Possible to not fade to unknown chunks

I have purely the LODs and no chunk data in a void world. Is it possible to not have DH fade? I had a render distance of 2 to ensure that chunks don't render, but I want the LOD to stay loaded until it comes into my 2 chunk render distance. Similar to how Bobby operates. dithering shader is no go
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Solution:
And reduce overdraw prevention to 0.01
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15 Replies
Skillnoob_
Skillnoob_5w ago
!overdraw
YAGPDB.xyz
YAGPDB.xyz5w 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.
LimeGlass
LimeGlassOP5w ago
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LimeGlass
LimeGlassOP5w ago
Like why can't it just keep the LOD loaded if it's not right against the chunk render distance boundry
Miki_P98
Miki_P985w ago
Try enabling the LOD Only mode
Solution
Miki_P98
Miki_P985w ago
And reduce overdraw prevention to 0.01
LimeGlass
LimeGlassOP5w ago
Where is the LOD Only mode option?
LimeGlass
LimeGlassOP5w ago
The 0.01 worked, thanks. Is there a way to avoid the weird coloring difference?
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LimeGlass
LimeGlassOP5w ago
quality is maxed out.
Miki_P98
Miki_P985w ago
Enable the LOD only mode, it will hide the vanilla terrain I think it is in debug submenu
LimeGlass
LimeGlassOP5w ago
That's a nice option, but it starts to make streaks now
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LimeGlass
LimeGlassOP5w ago
See the black lines. I'm fine with the overdraw 0.01 setting, but this would be nice to fix aswell.
Skillnoob_
Skillnoob_5w ago
try increasing the vertical quality setting
LimeGlass
LimeGlassOP5w ago
It's at pixel art already max 7 setting It doesn't render the streaks when I don't have the only LOD debug option on. But it's fine, I can just set my render distance to 2 chunks.
Miki_P98
Miki_P985w ago
Interesting… Can you send SS with and without LoD only enabled? It is probably some bug that needs to be fixed You can also try adding QDAA mod, as those lines look a bit like a precision issue, SSAA form the mod might help cover that

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