Entity Culling

Entity Culling

11M Downloads

openglBasedCulling [1.12.2-5.2.0]

Sereath opened this issue ยท 18 comments

commented

Describe the bug
No matter what, all entities get culled when openglBasedCulling is enabled, which is enabled by default.

To Reproduce
Steps to reproduce the behavior:

  1. Update from 5.1.1 to 5.2.0
  2. Default config file except for disabledInSpectator switched to false

CPU: R7 3700x
GPU: RX 580
OS: Windows 10

Screenshots/Videos

5.2.0
Invisible mobs

https://youtu.be/wiI5-Eff_cA

5.1.1
Working

https://youtu.be/1lv4BAbqlAY

Versions
Entity Culling: 1.12.2-5.2.0
Forge: 2860
Minecraft: 1.12.2
Other mods: https://gist.github.com/Aeron216/8e93a8286f30a41a10f966a2e11ccb73
Log File
Debug file is over 80MB so gist wont let me upload it. Let me know if you really need it and a site for me to upload it.

commented

I am unable to reproduce this.
Can you try deleting the mod file and the config file and redownloading the mod afterwards?
Or it might be caused by another mod you have installed.
If that all doesn't work there might be some information in the log file.

commented

Fixed in v1.12.2-5.2.1

commented

Downloaded a new jar and deleted the config file:

https://youtu.be/PpUCsd0TBcY

debug.log (34 MB)
https://www.dropbox.com/s/520j3dp4ns2n3wu/debug.log?dl=0

latest.log
https://gist.github.com/Aeron216/4f72cb8f865f25fee12b44e3124e7f39

I really have no idea of why this started happening with 5.2.0

Edit:

https://youtu.be/4-ITELL2iB4

Removed shaders and did it again just to be sure.

commented

Then it's maybe caused by another mod.

commented

I also cannot reproduce this issue when in combination of Hexxit II or The 1.12.2 Pack's mod collections.
I'm using an RTX 2060 SUPER graphics card, perhaps this is an AMD issue?

commented

1.12.2 custom pack, OpenGL rendering activ, 3070 TI GPU
grafik

no problems with 5.2.0
(I blacklisted travel anchors)

EDIT: OpenGL rendering (+ Optifne) destroy the rendering from ProjectRed lamps.

commented

@Aeron216 Can you reproduce this issue on your system without the other mods installed?

commented

I can also confirm that this happens on a clean Forge 1.12.2 install with just this mod (disabling openGlBasedCulling fixes it).

commented

To support what @xJon said, I can confirm that this happens on an AMD GPU (AMD Radeon RX 6700 XT) system on Hexxit II.

commented

I have ran into this issue as well, is an AMD laptop. So might be an odd error with AMD?

commented

Using my desktop (GTX 1070TI) Ryzen 2700X I have the issue but it's minor, things aren't visable right away, such as if I use the wearable backpack mod, and place the backpack down I cannot see it for a moment. It also does this with chests when I place them. I hope this helps to actually pin down the bug some

commented

Can confirm it's an issue with using AMD GPUs - running Rebirth of the Night v3.0.0 (as reported by over a dozen people)

commented

EntityCullingTestVersion.zip
Can anyone who has experienced this issue test if this test build fixes the issue? (You have to unpack the file)

commented

I confirm that the test build fixes the issue for me.

commented

can confirm that at least one other person with this issue had it fixed with this jar as well

commented

This particular issue does seem to go away with the jar in the comments.

However, can anyone with an AMD card confirm if they also have this other issue presented in this video?

Ever since updating past 4.1.5 Ive felt that the mod wasnt culling anything at all, never felt as smooth as before. Not sure if this is a good test but just go into spectator mod and underground like in the video and with disabledInSpectator on false:

https://youtu.be/h2i0667D12E

Once you disable openglBasedCulling entities start getting hidden once again. Maybe AMD is just bad at this.

commented

Your test is faulty. The new culling mode works by rendering the entities bounding box without filling the color or depth buffer and instead the entity is marked visible when at least 1 fragment passes the depth test. That means whenever you could see 1 (or more) pixel of the bounding box if it would be rendered then the entity will be rendered.
So it doesn't matter if there are blocks between the camera and the entity the only thing that matters is if the entity bounding box is fully visually obscured.