24 Replies

Multiplayer btw
Give more info what mods are you using and what shaders
photon shaders
/logs
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.Does it happen with other shaders?

sorry for the late reply
completely forgot
it happens even with shaders turned off
I seem to have a similar problem, where blocks disappear just between your minecraft viewing distance, and DH LOD showing up somehow
Using 2.3.2
Also happens without shaders.
I do not mean to hijack this question, I thought I would add to it as the issue seems similar.


With shaders turned off it is an intended look of the fade between vanilla chunks and DH LODs
You can hide the ring by setting the fade to none or single pass. At single pass the fade will work but only for solids, transparencies like water won’t have fading behind them
It is an effect that shader fully override so it is not a DH but with the shader
what about the second picture where full chunks are missing?
Separate 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 > 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.
First section
You mean the picture with shaders on?
IDK ask shader dev
i mean this picture
this one
This is the picture I was talking about
With the bright ring around you in the water
For the chunks close to you that are missing in a ring, it is vanilla that hasn’t loaded vanilla terrain, a.k.a. The issue with overdraw, see above
As for the distant DH LODs
Probably /slowgen
/slowgen
World generation in general is quite slow, if you want to speed it up:
Install Noisium, Lithium and C2ME(DH 2.3.0+). These mods can improve generation speed by a bit, but it will still not be fast.
Increase
CPU Load
in Distant Horizons settings for faster generation, but you will experience more lag spikes and stuttering due to heavier workload on CPU.
To see if Distant Generator
is really working or not:
1) Check CPU usage while in-game, using Aggressive
settings of CPU Load
. If CPU usage's hovering around 80-100%, the LoDs are generating in the background.
2) Go to DH settings > Advanced Options > Debug > Wireframe
, set Enable Debug Wireframe Rendering
and Show World Gen Queue
to True
.
Enabling both settings will show you the visualization of world gen tasks queued and working on the map (blue boxes for queued tasks, red boxes for working tasks)Try moving slower and increasing your DH CPU load
My apologies. Thank you for the information nonetheless, it's much appreciated.
hey @shev could you please change the title, its a bypass
sure
thanks