Visual glitches with shaders
hello again! I was playing with the latest DH nightly and BSL v10.0 and I keep encountering these annoying visual glitches. if it helps, I pre-genned these chunks with distant gen. transparency is turned off. any idea how to fix it?
modlist:




5 Replies
btw, I'm talking about those strange grainy white columns around the water, orange around the acacia stairs, and green around leaves. plus, they're in real vanilla chunks, not the DH ones
/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.
section two
oh wait, I missed that!
the way I thought didn't let me understand it clearly
thanks, will see!
maybe that should be rephrased as 'columns' with an illustration so people understand better?
hmm, setting the DH overdraw prevention to 1.0 as well as reducing BSL's overdraw setting to 0 chunks seems to have fixed it!
I'll update you guys if I find another issue