Terrain Fading With Shaders

Modpack: https://www.curseforge.com/minecraft/modpacks/blood-and-steam As seen by the images, when I get close to some terrain it fades into invisibility. Eventually the terrain comes back, or you can make it render by backing up a ways. Turning off shaders (Complimentary: Reimagined +Euphoria Patches) fixes this entirely and prevents the terrain from fading out like that. The problem I have is that this modpack is going on a server, and the modpack also contains jetpacks. While the jetpacks are locked into the late game (post Ender Dragon fight, and I've incorporated some dimension progression to make getting to the End harder), I still see this becoming a problem once people actually get jetpacks/Elytras and start exploring unloaded chunks, only to fall through the world or what have you. Also, I imagine this same problem will affect Valkyrien Skies airships as well once I add it to the modpack (waiting on compatibility with Create 6.0). So my question is essentially how do I fix this best? I previously had problems with generating chunks as players moved through them with jetpacks (when combined with an Elytra it's like a constant firework boost in whatever direction you're looking) to the point where you would move probably 10x faster than new chunks could be drawn. It's hard to tell, but Distant Horizons seems to have made this at least somewhat better, aside from the terrain fading. As far as fixing goes, I'm open to any feedback. If there are settings I can tweak for DH, shaders, or any other mod, I'm willing to try. If there are other mods that fix this, I'm willing to try. If there are backend fixes on the server-side that people know if, I'm willing to try (my server is commercial grade so I don't think it's a hardware issue). Chunk generation being so much slower than flight has probably been the most consistent complaint I've gotten from all of the players on my server, so I'm looking for any possible fixes.
No description
No description
12 Replies
CaptainMarTuuk
CaptainMarTuukOP2w ago
I've read through the FAQ as well, but I haven't seen anything that seems to fix this. Or, at least I'm just not understanding it. Maybe this isn't even an issue with DH, but I don't really even know. Just looking for someone to point me in the right direction.
SPINZ
SPINZ2w ago
if the shader you're using doesnt have an overdraw setting then you cant really do anything about the fading for unexplored chunks you should pregenerate the world, but when flying fast theres only so much performance you can get from the server when loading existing chunks
Miki_P98
Miki_P982w ago
!overdraw
YAGPDB.xyz
YAGPDB.xyz2w 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.
Miki_P98
Miki_P982w ago
First section If your shader does not have enough tuning, and all other ways of fixing this won’t work, you can change a shader to one with better overdraw, e.g. simply upscaled has a dynamic overdraw prevention that decreases the faster you move, preventing the holes from forming at high speed You can also make a suggestion to the shader you are using to add such dynamic system too
CaptainMarTuuk
CaptainMarTuukOP2w ago
I installed Noisium alongside DH when I made this pack Looking throught the Complimentary: Reimagined +Euphoria patches to see if there's an overdraw setting or something I understand that, but I've been having trouble finding a good mod that pregens chunks Last one I was using capped out at a relatively small distance unless you paid the mod dev or something
SPINZ
SPINZ2w ago
what 😭
CaptainMarTuuk
CaptainMarTuukOP2w ago
Yeah lol
SPINZ
SPINZ2w ago
dh has its own generator
CaptainMarTuuk
CaptainMarTuukOP2w ago
I mean, when I say relatively small it was like 8k blocks from spawn In all directions But most of us had bases that were 10k blocks or more from spawn so it did basically nothing I remember reading that, but I wasn't really sure how it worked I've not yet started the server with DH though so I'll have to play with it some Last server world we were running the other pregen mod
SPINZ
SPINZ2w ago
believe the command is /dh pregen something chunky?
CaptainMarTuuk
CaptainMarTuukOP2w ago
Yeah It's in the FAQ

Did you find this page helpful?