Bobby or DH for game experience? (And more questions)
As title states, would like to know which mod is better for game experience, also Read #faq-general and it seems iris works with dh 2.2 with iris 1.7.5 but theres no 1.7.5 on iris download just 1.7.3 and straight to 1.8.0. Also should i use chunk fade in with dh? Cause using it make the loading chunks turn white for a second. Well with chunks fade in for some reason a big shadow appears infront of where i'm looking.
Also since dh works with complementary shaders, it should work with rethinking voxels right?
(Sorry for the bunch of stupid questions, but I really would like to know this)
28 Replies
/shadersupport
Distant Horizons and Iris Shader Support Requirements:
- DH 2.1 + Iris
- Minecraft 1.20.1, 1.20.4, 1.20.6, 1.21
- Sodium 0.5.8+
- Iris 1.7.0 - 1.7.3
- Fabric API
- A compatible shaderpack: https://gist.github.com/Steveplays28/52db568f297ded527da56dbe6deeec0e
- DH 2.2 + Iris
- Minecraft 1.20.1 (wait for iris 1.8), 1.21.1
- Sodium 0.5.8+
- Iris 1.7.5, 1.8, or newer
- Fabric API
- A compatible shaderpack: 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.
Bobby offers better quality, but loads slower, flickers more, and gives lower FPS
With DH you can use RD of 512 with almost no performance impact compared to 64 or 128
Do not use chunks fade in
Do not use pregen
Do not use C2ME
/chunky
Chunky is known to cause LODs to turn into swiss cheese and bloat up world size, as can be seen in the attached screenshot.
We recommend you enable "Distant Generation" in Distant Horizons' settings and wait.
If you actually want to pre-generate vanilla chunks along with LOD data, disable Distant Horizons, wait for chunky to finish, then re-enable Distant Horizons.
/slowgen
If it feels like LoD generation with
Distant Generator
is too slow:
Install Noisium and Faster Random, these mods optimise world generation code.
Make sure to remove the C2ME mod as it significantly slows down DH chunk generation by up to 35%.
Try increasing CPU Load
in Distant Horizons settings for faster generation, but you will experience more lag spikes and stuttering due to heavier workload on CPU.
To see if Distant Generator
is really working or not:
1) Check CPU usage while in-game, using Aggressive
settings of CPU Load
. If CPU usage's hovering around 80-100%, the LoDs are generating in the background.
2) Go to DH settings > Advanced Options > Debug > Wireframe
, set Enable Debug Wireframe Rendering
and Show World Gen Queue
to True
.
Enabling both settings will show you the visualization of world gen tasks queued and working on the map (blue boxes for queued tasks, red boxes for working tasks)Thanks for the info!
Dang have to disable c2me and chunky
Not Dang, C2ME is compatible but it slows DH by 35% instead of increasing the speed
As for chunky it is also slower then built in DH generator
then what's the use of c2me if it slows dh by 35%?
If you would want to use chunky for some reason, it can give a huge performance boost during the chunky generation
ehmm okay
thanks!
No problem 😸
for some reason while my chunks are loading they become transparent
kinda wall hack
thought it was faster random since I just installed it
Can you send a screen shot?
let me try to reproduce it
Faster Random does not touch rendering
Most it can do is move trees around couple blocks from where they would be in vanilla
strange with faster random it did happen, its not happening now with it disabled
wierd
chunk is rendered but transparent, after a second it renders completely
/overdraw
Hole at the edge of vanilla Render Distance, especially during movement:
This is caused by either vanilla terrain not loading in fast enough, or shader's incorrect overdraw prevention implementation or configuration (if you use one)
Some world gen speed improvement can be found when adding these two mods, but the affect will be minor:
- Noisium
- Faster Random
There is another mod that may help:
C2ME
. However, it can decrease DH generation speed by up to 35%.
The easiest fix is to move slower and/or ignore it. This hole is most visible while moving over not generated (by vanilla) terrain. Moving over that terrain every subsequent time may not create the hole. And moving slower will give MC more time to load the chunks as you go.
If none of that helped, you can also tune the overdraw prevention, look at the third section to know how.
Low quality full blocks behind and around non-full block, e.g. fences or ladders:
This is intended behavior, to prevent holes in the world while you move, DH will overlap with some part of the vanilla terrain.
How much of the terrain is covered is determined by the overdraw prevention:
- 1.0
will mean DH LODs start where vanilla chunks end.
- 0.0
will mean that DH render everywhere starting from your position.
To fix this, you can either:
- Increase your vanilla RD, which will move the DH LODs further from you.
- Tune the Overdraw Prevention setting, see the next section to know how.
Where to edit the overdraw prevention setting?
Overdraw prevention setting can be edited inside the DH config under:
Advanced > Graphics > Advanced Graphics
But if you use shaders, they will override and take control of the overdraw prevention.
In that case, check the shader's settings, if overdraw prevention is not there, contact the shader devs or change the shader you use.First and third section
It is not directly related to Faster Random
But there were benchmarks that when used alongside Noisium the performance was worse then with any of those by themselfs
So you can try removing it
ehm so its normal that chunks can be transparent while using elytras
shouldn't be a problem since it loads after a brief second
i'll test it first for some reason i had lag with faster random
On this same issue - I have a shaderpack that supports DH, but has no options. I'm looking through the files trying to find the overdraw protection to disable it, Is there a DH variable I can intercept?
I don’t know I understand, but if you mean how does a shader. Implement overdraw, it is not through DH
It is just a simple sphere cutout
I guess it would be something like this:
if (vert.x > render_distsnce * 0.6) { discard(); }Where O.6 is hardcoded overdraw protection value, and check is run for all 3 coords But I’m not shader expert
I’m surprised nobody has said both. Is Bobby no longer compatible with DH? I think I’ve used them both before in the past
They are compatible