Shader-Compatible Oculus or Optifine 1.18.2

I'd like to get DH + Shaders working for Forge 1.18.2. Upgrading versions is not an option as some of the mods I wish to play with have stated they will remain 1.18.2 for the foreseeable future. Here are my options. I need help with either of these. Option 1: Backport Teqed's 1.19.2 fork of Oculus and use that (since it supposedly works with shaders and DH). Here's the situation with option 1: I asked a while back and received some generalized instructions on porting mods from 1.19.2 to 1.18.2, but as I don't know java, it wasn't much help. What I did do, though, is poke around the files a lot. And from doing that, I can't imagine why it wouldn't be entirely possible with just a little assistance. I've also heard that it could be done by "cherrypicking the commit" of the 1.19.2 Oculus fork in the github. I don't really know what this means or how to do this. I assume this means going back and forth between the 1.19.2 and 1.18.2 versions and adding all the stuff from the 1.19.2 version that the 1.18.2 is missing, but I have no clue how to tell exactly what I need to change and what needs to stay the same. SO, what I need for this option to be viable is just for someone to help me with backporting Teqed's 1.19.2 fork to version 1.18.2. (Fork here: https://github.com/Teqed/Oculus/tree/1.19.2). Option 2: Use Optifine for 1.18.2. Here's the situation with option 2: Initially, when I was experimenting with Oculus for 1.18.2, it didn't render the lods at all when I used shaders, so I tried Optifine instead. Optifine DOES render the lods with Complimentary Reimagined, BUT the shaders unfortunately just look... weird. A little off. I'll send screenshots below to compare with DH vs without. So, for this option, if I could figure out exactly why it does that, maybe there's a potential solution that would allow me to simply use Optifine 1.18.2, forgoing trying to backport a mod without any java knowledge. Any help would be greatly appreciated!
26 Replies
Ethonodon
EthonodonOP8mo ago
Screenshot citing cherrypicking the changes
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Ethonodon
EthonodonOP8mo ago
Here's what the shaders look like with Optifine and DH:
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Ethonodon
EthonodonOP8mo ago
Here's what they look like with just Optifine
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TheNewSky
TheNewSky8mo ago
It kinda looks like all the shadows got disabled With DH There’s an option in complementary reimagined settings to do that
caioac1992
caioac19928mo ago
I'm actually having the same problem but instead Its 1.19.2 I currently got Rubidium + Oculus and tried to use BSL but DH doesn't work at all even though I still got its menu
Ethonodon
EthonodonOP8mo ago
maybe? main thing I notice is the trees looking weird and the sides of blocks away from light being too bright there's also an issue (I identified light shafts as the cluprit) of being able to see an outline of cave systems while underwater
Ethonodon
EthonodonOP8mo ago
example
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Ethonodon
EthonodonOP8mo ago
ill have to test shadows tomorrow though there's also this weird thing with grass:
Ethonodon
EthonodonOP8mo ago
with DH:
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Ethonodon
EthonodonOP8mo ago
without DH:
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TheNewSky
TheNewSky8mo ago
yea there's no shadows like if you place something down it probably won't cast any shadows it instead looks like it uses the vanilla shadows
Ethonodon
EthonodonOP8mo ago
these are all old screenshots from when I was initially testing but the setup was the same so they should be the same as if I were to test now. I'm about to sleep so I'll test it tomorrow and post an update
TyrusJames
TyrusJames8mo ago
I'm very interested how you get on as I'm also bound to 1.18.2 with my modpack.
inigo4529
inigo45298mo ago
Me too. Im away from my PC at the moment so can’t help with testing, but I’ll be hugely grateful if you manage to get it working!
Ethonodon
EthonodonOP8mo ago
you were right. I switched back to the DH-compatible version of complimentary and although it looks a bit better (I think shadows are working now), it still looks a little off
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Ethonodon
EthonodonOP8mo ago
here's what it should like for reference
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Ethonodon
EthonodonOP8mo ago
there's also this very strange issue where I can sort of see an x-ray of the cave systems below THROUGH the textures on the ground cover blocks and leaves. Look at the ferns/tall grass/leaves
Ethonodon
EthonodonOP8mo ago
absolutely no clue what's causing this one. I've ruled out light shafts and shadows, I think and it goes away when I zoom into them might need to go fullscreen to really see it
Yeshi
Yeshi8mo ago
these issues will likely persist for a very long time if not indefinitely. forge is dead in terms of official performance / shader mods
Ethonodon
EthonodonOP8mo ago
I haven’t exhausted all my options yet which is why I’m trying to troubleshoot it I’m not going to just give up simply cause it might be kinda hard, clearly this is an issue and not just for me so that makes it more than worth trying to solve im still continuing my testing, but if you'd like to help test as well, it might go faster. No rush or pressure obviously and regardless of if you help I can still lyk if I get it to work, but I think the only way I'll be able to solve it is if I have another opinion on what might work ive now tried using this specific shader (DH-compatible complimentary) without DH, and the leaves and grass still do that weird thing. So that's an issue related to that specific shader I can also sit in the DH config menu, and just flicking the lod rendering on and off I can see turning it on just disables all the shadows
Ethonodon
EthonodonOP8mo ago
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Ethonodon
EthonodonOP8mo ago
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Ethonodon
EthonodonOP8mo ago
so what I've found is that with BSL, it appears to work ENTIRELY AS IT SHOULD, except for ONE issue. The shadows get disabled when I turn on lod rendering. If anyone has any clue at all how to fix this, or even just an idea as to what's CAUSING turning the lods on to disable shadows, I would be greatly appreciative
Ethonodon
EthonodonOP8mo ago
BSL with lods on (yes I know lods are too bright as well but that's easily fixable)
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Ethonodon
EthonodonOP8mo ago
BSL with lods off
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Ethonodon
EthonodonOP8mo ago
here are some of the shader-related warnings I found in my logs- there are huge chunks of these "block ID not found" errors that stood out to me. Maybe there's useful information here?
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