DH + Immersive Portals + (Neo)forge 1.21.1
Does anyone know if there's a combination of these that will play nice together on 1.21.1? I honestly don't really care about shaders, so I'm perfectly happy not to have Iris or Oculus. But I've tried a few combinations of different versions, to no avail. Getting the same bug with everything I've tried. LOD from the other dimension seems to render only outside the portal, as opposed to inside the portal where it should be.
In these example images I'm running
DistantHorizons-2.2.0-a-1.21.1-neo-fabric.jar
and immersive_portals-6.0.6.jar
, but like I said I've tried other version combinations (including the latest of both) and ran into the same problem. No other mods currently (other than cloth config).
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36 Replies
Most of what I've found online about this combo seems to suggest that if you just ditch the shaders it'll work fine, but that doesn't seem to be the case lol
Hmm... I gave the DH nightly build a try and the problem is heavily reduced, but still noticeable in some places.
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Immersive portals + DH is very tricky and will probably never be perfect with the current releases of both mods
It would be better to drop one of the mods tbh
I spoke on this topic with the IP developer - he said that the problem is on the side of the new rendering method of DH, so the DH developers should either contact the developer of the immersive portal and solve the problem together, or somehow change the new rendering method in the DH API so that there is no conflict with the portals
the problem is that in the screenshots - this is a problem with new beta versions of DH
Of course, there are still moments in reality with the stable version - with shaders the sky with artifacts begins, like the sky with bliss shaders, but this will be in both worlds. So the best solution is to contact the IP developer and resolve this bug once and for all, since the IP is stable, I’ve been playing on the latest version for about half a year and there hasn’t been a single bug
because people really need these 2 mods, because they don’t want to choose between these mods at all, and making compatibility doesn’t cost anything
I've been trying to reach out to the DH developers since August - but they don't care about this problem
it costs time, though I would still love to see them working together
Half a year has already passed, and progress has not moved at all, either on the one hand or on the other. I don't know how else to tell them about this. In fact, I have no idea what the DH developers are doing at the moment - before there were some answers to questions or announcements, but now there is silence, the same with IP
the DH devs are quite open on what they're working on, if you look at channels like #progress-update , #gitlab-status , #dev-chat , #dev-media , and sometimes #dh-tech-talk
This is the first time I've heard of this problem.
I wrote to them both here and there - there were no clear answers
I’m very glad that you heard, then take note of this problem and solve it please, for half a year I talked about it, but no one gave publicity or attention
Try runing the latest nightly build and see if that solves your problem
Okey, 5 min
no
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The problem is with the latest versions of DH, there is no such problem on the stable version
neoforge 1.21.1
I'm not seeing any rendering issues with the latest nightly build.
That being said Immersive portals did appear to break level transitions so DH will only render the dimension you start in.
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Looks like your overdraw setting is too high.
/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.1 and 3 specifically
I'll try now
I don’t understand a little what exactly needs to be done. Starting from this moment - I have faster random, noisium and c2mE, set Overdraw prevention to 1.0 and texture overlay is still visible, did I understand you correctly that I need to try installing these mods to see if this problem will occur and change the overdraw?
lower the overdraw, not increase it if you don't want holes
it was set to 0 for me, strange
Then you can try disabling the fade between vanilla chunks and DH LODs
just the same, if I set it to 0, these artifacts become more and more obvious, if 0.1 then they are a little less visible, if 1 then they are very slightly visible
where it in settings?
Should be on the main DH setting pade iirc, it has options:
none
, single pass
and doube pass
iirc
If not on the main page, then somewhere in qualityFor future reference:
https://gitlab.com/distant-horizons-team/distant-horizons-core/-/commit/99f2d2f844a43ec26ff53455e1ac69b0c4f5f90b
GitLab
Add TODO comment about Immersive Portals only rendering 1 level (99...
This repo holds the core code for the Distant Horizons mod.
yes, disabling overdraw helped, thank you very much, now you can actually play IP with the latest build
True, there is still a bug with shaders, but it also worked like that in the stable build
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That is, if I turn on shaders in Nether, the sky breaks in normal, if I turn it on in normal, it breaks in Nether
can you help with this too? Or is it not possible yet
I’m not planning on looking into the issue more any time soon.
okey (
oh jesus this is a lot of replies lmao
Seems like the third point might not be true anymore? Or maybe I'm looking in the wrong place.
Advanced Options > Graphics
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I checked in the config file though and my overdraw is set to 0.0, which should be auto? As an example, when using a dimension stack, it still seems to show LOD for the lower dimension overtop of the current dimension's LOD.
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0.0 is 0.0, there is no auto
That's not what the comments say
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Well, that's interesting...
regardless, if I understand what overdraw is supposed to do, this isn't an issue with overdraw
LODs for both dims are being rendered over top of eachother