'Only indirect is supported with Iris'
I'm using Minecraft 1.21.1, Iris (1.8.0 beta 4), Sodium (0.6.0 Beta 2) and Distant Horizons (alpha 2.2.1-a, sep. 3).
DH works fine without Iris, but it will not work if I enable BSL (Original). A message appears in the chat and the logs with a call stack and the message 'Only indirect is supported with Iris.'
Solution:Jump to solution
Do you also play on a Mac @Prac like unlikepaladin is?
https://discord.com/channels/881614130614767666/1286481776994418740...
43 Replies
does it work without DH?
Yes
how recent is the bsl version? is it the newest version?
It's 8.3, which is the only version that I see available on Modrinth, so ostensibly yes :p
Oh wait, sorry. I just got the other versions to show up on Modrinth. But yes, it's 8.3
no other mods?
No, just Iris, Sodium and DH
it works fine for me with this
Unfortunately that seems identical to my setup. of course, though, my system is different
urgh idk why the screenshots didn't send properly?
you send files without an extension
Does DH have any specific hardware requirements? I've looked but haven't seen any mentioned :')
yes, it must run minecraft
Here they are
is this a fresh instance?
no settings changed?
Do you mean VM settings? I only increased the memory to 6GB. No meaningful changes to any mod or Minecraft settings (just set my render distance, changed a keybind, and changed the UI scale)
In fact I kind of just installed the Modrinth launcher for the first time today
then i have no idea what the problem might be
Lol, thank you either way
you could ask in the iris discord, maybe they know
np!
Having this same issue
Solution
Do you also play on a Mac @Prac like unlikepaladin is?
https://discord.com/channels/881614130614767666/1286481776994418740
Hi, yes
hhhmm, so its a mac issue. interesting
My best educated guess is that Indirect Rendering uses/relies on GL 4.2+ features which means it doesn't work on macOS as it is limited to GL 4.1, so it falls back to something else that's unsupported with iris
The exception is thrown by Iris. I might file a bug in their tracker
I got it to work by commenting out a line that forced-disabled instanced rendering on macOS if Sodium was detected. I haven’t noticed any issues other than the vanilla clouds.
Given that, I think the issue might be DH instead? Why was instanced rendering deemed broken with Sodium, and is that still the case?
Nice!
Guess I’ll build a local copy for myself to play with
But yeah that looks perfect to me
Just fyi it’s really annoying getting it to build because something’s apparently broken with VanillaGradle https://www.answeroverflow.com/m/1253155413017366549
Nightly Build Issue? - Distant Horizons
Is anyone able to build the nightly build from gitlab? I am getting:
Could not determine the dependencies of task ':common:shadowJar'.
Could not resolve all dependencies for configuration ':common:shadowMe'. Could not find org.lwjgl:lwjgl-jawt:3.3.1.Searched in the following locations: - https://libraries.minecraft.net/org/lwjg...
Try and post that in #LODs with Shaders don't render on macOS
Oof yikes
If you really don’t mind and still have the jar could you just send it over? Lol
I kinda don’t want to wait on Gradle to take eons to download and decompile everything :cou:
Sure ! 😭 I suppose by DM?
Honestly. It takes so long
That’d be great, thanks!
Yeah :cou:
Related Sodium issue:
https://github.com/CaffeineMC/sodium-fabric/issues/2732
GitHub
Sodium Breaks Distant Horizons Instanced Rendering on Mac · Issue #...
Bug Description Having Sodium installed on a Apple Silicon mac causes Distant Horizons' use of glDrawElementsInstanced to crash the game. This issue doesn't occur with just Sodium or Distan...
That’s strange; I can’t reproduce it. I see though that the logs in that issue indicate a previous major version of Sodium
Maybe Apple fixed the problem?
Otherwise if instanced rendering is enabled in DH it'll just crash MC.
Do you have a Mac to test this with maybe?
Nope I don't
I sent a couple of macOS screenshots where I forced instanced rendering to be on. It was OK. Not really sure whether there’s a reason to believe it would be different on other machines (in my case it’s macOS Sequoia and an M2 Max MacBook Pro)
If it’s helpful I could try testing Sodium 0.5.x tomorrow since it’s the version used in the crash, and that might narrow the blame down to a Sodium bug that’s since been fixed?
The Macbook that ran/crashed was an M1, Apple Sillicon's GL to Metal translation layer is known to have bugs and crash with a bunch of things, this does not happen on my Intel Mac with an AMD GPU :/
It'd be nice if there was at least a way to bypass the force disabling in game, it's kind of a shame that because 1 specific driver is broken the whole platform has to suffer
(This is on my 16 Inch MBP with a dGPU)
Though I did use Sodium 0.6
I’m using an Apple Silicon Mac
In all it looks like whatever problem they had back then isn’t relevant anymore
I've faced with similar problem on an intel mac. Maybe @Prac's reproduction issues are indeed tied to sodium/apple software issues. Perhaps there could be a switch in settings "enable instanced on macOS" to bypass the check
Thou after downgrading to 2.2.0a the game crashes with certain shader packs
facing same issue