Photon Shader Issue
This circle pops up based on distance(as seen in the video). Render distance helps with hiding it but I have my render distance set to two in the video to show the issue a bit better. Any ideas on a solution or a way to hide it better?
10 Replies
Could this be related? (Bliss)
It may be but I'm not too sure... Does the issue go away when you're far enough off the ground?
Yeah, it’s similar but I think they may be different phenomena too
My only guess I have with our issues is that there is some sort of "radius" that distant horizons and shaders have
And the radius activates all of the prettiness
I can't find a setting for that though sadly
Mine distinctly stops at the edge of the render distance, and is a ring rather than a circle
And uh, it kinda fixes itself if I reload my grass textures lol
So my guess is different. Want me to delete the messages to clear the clutter in this forum?
Nah you're good. Maybe someone will stop by and help us both out
/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.miki the goat
thank you
No problem