Oculus

Oculus

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Crash with Shaders and Embeddium

awbuckst11181999 opened this issue ยท 3 comments

commented

What happened?

Game will randomly crash with a shader enabled with Occulus, see log file below. Screen will go completely white for a second and crash. Multiple people have this on our server, so different GPUs, AMD and GPU have crashed.
crash-2024-05-02_23.58.09-client.txt

java.lang.NullPointerException: Cannot invoke "me.jellysquid.mods.sodium.client.render.chunk.RenderSection.getCulledBlockEntities()" because "renderSection" is null

Screenshots

No response

Relevant log output

No response

Minecraft Version

1.20.1

Oculus Version

1.7.0

Rubidium / Embeddium Version

Embeddium 0.3.17

Operating System

Win 10

What is your GPU?

Multiple AMD and Nvidia

Java Version

java 8 update 381

Additional context

No response

commented

Note, I've also encountered this issue, I tracked the crash to when the game attempts to render a skull.
From what I can tell (my best guess wth some lookings), it's attempting to reference a function that exists in oculus, but is using the wrong package pathway. (Iris's)

Is trying to find:

net.irisshaders.iris.layer.OuterWrappedRenderType.wrapExactlyOnce

Should be:

net.coderbot.iris.layer.OuterWrappedRenderType.wrapExactlyOnce

Hopefully this of some help.

Below is a pastebin of the crash on my end.
https://pastebin.com/AFMRcTte

commented

Also having this issue. Was playing with corpse mod, and that is what I assume was causing the issue with the skulls. However, killing the corpse entity had no effect on stopping crashes. The crash is very consistent in its occurrences, only happening when crossing a chunk border in a very specific room (where the corpse was).

The room where the crash occurs, taken right after relogging after a crash. Note that under the window is where the corpse was originally situated.
image

Crash file:
crash-2024-09-29_13.29.23-client.txt

commented

Correction: it does not happen when crossing chunk borders, instead it occurs when the corpse's position comes into the camera's field of view via the player's movement, rather than being unobfuscated by other objects.