Specific case performance degradation on a server over time
I think while playing on a server, Distant Horizons is having trouble regenerating LOD meshes. The game eventually starts to chew through memory and garbage collect way more often, although the memory freed never goes higher than the baseline of 6GB on an 8GB instance.
Just something odd that seemed to have popped up. When trying to leave the server and rejoin it, the java VM crashed very soon afterward as the log indicates.
Using default configuration for Distant Horizons 2.1.2a on the modpack Gregtech New Beginnings 0.3.3 and OpenJDK 17.0.2+8-86 provided by Oracle.
My client has a viewdistance of 8 chunks, and the server is hosted on my PC in the background with a viewdistance of 24 chunks. The server has an above normal process priority, so my computer should run server code earlier than my minecraft client.
Also if you run a viewdistance lower than the server's, the initial LOD generation for the client will have holes in it. You can get around this by setting your viewdistance to 24 the first time you join the server, then setting it back down to 8 works fine afterward.
24 Replies
Full log https://mclo.gs/6Li8Aoz
is this just old nightly build
or server-side fork
I don't have Distant Horizons installed on the server
just the client
alr
ye, the log doesnt say anything sadly
try DH 2.2.0 perhaps
Did Iris update to Forge?
not sure about official release, you can check modrinth
but there are betas in iris discord tho
if there's iris for forge in modrinth then there's that
if not, i'll grab a link from iris
https://ptb.discord.com/channels/774352792659820594/883067831485366304
please read everything in there, it's not the latest one
Got it. Instance is loaded successfully, we'll see how it plays out
...and everything in Create mod is invisible, cool
(+ a 4GB logfile!)
...are there two cloud layers?
https://github.com/Asek3/Oculus/issues/683#issuecomment-2312600388
ok cool, you can just downgrade Oculus to run DH 2.2.0 for the time being.
Seems fine other than the LOD fog being wrong.
Switching back to 2.1.2 to check..
It's a very slight miniscule difference, but you can actually see a water horizon, rather than it being overly transparent
Anyways, back to 2.2.0. Original topic was to deal with performance issues so that's what I'll try and handle.
Running on Oculus 1.6.15a and Embeddium 0.3.30 with Embed++ 1.2.13.
that's concerning
can you post the part of log where it just repeat the same error? (if it is that)
DH also got cloud rendering for farther distance as well
alright, its iris bug
iirc, when you're using shaders while using cloud rendering in DH, it'll just spam this
i have no shaders installed
hm
try disabling generic rendering then
at least that should stop log spamming for now
in Iris?
dh config
should have new settings in graphics
I'm gonna see if Embeddium+Oculus downgrade does anything weird for the next few hours before swapping back to Iris
Exception in thread "DH-Parent Update Queue [overworld] Thread[0]" java.lang.OutOfMemoryError: Java heap space
interesting... full log here: https://mclo.gs/3zo5Jtr
apparently caused by leaving a multiplayer world, and then creating a new creative singleplayer world.
in singleplayer the memory was getting pegged hard on max allocation, but it was still playable. only encountered OOM when trying to rejoin the multiplayer server
this does seem like an entirely separate issue than the OP, though - a mod doing a naughty and it just took DH out with it
...actually, why is Distant Horizons trying to run LOD generation while the world is loading?
i would have assumed it would start only after the player has gained control
DH 2.2 fixed some memory leaks