FOV affects Fade-in starting position
(Watch the video for reference)
With 7 chunks render distance, MC renders all 4 target block groups. When you enable DH rendering, the Fade-in hides most of them and barely show the first group. All of those Vanilla chunks are overriden by DH. (So instead of 7 Mc render distance I get more like 4 with the same GPU usage). However when you set FOV to 30, or zoom in with a mod like zoomify, the fade-in effect streteches to a minimum, which now shows an MC render distance of around 6. I suggest the minimum is always active. It is unfair that players with Higher FOVs are punished while players with lower can see vanilla terrain just fine. And stretching the fade-in doesn't break anything. So why not just leave it as if the FOV was always 30?
15 Replies
That's expected behavior. Change your vanilla overdraw setting to change where the fade happens.
By default it starts at 40% of your vanilla render distance.
Oh I see
0.4 overdraw prevention = fade starts at 40% vanilla render distance
But then why does it change to 90% when you change FOV to 30 or zoom in with a mod?
The problem is that if I set the overdraw to 0.9 then sure it will look good at default FOV but when I zoom or change FOV then it will stretch to over 100% and cause holes in the edge.
So probably this is the bug with FOV/ Zoom mods that was supposed to be fiexed a few days ago reappearing?
Overdraw is affected by FOV.
It was done so the position fading starts will be the same relative to your screen regardless of FOV setting.
Doesn't seem to be working
With 0.9 Overdraw
Default FOV -> 90% vanilla render distance
30 FOV/Zoom mod -> 110% vanilla render distance
That's expected behavior.
If you set the overdraw too high it will go beyond the vanilla render distance.
But should It change with FOV?
Ah, but when you change FOV, fair enough.
I'll take a look at it later.
Thanks, np
With the help of my scarce coding knowledge I was able to find that a few days ago you where looking 4 lines above the equation that probably causes this issue
Yeah my next fix would just be to lock it at 70 FOV and see how that works
Doing some more research, I can conclude that from a render engine perspective everything there as it is right now, is the right thing to do.
However, because vanilla mc won't increase rendered chunks based on the fov, then it really isn't necessary to take it into account in the near clip plane for DH. So probably leaving it at 70 is the best and easiest fix.
maybe lock it at the fov from vanilla settings?
IDK what it changes, but from the logical point of view that seems like the best solution
I swear I had so much trouble trying to understand git for the first time 🙃 but glad it worked, gotta close this post now
You did well, thanks for the merge 👍