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Graphical problems rendering big groups of cauldrons

Open BlueGradientHorizon opened this issue 1 year ago • 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):

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

BlueGradientHorizon avatar Oct 17 '24 14:10 BlueGradientHorizon

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.

NXTler avatar Oct 27 '24 10:10 NXTler

This can be closed.

NXTler avatar Oct 27 '24 10:10 NXTler

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?

BlueGradientHorizon avatar Oct 28 '24 14:10 BlueGradientHorizon

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.

NXTler avatar Oct 28 '24 14:10 NXTler

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

NXTler avatar Oct 28 '24 15:10 NXTler

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.

Felix14-v2 avatar Oct 30 '24 08:10 Felix14-v2

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.

BlueGradientHorizon avatar Oct 31 '24 07:10 BlueGradientHorizon

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.

easyaspi314 avatar Dec 29 '24 23:12 easyaspi314