DH
Distant Horizonsurantas
issues between shaderpack and DH
hi, i have read all the FAQs regarding the compatibility problem between shader mods, shaderpack and the mod itself, but since it was from 2022/10, want to ask quesiton regarding embeddium 0.37, DH 2.0.1a and complementaryreimaged 5.1.1 the picture looks wierd, as the region out of minecraft rendering distance is not rendering properly with shader, the DH setting is default of high, not sure where is wrong, if anyone done successfully on forege could give me a copy of what you have? thanks
U
urantas•68d ago
also there are some things like this
A
Azure•68d ago
do you mind trying with this shader? I suspect it is an issue with how your shader is handling the lods https://cdn.discordapp.com/attachments/1215407801862725703/1215461982690615397/Bliss-Shader-main.zip?ex=65fcd62e&is=65ea612e&hm=f5f982bb9a29a3901d43e548889d07563b0e620df2a24a30c3dc39082b259c8e&
U
urantas•68d ago
i tried bliss but it then just stop rendering the lods
wait a while and ill get a picture
bliss 2.0.4
U
urantas•68d ago
A
Azure•68d ago
please try specifically the bliss file I sent, it has been patched for dh
U
urantas•68d ago
ok
A
Azure•68d ago
what mod are you using to do shaders with embeddium? are you using oculus?
U
urantas•68d ago
yes
U
urantas•68d ago
U
urantas•68d ago
you can see that the rendering stoped at the minecraft rendering distance
A
Azure•68d ago
have you tried optifine? the problem might be that oculus hasnt yet ported iris 1.7
U
urantas•68d ago
ok
Y
Yeshi•68d ago
Bliss shaders depend on the iris beta from their discord
A
Azure•68d ago
in theory oculus does support shaders for dh but I think it is specific community forks not the original (these https://github.com/PlxelBuilder/Oculus-1.16.5-DH-Support https://github.com/Teqed/Oculus/tree/1.19.2)
U
urantas•68d ago
well not 1.20
A
Azure•68d ago
yes thats true
U
urantas•68d ago
will try optifine first
though it has pretty bad compatibility with other mods i guess
A
Azure•68d ago
on forge it is usually best to use optifine
in my experience
it may have worse performance but its relatively reliable for shaders afaik
U
urantas•68d ago
ok, will take a try
U
urantas•68d ago
fun
CPD
Certified P. Drizzy•68d ago
forge only has legacy shader support, no shading on LoDs
the most you can do is change lighting mode in DH to old lighting for some kind of shades on LoDs
And you'll have to adjust shaders settings to match those chunks on the edge
other than that, it's working as usual
you can keep the same setup you had before
A
Azure•68d ago
ive used shaders with optifine before and it worked fine-ish but that wasnt dh 2
CPD
Certified P. Drizzy•68d ago
that's legacy shader support
display LoDs with shaders, but no shading on LoDs
A
Azure•68d ago
they were mostly shaded
just a slight brightness difference right on the edge
U
urantas•68d ago
seems optifine is worse
CPD
Certified P. Drizzy•68d ago
that's just old lighting i mentioned, no effects of shaders will interact with LoDs
A
Azure•68d ago
yikes
U
urantas•68d ago
will neoforge solve this problem?
CPD
Certified P. Drizzy•68d ago
no
iris on neoforge hasnt even release yet
Y
Yeshi•68d ago
To be clear, LODs will appear differently with certain legacy shaders, but they will not actually receive a shader pass
CPD
Certified P. Drizzy•68d ago
^
unless you use beta build of both iris and dh
U
urantas•68d ago
but isnt iris for fabric
not for forge
CPD
Certified P. Drizzy•68d ago
yes
so you have to choose
U
urantas•68d ago
guess i have to give up either distant horizon or shader for cpu use of assembly line from other mods
A
Azure•68d ago
I wonder if iris would get mad at me if i replicated their beta functionality in an oculus fork
CPD
Certified P. Drizzy•68d ago
you can use the same setup that you first posted
it's just the "old" shaders support, that's all
U
urantas•68d ago
ok
CPD
Certified P. Drizzy•68d ago
more info for legacy shaders support
https://gist.github.com/Steveplays28/52db568f297ded527da56dbe6deeec0e
Gist
Distant Horizons shader compatibility info
Distant Horizons shader compatibility info. GitHub Gist: instantly share code, notes, and snippets.
U
urantas•68d ago
just do they looks like what it should be in this environment?
A
Azure•68d ago
I wonder if sodium and iris would work when used with sinytra connector to run on forge
CPD
Certified P. Drizzy•68d ago
^
do this @urantas
U
urantas•68d ago
ok
CPD
Certified P. Drizzy•68d ago
other than that, adjust LoDs brightness and saturation in DH config
and read the link i sent, has some troubleshooting for some bugs
U
urantas•68d ago
well the lighting mod doesnt change much, guess i will just give up shader
SSI
SKRUBBY SKRUB IN A SHRUB•68d ago
they won't but it'll be really annoying when they have to handle support for your version on their side because "users"
there is a neoforge version of iris+sodium in the works, once that releases, it'll probably include real DH support you'll be able to run that, in the meanwhile you're stuck with what you got here
Y
Yeshi•68d ago
You can't just replicate it as a user
Unless you're a modder and know how to implement this yourself
This is the place to go for: news, information, and discussion about the Distant Horizons Minecraft mod.
50KMembers
View on DiscordWant results from more Discord servers?
More PostsWeird sporadic holes appearingi have these random holes appearing
how do i fix them?
I am using indium, sodium, and tectonic
The wUnable to launch gameThe game crashed whilst initializing game
Error: java.lang.NoSuchMethodError: 'void net.minecraft.clOculus Fork for 1.18.2?I know that the oculus fork only has versions for 1.19.2 and 1.16.5 listed on the github page, but IMod not working with shadersCurrently using Bliss 2.0.4 shaders but for some reason the fake chunks will not loadmissing lod rift at distance where settings were changesI had originally set my render distance radius at 320, once that had finished loading I decided to iFor some reason my world gen stops after generating a few chunks :cMod list: DH, Indium,Sodium, tectonic, terralith, Sodium ExtraIs DH compatible with Bobby?Just curious!World Gen DisabledI am running DH in singleplayer. For some reason it says world gen is disabled. I have multiverse diPhysics mod compatability on nightly buildI know that the nightly build is not out yet, but I just wanted to make sure this was reported.
WhenShaders with DHI was watching an Asian half squat earlier, and in the video he mentioned that the version of distanmy clouds are gone?i changed a few settings, mainly setting a custom DH draw distance and changed fog to match sky, butwhat are the optimal setting for distant horizon render distance vs vanilla render distance?I'm trying to figure out which settings would maximalize my frame rate while still looking good. I hDistant horizons LOD wont loadNo matter what, i cant get the LOD chunks to show up and am left with the unmodded regular ones
onlyDistant horizons not loadingSo my pc can load up to 61 chunks through normal rendering without distant horizons, but when i set LOD's not rendering with experimental versionI get this error.Holes and water color change.I have almost all of the settings on default, and I used chunky to preload some chunks. However, I aNot generating full 512 chunk render distanceI have only gotten the mod to work to a certain point. I want to get the cool visuals shown in the w[FIXED] What does this mean?I have rendering and distant generation enabled. I game is also running horribly. CPU settings are sWhen I move quicky to generate chunks, there is a see-through gap between the real chunks and LOD'sWas just wondering if there was an easy way to prevent this, it seems that whenever I push towards aWhile testing my modpack, ran into strange visual bug.I have logs (which contain my modlist and version) going back from when I booted up the game, made t