gf's game looks like this, no errors thrown
Everything is normal on my end, LOD errors not being thrown. Exact same modlist. Playing on e4MC
Modlist:
Debugify
No Chat Reports
Cloth Config v17
Mod Menu
Continuity
ModernFix
FastQuit
Reese's Sodium Options
OptiGUI
Cubes Without Borders
BetterGrassify
Fabric API
Sodium
Model Gap Fix
Lithium
Language Reload
Main Menu Credits
More Chat History
Iris
Zoomify
Controlify
LambDynamicLights
Sodium Extra
Enhanced Block Entities
Fabric Language Kotlin
Better Mount HUD
e4mc
Polytone
Paginated Advancements
Fabrishot
Entity Texture Features
Puzzle
Entity Model Features
Capes
FerriteCore
YOSBR
More Culling
YetAnotherConfigLib
Remove Reloading Screen
EntityCulling
ImmediatelyFast
MixinTrace
Dynamic FPS
Forge Config API Port
Distant Horizons
ClickThrough Plus
Architectury
Fabric API



11 Replies
/logstore
You should send your
latest.log
file to provide additional useful information.
Logs are usually located in the .minecraft/logs
directory.
On Windows: %appdata%\.minecraft\logs
On Linux: ~/.minecraft/logs
On Mac: ~/Library/Application Support/minecraft/logs
Please upload the file to mclo.gs instead of sending the raw file. This makes reading the contents of the file a lot easier and improves the chances of you getting the help needed.
After uploading the file, click on Save
and send the link.Could you test if it is a mod incompatibility by doing a binary search
/binarysearch
Try a binary search and figure out which mod is causing it.
So disable half of the mods, see if issue is still there, if yes disable half again etc etc until you find the mod that's causing the issue.
/overdraw
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 > 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.
Section 1
The vanilla chunks can’t keep up with your movement
Try reducing your normal render distance
Has the way dh renders lods changed or is it because they aren't using shaders that the overdraw looks dotted
the latter