gap between real chunks and lods

it occurs with and without shaders but the issue is much more visible with
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Solution:
turns out it was the horizontal and vertical render distance scales in embediums configs
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10 Replies
Jckf
Jckf2w ago
Your overdraw setting needs adjustment It decides how close to you DH will render
Miki_P98
Miki_P982w ago
/overdraw
YAGPDB.xyz
YAGPDB.xyz2w ago
Q: There are holes at the edge of vanilla Render Distance, especially during movement A: 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 three mods, but the affect will be minor: - Noisium - Faster Random - C2ME (DH 2.3.0+) 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. Q: There are low quality full blocks behind and around non-full block, e.g. fences or ladders A: 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. 0.1 will mean that DH render very close to the players position. 0.0 sets it on auto mode. 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. Q: Where do I edit the overdraw prevention setting? A: Overdraw prevention setting can be edited inside the DH config under: Advanced > Graphics > Quality BUT: if you use shaders, they will influence overdraw prevention. The effectiveness of overdraw prevention depends on the shader’s internal settings, which may or may not be adjustable. However, the shader’s overdraw prevention will always operate within the limits set by DH’s overdraw prevention. To avoid conflicts, ensure that DH’s overdraw prevention is not set too high.
Miki_P98
Miki_P982w ago
Section 1
Ziggytron
ZiggytronOP2w ago
that setting seems to not exist
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Miki_P98
Miki_P982w ago
It exists, but you are in a wrong category Bo back one screen Then culling iirc
Ziggytron
ZiggytronOP2w ago
thanks, that worked when im not using shaders but when i am there's still a gap. also i just released that the higher i get the worse the issue becomes. or example on the ground there is no culling issue but the higher you get the larger the gap becomes. with and without shaders im pretty sure its a mod conflict though
Miki_P98
Miki_P982w ago
if the problem if only with shaders, look in shader settings for overdraw tuning You can also try reducing your vanilla RD
Solution
Ziggytron
Ziggytron2w ago
turns out it was the horizontal and vertical render distance scales in embediums configs
Ziggytron
ZiggytronOP2w ago
i set horizontal to 0% and vertical to 100%

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