VulkanMod

VulkanMod

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Graphical problems rendering big groups of cauldrons

BlueGradientHorizon opened this issue ยท 8 comments

commented

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):

2024-10-17_16 51 38
2024-10-17_16 52 11

Vanilla 1.21.1 behaviour:

2024-10-31_10 54 34
2024-10-31_10 55 03

Test map used: test_map.zip

Steps to reproduce

  1. Create superflat world.
  2. Use /fill command to create groups of cauldrons.
  3. 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

commented

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.

commented

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.

commented

This can be closed.

commented

Besides this issue doesn't have the highest priority, as we are still vanilla compliant.

commented

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?

commented

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.

commented

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.

commented

This is almost certainly a vertex limit thing, as I can also reproduce this with a /fill of chests too, and the issue is mitigated with the More Culling mod (and with chests, Enhanced Block Entities). However, both of these slightly change vanilla behavior.