Yet another vanilla fog post

Hello! I've read the FAQ, disabled fog in sodium, DH's graphics section (/fog), and yet, vanilla fog is still present on the latest 1.21.4 gitlab job artifact Removing DH mod in the mods folder removes vanilla fog, and using the fog overrides mod did not help. The NoFog mod crashes. I attached a few screenshots, one without DH, one with, and my config settings. Mods:
BadOptimizations-2.2.1-1.21.2-21.4.jar
BetterF3-13.0.0-Fabric-1.21.4.jar
DistantHorizons-2.3.0-b-dev-1.21.4-neoforge-fabric.jar
IAS-Fabric-1.21.4-9.0.2-alpha.1.jar
ImmediatelyFast-Fabric-1.3.3+1.21.4.jar
Ksyxis-1.3.2.jar
NoChatReports-FABRIC-1.21.4-v2.11.0.jar
ViaFabric-0.4.17+93-main.jar
appleskin-fabric-mc1.21.3-3.0.6.jar
architectury-15.0.1-fabric.jar
blur-fabric-5.0.2+1.21.4.jar
c2me-fabric-mc1.21.4-0.3.2+alpha.0.24.jar
cicada-lib-0.10.2+1.21.4-and-above.jar
continuity-3.0.0-test.3+1.21.4.jar
do_a_barrel_roll-fabric-3.8.1+1.21.4.jar
entity_model_features_fabric_1.21.4-2.4.1.jar
entity_texture_features_fabric_1.21.4-6.2.10.jar
fabric-api-0.114.2+1.21.4.jar
fadeless-2.0.2.jar
ferritecore-7.1.1-fabric.jar
fogoverrides-1.21.4-2.1.0.jar
forcecloseloadingscreen-2.2.3.jar
iris-fabric-1.8.5+mc1.21.4.jar
krypton-0.2.8.jar
lambdynamiclights-4.0.1+1.21.4.jar
lithium-fabric-0.14.3+mc1.21.4.jar
modelfix-1.21.3-1.10-fabric.jar
modmenu-13.0.0.jar
moreculling-fabric-1.21.4-1.2.3.jar
no-telemetry-1.8.0.jar
noisium-fabric-2.5.0+mc1.21.4.jar
reeses-sodium-options-fabric-1.8.2+mc1.21.4.jar
sodium-extra-fabric-0.6.1+mc1.21.4.jar
sodium-fabric-0.6.6+mc1.21.4.jar
BadOptimizations-2.2.1-1.21.2-21.4.jar
BetterF3-13.0.0-Fabric-1.21.4.jar
DistantHorizons-2.3.0-b-dev-1.21.4-neoforge-fabric.jar
IAS-Fabric-1.21.4-9.0.2-alpha.1.jar
ImmediatelyFast-Fabric-1.3.3+1.21.4.jar
Ksyxis-1.3.2.jar
NoChatReports-FABRIC-1.21.4-v2.11.0.jar
ViaFabric-0.4.17+93-main.jar
appleskin-fabric-mc1.21.3-3.0.6.jar
architectury-15.0.1-fabric.jar
blur-fabric-5.0.2+1.21.4.jar
c2me-fabric-mc1.21.4-0.3.2+alpha.0.24.jar
cicada-lib-0.10.2+1.21.4-and-above.jar
continuity-3.0.0-test.3+1.21.4.jar
do_a_barrel_roll-fabric-3.8.1+1.21.4.jar
entity_model_features_fabric_1.21.4-2.4.1.jar
entity_texture_features_fabric_1.21.4-6.2.10.jar
fabric-api-0.114.2+1.21.4.jar
fadeless-2.0.2.jar
ferritecore-7.1.1-fabric.jar
fogoverrides-1.21.4-2.1.0.jar
forcecloseloadingscreen-2.2.3.jar
iris-fabric-1.8.5+mc1.21.4.jar
krypton-0.2.8.jar
lambdynamiclights-4.0.1+1.21.4.jar
lithium-fabric-0.14.3+mc1.21.4.jar
modelfix-1.21.3-1.10-fabric.jar
modmenu-13.0.0.jar
moreculling-fabric-1.21.4-1.2.3.jar
no-telemetry-1.8.0.jar
noisium-fabric-2.5.0+mc1.21.4.jar
reeses-sodium-options-fabric-1.8.2+mc1.21.4.jar
sodium-extra-fabric-0.6.1+mc1.21.4.jar
sodium-fabric-0.6.6+mc1.21.4.jar
Have a nice day
GitLab
build: [1.21.4] (#8830121340) · Jobs · Distant-Horizons-Team / Dist...
This is a mod that adds a Level Of Detail (LOD) system to Minecraft. This implementation renders simplified chunks outside of the normal render distance allowing for an...
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7 Replies
Puhpine
Puhpine2mo ago
"fogoverrides" can you try removing that maybe sodium extra? if thats not the one, it may be time for a /binary search
YAGPDB.xyz
YAGPDB.xyz2mo ago
Try a binary search and figure out which mod is causing it. So disable half of the mods, see if issue is still there, if yes disable half again etc etc until you find the mod that's causing the issue.
Tenor
BackSun
BackSun2mo ago
Disable DH vanilla fading (under quality)
Miki_P98
Miki_P982mo ago
Oh yeah it is just the overdraw prevention /overdraw
YAGPDB.xyz
YAGPDB.xyz2mo ago
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_P98
Miki_P982mo ago
Sections 1 and 3 + what James said
Azza
AzzaOP2mo ago
Yep, that did it. I guess it's only useful when I move faster than the speed LODs can generate Increasing the CPU usage for distant generations helps too. Better yet I could pre-generate chunks/LODs on my desktop computer. An ideal solution could involve dynamically adjusting the fading based on whether the LODs are present or absent at the player's position? Anyway, thank you all for the help, much appreciated

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