
Pixel noise on block bounds when Compact Vertex Format is on
SKProCH opened this issue ยท 6 comments
Your GTNH Discord Username
skproch
Mod Version
1.0.0-alpha29
Java Version
Java 21
Graphics Card Vendor
NVidia
Bug Report
Some blocks have a strange white dots on the edges. E.g. ztones's myst, agon, korp; some galacticraft planets (at least callisto).
Here is some examples (zoom to see):
Here is large gif in action (message link in GTNH discord).
Also, toggling off Compact Vertex Format in settings fixing the issue
Mod List or GTNH Pack Version
2.5.1, ArchaicFix
Final Checklist
- I have searched the issues and haven't found a similar issue.
- I have read the known incompatibilities and this is not related to one of those.
- I am running an officially released version. (Or, if I've compiled it myself I plan to fix the issue)
- This issue is not related to a feature that is disabed by default - Shaders, MCPF, etc. [They'll be enabled when they're ready for testing]
"Seems fixed" in Sodium
CaffeineMC/sodium#2248 (comment)
This is still an issue in beta29, Intel gpu
Also, this happens with all blocks on my computer. It's especially annoying in dark areas. Is it possible this could default to off?
Reason being that it is more than a little annoying and yet hard to search for other people also having the issue (I just disabled options until I found the problem, then found this issue by searching the offending option).
UPD: Changing mipmap levels to 0 fixes it
also somehow disabling vertex compact format does nothing
For me disabling vertex compact format does not completely fix the issue. I still get occasional flickers on block boundaries, but they are much more infrequent. Also disabling mipmaps does nothing to fix this issue (for me). This may be version dependant, since I am using what gtnh ships.
Edit:
Are you seeing those dots close-range? That's my issue, it bothers me when mining
EditEdit:
Oh I didn't see the images. That is much worse (unplayable?) than what I have, I only have small whitish dots, usually close up.
Fwiw, I looked at the linked issue, and read the commit log (not the code) and it looks like the fix involved changing the size of some data types