Flashback and D.H. problem
Hi, sorry to bother you, but I have a problem I'd like to solve. I'm having trouble on my end. I've looked everywhere: forums, Discord, the internet... But no solution...
I've even read a lot of the discussions here. Like the bot that said this:
Hole at the edge of vanilla Render Distance, especially during movement:...
In that case, check the shader's settings, if overdraw prevention is not there, contact the shader devs or change the shader you use.
And nothing works... Could you help me?

16 Replies
Are there even any normal chunks that show up?
If not, do they show up without DH?
I doubt this is a DH issue.
They display correctly, the vanilla chunks are loaded correctly.


But what I'm looking for is to bring the chunks generated by D.H. closer to the vanilla chunks loaded.
Is that possible?
Yes
!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.
The last section
It works well, but it's strange that the auto culling mode is buggy. It creates an unloaded area, even though D.H. has loaded it correctly.
Is it possible to reduce/disable it?



If it's not possible to disable it, that's no problem, I'll adapt 😉
You can turn off cave culling in the same menu
Yep, I did that, but it's still the same. I hope that one day we can make sure that it doesn't create a black hole.
You can try turning off "Fade Nearby DH LODs" in "Advanced -> Graphics -> Quality"
okay thanks, But there will always be a hole if I get too close to the ground. That's okay, I understand the mod a little now. If there are any changes, I'll update the mod.
turning that off should remove the fade i think
ah it only removes the dithering
yeap
You can try setting the overdraw to something really small like 0.01
Before the auto mode you could set it 0, but now it is unfortunately not possible
Enabling LOD Only mode in debug might also help
better fps dist