Distant Horizons x Bobby

Hellooooo

So I've been using Distant Horizons (client side) while playing on some servers for a while now and decided to try and add Bobby to make it look even better. The thing is, because of Bobby, DH now looks like in the screenshots below. There's a gap between what Bobby hasn't "seen" yet in the place where DH would already have loaded, and what is still visible of DH has mostly become translucent.
When revisiting areas currently shown by DH, so they also get saved by Bobby, they do update normally. But the gap between Bobby and DH keeps existing until I've reached the edge of every place I've visited before and DH has LODs of.
Removing Bobby just loads DH's LODs normally.

Anyone got any idea for a fix that doesn't involve having to revisit every chunk I've already been to?

Thanks in advance!
2024-09-20_23.04.16_huge.png
2024-09-20_23.11.09_huge.png
Solution

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.
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