Weird artifacts in DH render zone
Hi, I wanted to create my own modpack for personal use. The mods I use are appended in the text file. I removed all 'performance' mods except Sodium and Indium and ModernFix (which shouldn't do something with the rendering if I read the docs correctly).
I have 24GBs left for the client, running on amd ryzen 5950x and 3090rtx.
I tried both the bliss shader (built from main branch (the dev branch)) and complementary shaders (both of which should be valid for DH). Both resulted in these weird artifacts that are shown in the upper right corner. (The trees after the vanilla render distance look like full blocks (pink and green), and it really kills the DH effect). I even tried it without any shaders and it still behaves in this blocky manner. I'm not sure what I am missing but hopefully I added enough information. Thanks in advance
29 Replies
DH cannot render textures and cannot render smaller than a full block, so this is expected behaviour. Try increasing the render distance, so you don't notice it as much
I already tried. I forgot to mention that I'm on a server and not in singleplayer. I tried raising the vanilla render distance from 12 to 24 with no changes in the visuals whatsoever :/
Increase the quality preset
/server
Distant Generation doesn't work in multiplayer, meaning DH won't be able to generate LODs for chunks outside the vanilla render distance.
Instead, as you travel around the world, LODs will be generated for areas you've visited.
In the next update, DH 2.3, you will be able to add DH to your server granted it's running a compatible mod/plugin loader (Fabric, (Neo)Forge, Bukkit and their derivatives). This will allow the server to generate LODs and send them to the client, making distant generation possible on multiplayer.
If you wish to try 2.3 early, read everything in this thread: https://discord.com/channels/881614130614767666/1285883332768563284
Keep in mind that this build is still experimental, we do not encourage using it on large servers until further testing.
It's set on High at the moment. When I tried using Extreme, the client froze completely
I traveled around the world so it should be already cached, or does this behave differently?
Chunks are removed from the cache once they are out of the clients render distance or once the player leaves the current dimension.
Yes, the LODs should be saved
OP is talking about Bobby, not DH
Without shaders there are 3 DH settings that can be tuned, but when shaders are used it is up to them
Bobby still saves chunks
Farsight does mot save them
It saves them to file?
Yes
Oh, thought they were just being discared after leaving the dimension
Bobby chunks can’t be converter to LODs though
I just tried singpleplayer with 20 render distance and using shaders (Bliss)... it is way less noticeable than on the server. So there isn't any escaping to this problem?
it blends in really well on singleplayer, can't even notice it
Were you using bobby when you compared server to singleplayer?
no, I never used the mod, is it client side only?
Yes, it is. The reason it seemingly blends better on singleplayer is, because the LODs are farther away due to you having a greater render distance than on the server
Since the LODs are farther away, its harder to notice when chunks are there and when LODs are there
gonna try the mod, brb 🙏
Why not? Theoretically, it should be possible to convert to LOD, or not?
DH asks the server for the chunks
Bobby się don’t act as a server
yep, can confirm, that mod definitely helps
Bobby loads chunks clientside
Be carefull, bobby can more then cut your fps in half on singleplayer
Due to a bug
20 render distance vs 12
I'll be using it multiplayer only, so hopefully that bug isn't there
Well, yes, but you could create a tool that converts chunks to LODs, so its possible to convert from chunk saved by bobby to LOD
I missunderstood you originally and thought you meant it wasn't possible at all to convert from one to the other
btw thanks a lot for your advice, with the mod it seems way more natural and the LOD blends in way more smoothly