Minecraft distant horizons
What does Distant Horizons do? Simply put, it add simplified terrain past Minecraft's default view distance to improve performance and allow for longer draw distances, minecraft distant horizons. Now you can finally enjoy that lookout tower you built on top of a mountain!
Kotegiri That's weird. Could you try the latest nightly build of Distant Horizons? Also, it's easier to help in the Distant Horizons Discord server,. Sorry, something went wrong. Steveplays28 sure thing ill jump onto the discord in a bit and test it with the nightly. Steveplays28 ok i have tested it with the latest 2.
Minecraft distant horizons
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I've tried all of the correct shaderpacks outlined in the document, here's a screenshot of specifically the Complementary fork: As you can see right at the crosshair, there's still an obvious seam between the normally rendered terrain and the LODs. Steveplays28 sure thing ill jump onto the discord in a bit and test it with the nightly, minecraft distant horizons.
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Emin is working on the cloud clipping issue, he has a fix for that for Complementary. I probably won't backport Blendium to versions below 1. Sorry, something went wrong. Steveplays28 Distant Horizons support has made it upstream to Oculus mc1. Oculus's latest release for 1. I have support for this version on my 1. For the convenience of those who have asked me for it, I've uploaded an already built jar here with 30 days retention. How do I activate the DH blending and compatibility file with the Complementary shader? I have the same issue as the other user where clouds render over the top of all terrain, the compatibility option has been enabled.
Minecraft distant horizons
What does Distant Horizons do? Simply put, it add simplified terrain past Minecraft's default view distance to improve performance and allow for longer draw distances. Now you can finally enjoy that lookout tower you built on top of a mountain! The version support numbers are strict! If a version says it supports MC 1.
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I'll remove the link. I think he is referring to the link in this document, which is expired. I've used the following:. You switched accounts on another tab or window. Last active March 1, Description Gallery Changelog Versions. You signed in with another tab or window. Featured versions See all. Would you mind joining the DH Discord server as well? I note that when running the manually compiled Teqed fork of Oculus with any compatible shader, I get identical results to the latest Oculus 1. Although if you have problems feel free to leave an issue on the project's GitLab.
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I've tried all of the correct shaderpacks outlined in the document, here's a screenshot of specifically the Complementary fork:. A: Some shaders may work with Optifine, however your millage may vary. I've tried all of the correct shaderpacks outlined in the document, here's a screenshot of specifically the Complementary fork: As you can see right at the crosshair, there's still an obvious seam between the normally rendered terrain and the LODs. BenMagnus08 commented Feb 25, As you can see right at the crosshair, there's still an obvious seam between the normally rendered terrain and the LODs. That's a Blendium issue, I'll have to fix that on my end. I'll remove the link. SimonMischenkoHawk Might be due to ambient occlusion, could you try playing around with that and seeing if it helps? Last active March 1, Copy link. Neither seem to work as expected for me. I was curious to see the result on my potato pc so I started an SP world on 1. A: Both in the same jar. Description Gallery Changelog Versions. Incompatible shaderpacks.
You have hit the mark. Thought good, I support.