
[Bug]: Distant Horizons + Oculus incompatibility
whatsapp2 opened this issue ยท 6 comments
Guidelines
- By checking this box, I am saying that I have read the guidelines and believe to be following them to the best of my ability
Minecraft Version
1.20.1
Mod Version
0.6.3
Mod Loader
Forge
Mod Loader Version
47.3.1
Graphics Card
NVIDIA GeForce RTX 4080
Drivers Version
560.70
Describe the Bug
So, the Distant Horizons LOD layers are rendering on top of the Simple Clouds layers, thus making some textures transparent or not rendering entirely, occurs the same with the thunders when they are outside of normal/vanilla render distance.
Another thing but this is probably related to my current shaders, clouds do not cast a shadow on the map, it's always at full brigtness during daylight.
Steps to Reproduce
- Download and Enable Distant Horizons
- Render Map
- Install this mod
- And you get the weird visual glitches on it
Crash Reports/Logs
(Don't think a latest.log is necessary here, but if required let me know)
Screenhots
Mod List
biome_replacer-1.2-forge.jar
DistantHorizons-2.1.2-a-1.20.1-forge-fabric.jar
embeddium-0.3.21+mc1.20.1.jar
ImmersiveRailroading-1.20.1-forge-1.10.0-42c93ca.jar
jei-1.20.1-forge-15.12.2.51.jar
LittleTiles_BETA_v1.6.0-pre110_mc1.20.1.jar
LittleTilesImportOld_FORGE_v1.0.3_mc1.20.1.jar
oculus-mc1.20.1-1.7.0.jar
packetfixer-forge-1.4.2-1.19-to-1.20.1.jar
reterraforged-0.0.6-forge-1.20.1.jar
simpleclouds-0.6.3+1.20.1-forge-all.jar
TrackAPI-1.20.1-forge-1.2.jar
UniversalModCore-1.20.1-forge-1.1.4-756b1ba.jar
WWOO-FABRIC+FORGE+QUILT-2.0.0.jar
Chunky-1.3.146.jar
CreativeCore_FORGE_v2.11.32_mc1.20.1.jar
For everyone curious, DH is not supported currently. Support should hopefully be added sometime in the future.
For anybody wondering, it seems that the draw order for Simple Clouds and Distant Horizons are conflicting. Normally, the Distant Horizons LODs will always render over-top of Simple Clouds' clouds. This isn't an issue for most normal gameplay, as that only really makes things look weird when the clouds are physically between you and the ground. That isn't normally achievable in survival gameplay without an elytra or something else, or maybe using something like Cubic Chunks to get to a very high Y level.
When combined with shaders through Oculus, such as Complementary Unbound, the draw order actually flips. This causes clouds to always render over-top of Distant Horizons' LODs, causing more distant clouds to render over relatively closer terrain LODs.
Whether this is an issue with Distant Horizons, Oculus, Complementary Unbound, or Simple clouds isn't necessarily easy to know off the bat, as Simple Clouds is already mentioned as not being compatible with Distant Horizons, and Oculus can already have some issues with shaders. More checks will need to be done in future if/when compatibility between Distant Horizons and Simple Clouds happens. There's just too many variables at the moment to pinpoint it.
I can attest to this being an issue for Complementary Unbound through Iris as well. Simple Clouds + Distant Horizons works perfectly together already as far as I can tell, but once you add shaders (and turn off storm clouds so the ground doesn't become transparent), the clouds are rendered in front of Distant Horizons.
Here you can see without Shaders enabled:
And with Shaders enabled, the snowy mountain is obscured by the very distant clouds: