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:
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
"fogoverrides"
can you try removing that
maybe sodium extra?
if thats not the one, it may be time for a /binary search
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.
Disable DH vanilla fading (under quality)
Oh yeah it is just the overdraw prevention
/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.Sections 1 and 3 + what James said
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