
π© Noisium
Optimization Mods + Bugfixes
π© Sodium
π© Indium
π© Iris
π© Continuity
π© Entity Model Features
π© Entity Texture Features
π© FerriteCore
π© Krypton
π© Lithium
π© fix GPU memory leak
93 Replies
I saw those screenshots before, and was thinking...
theory 1:
Try resetting the render cashe
(the easiest place I found was in DH settings under graphics there is setting about transparency mode. Cycle it back to complete)
the problem appears to be with shading of the sides of the blocks, but I'm not sure
theory 2:
could you set it to night and tell me if they are not glowing as if they are fully lit?
it is unlikely considering placing torches all around should not affect it during the day
Either way this issue apepars to affect entire 4x4 chunk sectionns at the time
Hello again cola
:Cool:
theory3:
this actually looks more like blur than anything to do with DH itself
Oh yeah huh. Youβre right
Now that I zoom in I can see the blur
the increase in brighness would track with disabling of SSAO DH has
Iβm cooking breakfast for my roommate right now but Iβll get the results to you in ~5 minutes
ehg
threee eggies
I wonder what would happen if you were to turn on shaders, see if the bug is still somewhat visible, reload shaders [R], and turn them off
Okay the household is fed
the reason why it dissapears after you go over them is becasue whenever you load a chunk it gets sent as an update, resetting the section in render pipeline
This is it from last night with shaders
hold on I'm booting up MC
so I can try what you suggested
I figured out the problem, cola
These bright spots are generated when I use Bliss..
sending pic of process
step 1. no issue (no shaders yet)
step 2 turn on shaders
(notice how the chunks g- those images are out of order
shoot
Okay well basically when I turn on bliss the chunks update as the brighter ones
And then that brightness stays after I disable the shader too
reloading the shader does not fix it
I see
does not explain the blur, but resetting the render cashe might help?
How do you do that again?
I just ate breakfast and am lethargic
of the brain
dh settings -> graphics -> (advanced ?) -> transparency mode
and cycle though it
got it
let me generate some of those bright chunks real quick
so that I can test it
nope
not under advanced graphics
and under normal graphics?
qaulity
oh you meant like
that one
I thought you meant a d- my brain is smooth right now
I had an 8:30 AM class today
please cut slack
no problem, I'm at work and woking this issue from memory
yeah but having to cycle every time I generate the glowing chunks
which is every time I do shaders
There's gotta be a better way
only when you change mode sharer<->no shader
which is constantly
which is not typical use case
I toggle shaders every like 5 seconds
:reducedtoatoms:
I understand
Alright so it's a specific problem not worth really going into, understood
I'll just use the workaround you gave me
Thanks
that's the mitigation of the issue
figuring out what actually changes is another story
:ioa:
light mode
idk if under quality or where, there is setting about light mode
it is not about sky/block light, but per face fake shadows
yeah
minecraft, old, none
if you set it to none, all LOD area should be flat shaded
is that the same bright you see in bug?
we're about to find out
waiting for several thousand blocks worth of DH to load rn
looks like that fixed it
OK
at night is a hard comparison
day
Oh I see it now
they all look like the bright ones now
mkay so it was a weird thing where some of the DH LODs were getting no shading when they should have been getting minecrat shading?
per face shading is baked into the graphics buffer as it predated use of internal shaders for sky/block light
shaders disable that
that's why it requires a buffer cleanup
Thank you cola π
I usually try not to ask stupid questions but today was an exception
and reason why individual blocks are visible at all is because SSAO is working really hard to make concave corners visible
It's a valid problem and makes me wonder if it should not be handled by internal shader to begin with
essentially.
most shaders that use shadows disable that in vanilla chunks as well.
so NONE setting is what shader wants
OLD might be forcing on what vanilla has
while MINECRAFT is autodetecting it looking at variables that affwect vanilla blocks
naming only makes sense if you know we used to force it on
and it should be "none; force; auto"
cola
may I present to you
3 FPS: a case study
also banding on the mountains, a story of xonk going mental
to devs:
potential solution 1:
autodetect changes in shading values, and invalidate render cashe when that happens
potential solution 2:
make it a shader beside sky/block light, so it shanges instantly
aliasing artifacts when moving?
oh
I'm standing still
:cronged:
that too but also when standing still
wait wait let me show you when I move
it actually looks kinda cool
behold
I think it's a mix of aliasing (light top dark sides) with struggling SSAO
can I turn it off
:1stFG_Trollfacesmile:
well
LOD shading: NONE
SSAO: off
but even then the shader shadows (and it's AO) will casue it
so no fix
only real solution is SSAA
What? I got a bot message for that?
you have to be kidding me
does bliss have?
old bot was worse
here's what I've got take it or leave it
:cou:
if I kill this
maybe
TAA turned up a lot might make it look better when moving, but not so much when stationary (but will casue ghosting at that point)
found the option
SSGI did funny
never did check those optinos as they are listed as not working with LODs (in DH specific options)
oh
nvm then
no no... this actually looks good
I caved in to propaganda and never tested
while complaining that shadows are bright
how's this for ya
SSGI go kaboof
yeah
right
AO here is more about minimum light and this is just as good as disabled
:troll_crazy:
oh ok
will disable it
disabled
nvm
doesn't make a difference
to fight banding you should play with TAA
it feels like that blending factor is how strong it is supposed to be
turned it to max
bands are still there
but now my world is vibrating
what generation mods did you use for that? those mountains look great