DH with iris + sodium showing ghosting on far away terrain
Any ideas why something like this could be happening? Works fine when i turn off shaders, and according to the faq, iris is supported

28 Replies
!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.
Sections 1 and 3
hmm thanks, it happens even when im still and not walking around so im not sure if its the terrain not loading in fast enough
Is this hole being fille when you wait a bit?
Are you on a server?
If so make sure your vanilla RD is equal or lower to the server vanilla RD
yeah, im on a server but i was seeing the issue on a local world as well
If you have any mods that change the vanilla RD from the vanilla cylinder to other shape, make sure all the scales are set to 1.0 (to achieve perfect sphere) or remove them. This includes:
- Embeddium
- Better FPS - Render Distance
It is also possibel that your DH overdraw prevention to too high for your shader settigns, you can reduce it in DH settings
these are the ones i have installed, mostly just performance ones apart from iris and DH


ill try messing with the overdraw settings
i dont think its too high cos currently its set to 0.0 💀

even if i go towards the 'invisible' bit it renders in but when i move back it unrenders?
0 is auto, try setting it to 0.1
tried 0.1, saw no difference
Well no matter what it is, this hole should be covered by vanilla terrain, not DH, so it is not a DH issue
That said no idea what might be causing this, the only other idea I have is improver overdraw shader side
Does this happen with no shaders?
it looks so weird its like a static texture behind everything, not something that moves with my camera
nah shaders off it works fine
!blisssky
This is an issue most commonly found with Bliss, but other shaders as well. See here the most up to date way to solve this issue: https://github.com/X0nk/Bliss-Shader/issues/451
GitHub
The world is drawing onto the sky · Issue #451 · X0nk/Bliss-Shader
the bug in question: This is NOT caused by bliss. it is caused by an issue with the connection between Iris and Distant Horizons. It just looks uniquely different with bliss compared to other shade...
Like this?
nah, that looks like the edges of the world get smeared onto the surroundings, mine is like its a static texture being taped behind my world, moving wherever my camera moves

yk what it looks like
when i turn on my shaders, it takes a screenshot of what i see (using default shaders), and then anywhere it hasnt rendered in yet, instead of rendering in the proper LOD like it should it just renders in that static image from before
Ah, I think I know your problem
But I don't know the fix
!logs
You should send your
latest.log file to provide additional useful information.
Logs are usually located in the .minecraft/logs directory.
On Windows: %appdata%\.minecraft\logs
On Linux: ~/.minecraft/logs
On Mac: ~/Library/Application Support/minecraft/logs
Please upload the file to mclo.gs instead of sending the raw file. This makes reading the contents of the file a lot easier and improves the chances of you getting the help needed.
After uploading the file, click on Save and send the link.cos i can see e.g. my house which i was looking at when i turned on my shaders wherever i look
ah 🙁
lemme try removing some of my mods and see if that fixes it
Does it happen with the release version of DH?
The one from Modrinth?
yeah