Any way to do anything about this odd underwater effect?
First picture is the effect from afar, second & third pic show the effect closer up being cut off by overdraw prevention.
The effect is quite jarring for structures that are in the water but not connected to the sea floor, just wondering if there's anything to be done about it or if this is just a known thing you kinda have to deal with lol.
23 Replies
have u tried shaders
can u run em
mightsolve
are you using sodium / xenon?
Shaders or DH 2.3
Alternatively to hide it:
- vanilla and DH fog tuning
- higher vanilla RD
- overdraw prevention tuning
I prefer playing w/o shaders honestly, but its possible for me to run them
running sodium, ill check if it still happens with shaders on though
issue still persists with shaders, but definitely much less noticable on the surface
masks the issue for some builds, and exemplifies for others unfortunately
increase vertical quality of LODs
very beautiful build btw
I second
gotcha
i was on 6, put it up to 7 and no fix unfortunately
Solution
try reducing cave culling height
or disable it
oh thats not a bad idea
Bingo!!!
smart thinking
oh
ill just raise it to sea level and see if that prevents a crash
yeah setting it to Y=~50 fixed the two builds that were specifically bothering me, which was the submarine and this rail tunnel
game is using ALOT more ram, however
@Miki_P98 are you aware if cave culling effecting open oceans is fixed in 2.3.0?
Cave culling was improved in 2.2, but I don't think it got any changes in 2.3
The default cave culling height was made for vanilla worldgen and it look and works fine with it
Worldgen mods should automaticly change the height, but they do not
The only thing you can do it tune it manually, but if the performance impact is too big, there isn't much you can do
It's not the worldgen that's causing it, I had it around sea level beforehand, but the game interprets things that are underwater as being underground which causes the "pillars" to form
Everything uder the cave culling height is considered underground
And the undergaund likes to merge with overground with cave culling enabled
oh I see, so it doesnt check if it's "above-ground" or not
that makes more sense then
It has soome checks to prevent vanilla oceans from rendeing flat on the sea floor
But it is not fool proof
I used to have that issue of the ocean being super messed up, but that was ages ago
I assume that's what caused it
but yeah I assumed how cave-culling worked was it checked if something was actually "underground" and it'd cull if there was something overhead
good to know 👍
i thought vertical quality was not numeric but rather had names like "high, extreme" and "pixel art"
yeah, 6 is "extreme" and 7 is "pixel art"