Ring of failed Overdraw (Shader or DH Issue?)

Version: Forge 1.20.1 DH Version: Tried with latest nightly and stable build (no difference in resolving the issue) Problem: Chunks failing to generate 8 chunks away from the player (can see through floor) Sup gamers, so I am running 1.20.1 Forge and I noticed a wee little issue running Bliss Shaders and DH. There is this ring where the ground completely gives in exactly 8 chunks away from my player and becomes noticeable the higher up you go (refer to picture 1 and 4 please). At ground level looking horizontally there is no visual change or bugs, it's perfect. I checked in the bliss shaders and found a setting (please refer to picture 3) which if turned off, disables this visual bug, but instead creates another in which water is completely visible (as in, through the floor, oceans, and rivers) through walls and solids alike when you are standing behind glass. I also tried using BSL shaders, which gave off the same bug. Please refer to exhibit 1 and 2 to see this bug in action with BSL and DH. Is there anything I can do? Thank you!
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25 Replies
hardester
hardester3mo ago
What render distance you set to? The sweet-spot for overdraw prevention with Bliss is around 8 to 12. Anything outside of that can have varying results, as you can see in the images you sent.
The Sneezing Cat
my render distance is at a solid 12, I tried changing the render distance to those ranges you recommended as well as outside, and I am still getting this issue bump
BackSun
BackSun2mo ago
Since you have shaders enabled that means it’s a shader issue not a DH issue. You’ll have to bring it up with the shader dev.
The Sneezing Cat
sounds good. This is an issue on Bliss and BSL's end then, both shaders have this issue :/
ThatPanda
ThatPanda2mo ago
That looks like DH's overdraw prevention acting up, but I'm not an expert. Perhaps fiddle with the overdraw settings?
The Sneezing Cat
yes, I've disabled the overdraw, which did fix the issue, but results in water being visible when you are behind glass/ice. All water, including ponds, rivers, water from caves, and even water underground im gonna discuss this with the bliss shader dev to see if they can find a solution
ThatPanda
ThatPanda2mo ago
So not the overdraw disable in the shader, but the actual overdraw prevention settings in DH. I think it's in the advanced graphics settings?
The Sneezing Cat
mb, yeah disabling the overdraw in the shader fixes the issue, adjusting DH overdraw makes little to no difference, but then again, the water bug
The Sneezing Cat
here is attached a picture of the water bug:
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BackSun
BackSun2mo ago
When a shader is active it takes over the roll of providing overdraw prevention, DH has no control at that point.
ThatPanda
ThatPanda2mo ago
huh, learned something new, thanks!
The Sneezing Cat
From the Bliss shader dev:
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BackSun
BackSun2mo ago
Can you link that message or was it a Dm? I’d like to talk with Xonk.
capihvara
capihvara2mo ago
Sorry for asking this but what seed/ pre generated world was that?
The Sneezing Cat
yes it was in the ShaderLABS server, i really think you two should work together to keep DH beautiful as it is 😁 , ask and ye shall recieve 🤣 , I wanted to pick a really pretty seed for this bug thread, here it is: seed: 1691256543523180978 Version: Any version java/bedrock Coord: X = 12037, Z= 1383
capihvara
capihvara2mo ago
thx so much! btw i gotta agree, this seed is so beautiful
The Sneezing Cat
precisely why i picked it 🫡
BackSun
BackSun2mo ago
Ok yup, I was right. Overdraw prevention is handled on the shader side, you can see it in the shader menu you sent here. https://discord.com/channels/237199950235041794/1124181688566681701/1237846153240776744
capihvara
capihvara2mo ago
u have a very good taste
The Sneezing Cat
yea, it creates a visual bug with water as shown in the image below the thread, but it seems that Xonk doesn't really have a solution to it, I was hoping you had something that'll fix that
BackSun
BackSun2mo ago
According to Xonk you need to have overdraw prevention enabled to fix it. My guess is that some depth buffer isn’t being cleared properly but I can’t say. After looking in shader lab I didn’t even have to ask anything, Xonk had already answered everything I needed to know 🙃
The Sneezing Cat
yes, xonk made a ring void to help with this when you enable it in the shader settings, turning it off creates the visual water bug but then again im not a rocket engineer, i thought u two could work together to see what the issue was when this occurs 🥺 will there be any better solutions to these overdraw issues in the future among shaders and DH? 🥺🥺🥺
BackSun
BackSun2mo ago
Not any time soon. The only solution is to tweak your vanilla render distance. Lower it if your PC can’t load the chunks fast enough, and raise it if the shader has a static overdraw distance and you can see the void.
The Sneezing Cat
dang 😔