Dynamic Trees LODs are not detailed
Problem
Can't make the trees render with a good level of detail. They seem to be pretty low quality and this seems to be from the render distance setting.
I did not have this issue using Panda's Falling Trees/vanilla trees.
Shaders
- BSL
Relevant Mods
- Dynamic Trees (Latest Beta 6)
- Oculus
- Distant Horizons (Latest)
- Spark
- Embeddium
- Emeddium Dynamic Lights
- Chunk Pregenerator
- Dungeons Now Loading 1%
- When Dungeons Arise
- Guard Villagers
- Quark
- supplementaries
- Luminous
- terralith
- tectonic
- valhelsia structures
- towns & towers
- smooth boot
- server performance smooth chunk save
- repurposed structures
- reblurred
- project: vibrant journeys
11 Replies
What shader are you using? (And shader version)
BSL
8.2.09
Are you using embeddium? I don't see it on the list
yes
Can you make a new world with just DH, oculus and dependencies active to see if that works?
If that doesn't work, can you try a different shader?
https://gist.github.com/Steveplays28/52db568f297ded527da56dbe6deeec0e
Gist
Distant Horizons shader compatibility info
Distant Horizons shader compatibility info. GitHub Gist: instantly share code, notes, and snippets.
i'll ping u when it's done
still happens
And a different shader? One from the link?
Using complimentary, still testing some settings but I'm actually finding transparency issues (where parts of the area my player model is near disappear)
I think that's because the server is still on a dev environment tho. Meaning the lag/processing unit usage isnt reflective
since there's no pregen
Whatever the server is using should not matter
I don't know what the issue might be then
Only solution I found is increasing render distance
any details rendered outside of the client-set render distance get a lower LOD which I can't really scale up in quality
There is no error it seems
Same thing happens w/ default vanilla
Just weak PC 😆
All the bamboo will require a weaker LOD ig