Bedrock Greedy Meshing broken

I'm pretty sure this is not intentional and is only getting rendering performance worse.
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9 Replies
BackSun
BackSun2mo ago
That’s expected behavior.
CreepermeYT
CreepermeYTOP2mo ago
Compression side-effects?
BackSun
BackSun2mo ago
Something like that, yes
CreepermeYT
CreepermeYTOP4w ago
It was the LodDataBuilder's block culling logic. 'lossy compression - visually equal' 3 lines of code fixed it, by adding a new 'if' to avoid culling the last datapoint of a column I know that it will not have that much of a performance improvement on high-end GPUs, but for humble ones like mine, it sure helps. The merge request for Queued Chunk Updates now also includes this small fix. Long story: I've been trying to find where my bedrock layer went for the past month... In the process, I learnt about DH's logic way more than I would have liked. Hopefully, I can contribute with small fixes like this in the future that will benefit lower end GPUs
BackSun
BackSun4w ago
Nice! I look forward to reviewing your merge request.
CreepermeYT
CreepermeYTOP4w ago
Though I just realized it breaks again on lower detail levels.. but now that's related to the reducing logic.. Anyways, it fixes the greedy meshing on higher vertical qualities which is actually when you would WANT greedy meshing to work better.
CreepermeYT
CreepermeYTOP4w ago
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CreepermeYT
CreepermeYTOP4w ago
Medium, High, and Extreme quality presets I just read dev-chat, and realized that my queued chunk update fix does not align with DH's ideal behavior. I will make some changes later today to hopefully meet the simplicity expected while also finding ways to optimize the algorithm.
BackSun
BackSun4w ago
I look forward to it 👍

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