Iris + DH issue flashing/Flickering at the edge of render distance only over water.
I have testing a few shaders all have the same issue.
I have removed all modes other than iris, shaders, DH, sodium, API ect. to check for mod compatibility issues....
Animation State Bleeding with GeckoLib Entities in FeatureRenderer
Hey peeps,
my mod renders animated shoulder hamsters using GeckoLib. The shoulder hamsters work just fine in vanilla. The implementation uses a
FeatureRenderer
on the player model, which in turn renders several client-side "dummy" GeoEntity
instances—one for each shoulder/head slot. Each dummy entity has its own AnimationController
with a unique name based on its instance ID.
The Issue: With Iris enabled, all shoulder pet dummies appear to share the same animation state, (but I think it's purely visual; watch the end of the video for a note on this) moving in perfect sync. Furthermore, their animations are hijacked by any in-world entity of the same type that is also being rendered. This animation bleeding does not occur without Iris....Solution:
SOLVED!
Ok so I knew the key clue was that the animations appeared correct on the pause screen. This confirmed that my underlying animation data and state machines were working perfectly, so the problem had to be purely a render-time issue.
The problem was specifically within GeckoLib's
AnimatableManager
. My guess is that when Iris's batch rendering processes multiple GeoEntity
instances in the same frame, the manager for the first entity would get its lastUpdateTime
set. When the renderer immediately moved to the next entity in the batch, the time delta since the last update was near-zero, causing GeckoLib to (correctly, from its perspective) skip the animation tick for that entity. This resulted in it being rendered with the stale bone data from the previously rendered entity....Black flash on chunk in water with iris+distant horizon and complementary in 1.21.8
some random chunk flash for half a second then go away it happen every second or few second,barely noticable. in 1.21.8 with iris,sodium,happen with most if not all sahder compatible with dh.i alsos ent screenshot of my mod in case also here a video of someone (not me) showing the bug: https://www.youtube.com/watch?v=MZKGjxmuupw

Tide line rendering connecting due to Iris
https://github.com/Lightning-64/Tide/issues/96
but it turned out to be an issue with Iris. I've asked the developers why this might be happening but no one has gotten back to me yet.What about it? Is there any fix yet? Who did he ask?...
Crash on opening shader packs menu, error trying to load BSL.
For 25w34b on MacOS
The game crashed: rendering screen
Error: java.lang.ArrayIndexOutOfBoundsException: Index -33984 out of bounds for length 128...
black screen upon loading any shader
im on 1.21.8 but it also happens on 1.21.7 and any time i load shaders i js get hit with a black screen i have updated my gpu drivers and it didnt do anything
Solution:
changed color space back to srgb
Error with 25w34b
I have only Fabric API, Iris and Sodium (both for 25w33a) loaded.
Attached is the log. Let me know if you need anything more.
Sorry if this is the wrong place/not enough info/dumb. First time reporting, not much experience on Discord. đŸ™‚...
pls help
can u guys help me fix this thing
BASIC: BASIC: Attribute iris_Position is bound to generic attribute 0, but gl_Vertex is also used.
:waaaaaa:...

Frames tank when adding a gbuffers_skybasic shader
So I'm working on a shader pack, and for whatever reason, adding
gbuffers_skybasic
in any form seems to cut my framerate to about 1/3 of what it does without. I have no clue why this is, and suspect it's either my GPU's problem or Iris's problem.
the shaderpack in question: https://github.com/jgcodes2020/steve-shaders/tree/a339f36db0c8777bf51ede58b20ee2ec670c839d (please use this commit)
Try removing gbuffers_skybasic and see if it somehow boosts frames instantly....Solution:
I figured out what's causing it:
- writing to colortex1 in gbuffers_skybasic slows things down by a lot
- using hardware clear to set the buffer's colour appears to be significantly faster
- the specular information buffer is an RGBA32UI texture, so that could explain the slowdown since it would get overridden on every pixel that actually has geometry...
F11/alt tab issue
Running into an issue with general performance when using shaders w/Iris in neoforge. When the game starts in fullscreen I'm able to run shaders mostly normally, but when I hit F11 to exit fullscreen and hit F11 again to re-enter, my FPS drops noticably, losing around 30-40 fps. This happens consistently with a large modpack and without.
fresh profile with the latest versions of mods/neoforge. Tried other versions of Iris 1.8+ with the same issue....

Voyager shaders white dots
hello. I'm using Voyager shaders in Curseforge(Oculus) 20.1. but when I load it, white dots appear like these images. I tried to adjusting configs to figure out what causes this, but Couldn't find any. is here anyone knows how to fix it?

lava overlay freezing screen on most shaders
i went into creative to test this out thinking it was just super duper shaders but this is a thing in most shaders i use i dont really know what to do about it
Is there a list of shaders that iris handle?
all of the shaders i tried say "shader failed to load"
a code to copy -1073741819...
Iris keeps crashing
1.21.8 already tried upgrading drivers, have java 24, put more ram on, works fine in vanilla, thank u please help
Flickering
I'm getting terrible flickering with connected textures using fabric + continuity + iris shaders + solas shaderpack specifically between grass and other blocks - is there a fix?