LOD Chunks Rendering Slower than Frametime
I have an issue which I've discussed extensively with the developers of Flashback. I have a recording of a large structure that I am using DH to render in full without murdering my computer. Overall the quality of the scene is quite good however I am struggling to get the structure to render properly in Flashbacks output. The problem seems to be that either distant horizons or iris/shaders or a combination of the two are not implementing flawless frames properly. Meaning flashback isn't being told when the frame is finished rendering before saving it and moving on to the next frame. This results in the transition from blocks within render distance of the camera to LODs occurring causing artifacts in the final render.
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Here is an example of the output where I have cranked the overdraw to try and prevent gaps from appearing however it still has issues generating the new chunks
One potential solution was turning up the render distance so the entire structure is normally rendered instead of transitioning to and from LODs, however another issue is that DH culls the LODs near the position of the camera where there is no block information in the replay.
DH has an option to only render LODs, is there a similar option that can disable culling of the LODs within render distance?
If you set overdraw prevention to 0.1 you'll come pretty close
Ok, this does work with DH, however BSL v10.0 which is that shader I am using has its own override for DH's overdraw prevention which is given in units of chunks and I can't seem to make it negative
ohh, ok, I just made the shaders setting some big positive number and it has reduced the overdraw prevention, this is so confusing