Handeling artifacts for buildings above ground
Hello,
While playing with DH 2.3.4-b on my server - which doesn't have the plugin installed, and this is intended - I've noticed these weird artifacts below my islands, which are floating in the sky.
Is there anything I can do to remove them ?
I've read thru the FAQ and I don't recall seeing anything about these. I wouldn't know how to call them so it's a bit hard to search for this specific problem in the already posted threads.
Thanks.

Solution:Jump to solution
For that make sure the cave culling height is at or below the ground level below the floating structure
You can also just disable cave culling
If both won’t work you can increase the vertical quality preset...
5 Replies
This is a dither pattern from fading between vanilla and DH
You can disable the fading, but it will result in a hard line border
It happens with overdraw
!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.
I think that your real problem should be that if you would move a bit further away, the floating island would merge with the ground
Solution
For that make sure the cave culling height is at or below the ground level below the floating structure
You can also just disable cave culling
If both won’t work you can increase the vertical quality preset
All right, will try, thanks 🙂