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.
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Solution:
try reducing cave culling height
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23 Replies
Tony Two Toes
Tony Two Toes5d ago
have u tried shaders can u run em mightsolve are you using sodium / xenon?
Miki_P98
Miki_P985d ago
Shaders or DH 2.3 Alternatively to hide it: - vanilla and DH fog tuning - higher vanilla RD - overdraw prevention tuning
esparttt
esparttt5d ago
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
esparttt
esparttt5d ago
issue still persists with shaders, but definitely much less noticable on the surface
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esparttt
esparttt5d ago
masks the issue for some builds, and exemplifies for others unfortunately
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El Dorado
El Dorado5d ago
increase vertical quality of LODs very beautiful build btw
Tony Two Toes
Tony Two Toes5d ago
I second gotcha
esparttt
esparttt3d ago
i was on 6, put it up to 7 and no fix unfortunately
Solution
Miki_P98
Miki_P983d ago
try reducing cave culling height
Miki_P98
Miki_P983d ago
or disable it
esparttt
esparttt3d ago
oh thats not a bad idea Bingo!!! smart thinking
esparttt
esparttt3d ago
oh
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esparttt
esparttt3d ago
ill just raise it to sea level and see if that prevents a crash
esparttt
esparttt3d ago
yeah setting it to Y=~50 fixed the two builds that were specifically bothering me, which was the submarine and this rail tunnel
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esparttt
esparttt3d ago
game is using ALOT more ram, however @Miki_P98 are you aware if cave culling effecting open oceans is fixed in 2.3.0?
Miki_P98
Miki_P983d ago
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
esparttt
esparttt3d ago
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
Miki_P98
Miki_P983d ago
Everything uder the cave culling height is considered underground And the undergaund likes to merge with overground with cave culling enabled
esparttt
esparttt3d ago
oh I see, so it doesnt check if it's "above-ground" or not that makes more sense then
Miki_P98
Miki_P983d ago
It has soome checks to prevent vanilla oceans from rendeing flat on the sea floor But it is not fool proof
esparttt
esparttt3d ago
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 👍
El Dorado
El Dorado3d ago
i thought vertical quality was not numeric but rather had names like "high, extreme" and "pixel art"
esparttt
esparttt3d ago
yeah, 6 is "extreme" and 7 is "pixel art"
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