KappaPT Fade Issue

Not a particularly large issue but with KappaPT, the fade-in is very visible with transparent objects. I'm not exactly looking for a fix, but is there a way to at least disable the fade-in so it doesn't happen?
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15 Replies
あかり
あかりOP14h ago
Apologies if this is a dumb question. The biggest lead I got on it is Fade Nearby DH LODs and it says that it's influenced by Vanilla Overdraw Prevention, but I couldn't find that.
Puhpine
Puhpine13h ago
Fade Nearby DH LODs is disabled when shaders are active you cant really do much more about this issue unfortunately
あかり
あかりOP13h ago
So this is something more on the shader's end? Or is it totally out of luck
Puhpine
Puhpine13h ago
half shader's end and half something you cant fix
あかり
あかりOP13h ago
I'll ask and see then
Puhpine
Puhpine13h ago
the shader can implement fading and tune overdraw prevention
あかり
あかりOP13h ago
It's just pretty weird since it does go away if you get close enough, but you have to be pretty close
Puhpine
Puhpine13h ago
yeah thats the tuning the shader can do you can also tune is a bit yourself !overdraw
YAGPDB.xyz
YAGPDB.xyz13h 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.
Puhpine
Puhpine13h ago
last section
あかり
あかりOP13h ago
Would I be wanting to make it lower, or higher? I suppose I can just try and see I'll get back to you with using 1.0
Puhpine
Puhpine13h ago
higher alright
あかり
あかりOP13h ago
Nope. Issue is still present in the same manner
あかり
あかりOP13h ago
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Puhpine
Puhpine13h ago
well yeah itll just happen a bit farther away

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