Cave Culling issues

I'm having an issue where caves are being culled even when well below the default Y=60 I am currently running 2.3.0b-RC3 for 1.21.4 interestingly, lowering the Y value that culling starts at "fixes" it, though my computer is very unhappy about it edit: lowering the value or even disabling cave culling entirely doesn't fully fix it, it's just harder to tell with default graphics, but shaders reveal that there is in fact still holes in the distant cave walls (bonus issue, I'm having these weird dithered ghost trees appear sometimes, and they are kind of "burnt in" until I get close to them)
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10 Replies
Miki_P98
Miki_P982mo ago
/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 (maybe 2 too) https://discord.com/channels/881614130614767666/1325029327162834965/1327761673896984648 Try increasing the vertical quality (or the whole preset) if disabling cave culling does not fix caves on its own
Red Programmer
Red ProgrammerOP2mo ago
I messed with all the settings here, doesn't fix it, increasing vertical quality to max doesn't fix it either, and even if it did, my computer can't handle that long term setting my preset to extreme doesn't fix it either
Miki_P98
Miki_P982mo ago
You’re now talking about issue 1 or 2
Red Programmer
Red ProgrammerOP2mo ago
issue 1 oh, it's finally working now, not sure what changed ok, so, cave culling is disabled and overdraw is set to 1.0 I would like to have cave culling still... it just seems to not work well with caves of this size though oh, no lol, it's not fixed it was just night hmm... maybe it's more of a shader issue than a dh issue.... the cave culling not working correctly is def a dh issue, but if I turn it off, everything is fine without shaders, it's just shaders keep making these light rays at the borders between vanilla chunks and LODs
Miki_P98
Miki_P982mo ago
This is overdraw prevention But the shader override it So try decreasing it in shader settings
Red Programmer
Red ProgrammerOP2mo ago
complementary/RV does not appear to have a setting for this... or I'm just missing it
Miki_P98
Miki_P982mo ago
Not all shaders allow you to fine tune DH related settings
Red Programmer
Red ProgrammerOP2mo ago
it's not an overdraw issue, I got it confirmed from the shader devs, it's just light shafts don't really interact with dh chunks

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