nvidium
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added support for sodium 0.6.0
i just started working on it i found that it has issues with lithium i will check why later and also i am new to java so it will take me a bit to do things
Howdy @Bekfastbek! You still working on this PR? If not, I'd be happy to get around to looking into the issue and seeing if I can help get Nvidium updated with the beta versions of Sodium.
Hi @flerouwu the thing is that nvidium is working out of the box by just changing supported sodium versions but i was looking into lithium and i found that sodium is interfering with lithium and not nvidium so i started to focus on there a bit
Hi @flerouwu the thing is that nvidium is working out of the box by just changing supported sodium versions
Last i checked it doesnt crash but also doesnt work/add anything
Hi @flerouwu the thing is that nvidium is working out of the box by just changing supported sodium versions
Last i checked it doesnt crash but also doesnt work/add anything
I can check why it is happening after I am done with classes but I was unaware about that issue since it was working for me as I might be using an older beta of sodium 0.6 (didnt get to update since I was busy for the past month) and I specified that specific version of sodium just to test it so hopefully its just an easy 1 line fix and not a separate issue
i found that nvidium loads up and is shown in loaded mods on client but it fails to create a config file and does not show up in settings just like you said so i might try more things to fix it
Most of the mixins are failing with Sodium, likely code changes that broke them.
- ChunkBuilder
- ChunkBuilderMeshingTask
- ChunkBuildOutput
- ChunkJobQueue
- OptionFlag
- RenderRegionManager
- RenderSection
- RenderSectionManager
- SodiumOptionsGUI
- SodiumWorldRenderer
Sodium 0.6 has multi-loader support, and was moved from Jellysquid to Caffeine, so all the import paths were broken.
I attempted to update, but there's still broken mix-ins I can't fix.
@ShayBox, is there any update for this at all? I've been looking forward to using this mod again but it looks like you're having some difficulty. I dropped a message in cortex's server in the java and jvm channel, if you do see this don't hesitate to give me a ping.
It'll have to wait for the original creator or maybe a sodium developer to fix it, I don't know how nvidium or sodium work. 0.5 -> 0.6 broke every mixin.
@ShayBox, is there any update for this at all? I've been looking forward to using this mod again but it looks like you're having some difficulty. I dropped a message in cortex's server in the java and jvm channel, if you do see this don't hesitate to give me a ping.
Well, in general, there is no problem just to make it work, I did it almost immediately, however, the new lighting system in Sodium 0.6.0 works completely differently for Nvidium shaders, which is why Ambient Occlusion and transparency in materials are completely absent.
Sodium 0.6 with Nvidium
- The night is just to see that the lighting is working normally.
To solve the problems with transparency, I think it's worth checking out the material shaders, and the changes from Sodium 0.6.0-beta-4 (last version with work transparency) to Sodium 0.6.0.
However, I don't know what to do with occlusion yet, since the Sodium team in 0.6 added ChunkSortOutput to BuilderTaskOutput, which presumably contains information about occlusion and lighting as such, and Nvidium itself does not have an implementation of ChunkSortOutput yet, which is why only information from ChunkBuiltOutput goes to the buffer. Although this is just my guess.
Sodium 0.6.0-beta-4 with Nvidium
I do not know how shaders work, but in any case I will look at the changes in them in Sodium to try to bring a normal result in Nvidium. I would wait for Cortex to implement all this, but while I'm trying to fix it myself, it's incredibly interesting.
Ну, в общем-то, нет никаких проблем просто заставить это работать, я сделал это почти сразу, однако, новая система освещения в Sodium 0.6.0 работает совершенно по-другому для шейдеров Nvidium , из-за чего Ambient Occlusion и прозрачность в материалах полностью отсутствуют.
Натрий 0.6 с Nvidium
- Ночью просто проверяем, нормально ли работает освещение.
Чтобы решить проблемы с прозрачностью, я думаю, стоит проверить шейдеры материалов и изменения с Sodium 0.6.0-beta-4 (последняя версия с рабочей прозрачностью) до Sodium 0.6.0.
Однако я пока не знаю, что делать с occlusion, так как команда Sodium в 0.6 добавила
ChunkSortOutput,BuilderTaskOutputкоторый предположительно содержит информацию об occlusion и освещении как таковом, а у самого Nvidium пока нет реализацииChunkSortOutput, поэтомуChunkBuiltOutputв буфер попадает только информация из . Хотя это всего лишь мое предположение.Натрий 0.6.0-бета-4 с Nvidium
![]()
Я не знаю, как работают шейдеры, но в любом случае я посмотрю на изменения в них в Sodium, чтобы попытаться вывести нормальный результат в Nvidium. Я бы подождал, когда Cortex все это реализует, но пока я пытаюсь сам это исправить, это невероятно интересно.
was this fixed in 0.6.1?
Ну, в общем-то, нет никаких проблем просто заставить это работать, я сделал это почти сразу, однако, новая система освещения в Sodium 0.6.0 работает совершенно по-другому для шейдеров Nvidium , из-за чего Ambient Occlusion и прозрачность в материалах полностью отсутствуют.
Натрий 0.6 с Nvidium
- Ночью просто проверяем, нормально ли работает освещение.
Чтобы решить проблемы с прозрачностью, я думаю, стоит проверить шейдеры материалов и изменения с Sodium 0.6.0-beta-4 (последняя версия с рабочей прозрачностью) до Sodium 0.6.0. Однако я пока не знаю, что делать с occlusion, так как команда Sodium в 0.6 добавила
ChunkSortOutput,BuilderTaskOutputкоторый предположительно содержит информацию об occlusion и освещении как таковом, а у самого Nvidium пока нет реализацииChunkSortOutput, поэтомуChunkBuiltOutputв буфер попадает только информация из . Хотя это всего лишь мое предположение.Натрий 0.6.0-бета-4 с Nvidium
![]()
Я не знаю, как работают шейдеры, но в любом случае я посмотрю на изменения в них в Sodium, чтобы попытаться вывести нормальный результат в Nvidium. Я бы подождал, когда Cortex все это реализует, но пока я пытаюсь сам это исправить, это невероятно интересно.
was this fixed in 0.6.1?
Unfortunately, no. The problem is more that, starting from 0.6.0-beta, the Sodium team added sorting to its rendering process by dividing the buffer into two components, but Nvidium, this was implemented only for one single buffer, which now requires implementing the same sorting as for Sodium with each update. At the same time, the problems I showed earlier in the screenshot arise only due to the lack of sorting, since changing the shaders does not give any result, which is why I made this conclusion.
Also, I am a layman in NVIDIA API issues and how to interact with unique mesh shaders in general, so I can only wait for Cortex like you, since I myself have already tried all possible options.

