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Distant Horizons #240
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It's a very work in progress too much potential to break, I assume many people will have no idea what it does and how to control it, and #184 now fully supports 1.18. |
I will say that Multiverse servers make this mod be very buggy, as it will show other worlds. Haven't tested it myself, or with nether/end though. |
is it possible to run this mod on opengl 3.1 version? |
So there is support for shaders 🌄 |
I don't think this is a big problem, how optifine handle these situations? |
I haven't used optifine since 1.19 came out, so I can't say for sure Without shaders it was the same and I guess it is the same now |
Regarding shaders support, I don't think it should be a concern since Distant Horizons will just show a warning that X shader pack doesn't support DH and turn itself off until shaders are disabled or a compatible pack is picked instead. Looks like there's also multiverse support now based on similarities but not sure how it would handle voids on servers like skyblock since these are well, similar, and might indicate the same world. Gets a bit buggy with the zoom mod tho |
I played around with this mod in FO and I don't notice any buggy behavior with the zoom mod. It still needs some more work in its current state, but it's shaping up to be a very promising mod. |
Yes, there was a bug when the LODs were cut off when zooming on them. However, it's no longer there. Now, there is another one. It's more of an inevitability than a real bug. |
How low of a render distance did you use to notice this? |
About 8 to have a good fps with shaders. I'll take a screenshot as soon as I have time. |
I have noticed that issue, mostly when watching real water turn into LODs and vise versa. I'd imagine that this will be improved upon just as they improved the general look of the LODs from previous versions. Even then, I personally don't find it very noticeable as my eyes move towards the mountains and other structures. |
Yes, I haven't noticed it for a long time either. |
So the I have an i5-7600K CPU and a GTX 1060 of 6 GB (yes, I am so old).
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However, there is still a problem that some structures may partially or completely fail to load as LODs, leaving only the LOD terrain instead of themselves. The second problem partially follows the first one. |
I just did a new test with DH (version 2.2.1-a) at settings I personally think are more in line with the default settings of FO. With the render distance set to 6 and DH's render distance set to 32 I get reasonable performance. I get around 76-81 FPS with around 32% of the LODs loaded in. I have a low end laptop and I plan on redoing the performance tests soon. The mods used were: Sodium, EntityCulling, Iris, Lithium, More Culling, FerriteCore, ImmediatelyFast, ModernFix, and FPS-Display. I also noticed a significant benefit with Noisium! After 6 minutes at the same settings and seed, the world with Noisium enabled generated a significantly more than the one without. I have two pictures below showing the difference: |
Do you still have this issue with version 2.2.1-a? There was a bug were feature generation was broken when Lithium was used. |
I just looked at the changelog. However, I used Fabric 1.20.4 for my tests, and the list of changelog:
However, I think here's what will help me:
I'll test it myself when I have time. |
Yeah, this update really helped. I no longer saw partially torn structures, including those on the water. |
I'd really love to know how anyone got DH working alongside FO. Every config I've tried results in broken mod requirements that when dealt with result in the game crashing on startup. |
Which version of Minecraft in Fabulously Optimized are you using? |
Minecraft: 1.21.1 Fails because 1.7.4 of Iris is needed, upgrade, needs newer Sodium, upgrade, then remove reese's sodium options and sodium extra's. Then game starts, but crashes whenever I enter a world. |
Actually, just figured out that by disabling MoreCulling it actually runs |
You may also need to delete Indium since it's no longer needed with Sodium 0.6.
I don't think that was an actual issue. No clue how did this work. |
Reese's Sodium Options and Sodium Extra should work then.
|
Yeah, fiddling more, I needed to update MoreCulling instead, but Reese's Sodium Options still breaks it. So in total: |
Could you share your config? |
CurseForge link
https://www.curseforge.com/minecraft/mc-mods/distant-horizons
CurseForge Mod Distribution
Allowed
Modrinth link
https://modrinth.com/mod/distanthorizons
Source/other link
https://gitlab.com/jeseibel/minecraft-lod-mod
Mod file size
1.18.2 = 2.46 MB | 1.19 = 2.49 MB
What it does
Renders long distances with low detail, meaning anyone can have a long rendering distance
Why should it be in the modpack
Actually exists for 1.18.1 Fabric unlike #86 and unlike #46 and #184 it is usable for low-end computers too
Why shouldn't it be in the modpack
Alpha, untested by me, clainingly incompatible with (some) shaders, not sure if it works in multiplayer and whether it can cache chunks as well
Categories
Performance optimization, Graphics optimization
Additional details
https://youtu.be/PGmCPejswig
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