26 Replies
using bliss shaders
does it not look blurry when not using DH?
it doesn't
I put transparency to complete as advised
didnt change any other setting
can you see if depth of field is enabled?
or maybe TAA?
im not sure what going on here
will check, is there a list of compatible shaders? maybe I can switch
Gist
Distant Horizons shader compatibility info
Distant Horizons shader compatibility info. GitHub Gist: instantly share code, notes, and snippets.
thanks will check it out
getting this on bliss now
/blisssky
This is a Bliss issue, there are 5 known potential fixes:
- Turn shaders off and back on (repeat after each next fix)
- Set transparency to complete in DH settings
- Decrease or increase the DH RD by 2 - 8 chunks
- Restart the game after applying all the previous fixes
- Change the shader to different one
transparency is on complete
disabling TAA made it noisier
/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.There is visible overdraw prevention dithrer on the leaves
That is probably what caused the blur
only thing you can do is increase vanilla RD in this case
And reduce overall blur
So disable FXAA, TAA, DoF, motion blur
also getting weird visuals like this no matter which shaders I use that are supposedly recommended
Without shaders it works correclty?
What Iris version do you use?
yes I restarted the game and the glitches are gone, I tried setting overdraw prevention to 1 which helped a little bit but my leaves are still flickering etc
using 1.7.5
In DH or Shader settings?
DH
Then that did not do anything
As shaders override it
I use it with no issues so IDK
what should I set my overdraw prevention to? bliss has it set to unlimited by default
I guess 100 or 0 to eliminate dither
unlimited is the lowest value and 16 the highest
should I turn it off?
IDK what it means
Ask on shaderlabs or Iris DC or on Bliss Github
ok