Odd rendering past normal render distance

1.21.4 running fabric I notice weird behaviour outside the normal render perimeter and I don't quite know how to troubleshoot it. It's very noticeable with shaders and when freecaming near the edge there's this dithering the void effect. I am playing on a server I'm running myself so I have full control over changing stuff. Mod list
AppleSkin, BlueMap, BlueMap Marker Manager, Bobby, Borderless Fullscreen, Cloth Config v17, Controlling, Distant Horizons, Fabric API, Fabric Language Kotlin, FerriteCore, ImmediatelyFast, Inventory Sorter, Iris, Krypton, Lithium, MaLiLib, MiniHUD, Mod Menu, ModernFix, Mouse Tweaks, No Auto Iconify, No Repair Penalty, Palladium, Placeholder API, Reese's Sodium Options, Searchables, Silk (All modules), Simple Voice Chat, Sodium, Sodium Extra, Tax Free Levels, ToadLib, Tweakeroo
AppleSkin, BlueMap, BlueMap Marker Manager, Bobby, Borderless Fullscreen, Cloth Config v17, Controlling, Distant Horizons, Fabric API, Fabric Language Kotlin, FerriteCore, ImmediatelyFast, Inventory Sorter, Iris, Krypton, Lithium, MaLiLib, MiniHUD, Mod Menu, ModernFix, Mouse Tweaks, No Auto Iconify, No Repair Penalty, Palladium, Placeholder API, Reese's Sodium Options, Searchables, Silk (All modules), Simple Voice Chat, Sodium, Sodium Extra, Tax Free Levels, ToadLib, Tweakeroo
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13 Replies
Dominik
DominikOP3w ago
I don't think it has anything to do with generation as this occurs around spawn and areas where people have been already
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Axel
Axel3w ago
have you tried tweaking this setting, or something similar to it ? it basically overlaps the DH chunks with minecrafts to smooth the transition out more
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Dominik
DominikOP3w ago
I have not found a setting like that, though I foudn "Overdraw Prevention" which doesn't fix my issue but it changes the transition to LOD within render distance
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Miki_P98
Miki_P983w ago
/overdraw
YAGPDB.xyz
YAGPDB.xyz3w 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_P983w ago
Section 1 As for the fade itself you can also disable it, resulting in a hard circle edge Or set it to single pass removing the water rind but having some popin under water Of course shaders override most of this so check the shader settings as well
Dominik
DominikOP3w ago
Overdraw prevention is NOT under Quality but under Culling. I haven't found the fade to be an issue in and of itself, I don't really know how to describe it but I want to say that it's more about the transition being too rough even. Generation shouldn't be a cause because this occurs in already generated chunks.
Miki_P98
Miki_P983w ago
@Puhpine Now that DH 2.3 is released that should probably be updated
Puhpine
Puhpine3w ago
/overdraw
YAGPDB.xyz
YAGPDB.xyz3w 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 > Culling 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.
Puhpine
Puhpine3w ago
Like that right?
Miki_P98
Miki_P983w ago
Advanced options > Graphics > Culling Though good enough for me, the options part is probably unneeded
Puhpine
Puhpine3w ago
Yea

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