Distant Horizons Bugs
Image with the green waves/frames painted over each other is using Bliss shaders. This is what happens with DH with the lods. The other picture is with BSL shaders.
To be fair, I am using dynamic trees which I believe isn't compatible with Distant Horizons currently.
Another issue is how poor the performance is (10GB RAM allocated in a pre-generated world). You can see from the screenshots on the upper left. However, this is not my biggest concern right now since there are many factors that weigh in on that. All I know is DH is the greatest contributor based on Spark
MC Ver: 1.20.1
DH Ver: DistantHorizons-forge-2.0.4-a-dev-1.20.1 (fetched from nightly build to work w/ Oculus)
GameMode: Singleplayer
Render Distance: 8
DH Distance: 128
Distance Generation: Off
Let me know if any other info is needed.
Solution:Jump to solution
Exit the game, Delete dh config from the folder, before entering a world, enable dh compatibility on bliss shader and then enable rendering on dh settings
6 Replies
Delete your config
Also set the quality to medium
The lod chunks look like they're on chunk quality
Turn on distant generation
If I'm not mistake, Chunky doesn't help with lod chunk generation
There's also a dh compatibility option in the dh compatibility tab on bliss shader
java.lang.NullPointerException: Cannot invoke "com.seibel.distanthorizons.coreapi.util.math.Mat4f.store(java.nio.FloatBuffer)" because "value" is null
Solution
Exit the game, Delete dh config from the folder, before entering a world, enable dh compatibility on bliss shader and then enable rendering on dh settings
For some reason, disabling dh and bliss then reenabling causes that(in world)
Idk why cus I'm not a dev
I'll look more into it tomorrow
For the bliss/BSL frame glitches, you solved it but still have an issue w/ the LODs
I'll post the updated issue here
Thanks
For the issue with the trees rendering, it breaks down to two issues for future users:
- LOD Detail Settings
- Distant Horizons is incompatible with Dynamic Trees