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Graphical problems rendering big groups of cauldrons
BlueGradientHorizon opened this issue ยท 8 comments
Describe the bug
As stated in the title. Graphical corruptions are seen when rendering big groups of cauldrons. Mostly as it seems to me it is happening on chunk borders.
VM behaviour (latest dev
branch, action artifact):
Vanilla 1.21.1 behaviour:
Test map used: test_map.zip
Steps to reproduce
- Create superflat world.
- Use
/fill
command to create groups of cauldrons. - Do it several times if needed, make sure group of cauldrons is partially located in 2-5 different chunks.
Log files
latest.log, but I don't think it will be helpful in any way
Does this happen in vanilla too?
I've just tested the same map in vanilla mc 1.21.1 and the whole group of cauldrons is rendered absolutely fine, so it is indeed not a vanilla compliant behaviour, but a rendering issue.
Issue edited, screenshots with vanilla mc behaviour were added.
This is not really a VulkanMod bug. You are running into the vertex limit of u32, which is the same as Vanilla. Sodium only uses u16, but gets away with it in most cases due to having greedy meshing.
Besides this issue doesn't have the highest priority, as we are still vanilla compliant.
Ok, I understand, but will some sort of workaround be implemented in VM? I mean, is it planned in the future? And, is where an already opened issue regarding this problem? If not, are you sure that this one should be closed?
The only way to improve is by either increasing the vertix limit, which is extremely resource intensive, or by implementing other optimizations such as greedy meshing.
I'm not sure if there are any plans to improve this behavior in the future.
but gets away with it in most cases due to having greedy meshing
Wait, does Sodium has greedy meshing?
Mostly as it seems to me it is happening on chunk borders.
Does this happen in vanilla too? If not, then this is a regression and a valid issue that shouldn't be closed.