World render ending abruptly
I'm using Bliss (and yes, I made sure to get the version that is compatible with DH) in the Enigmatica 10 pack on Neoforge, Minecraft 1.21.1. I thought part of what DH did was make it so that at the end of the regular render distance, it added distant render to make it look like the world doesn't just abruptly end at the terminus of the render distance.
Am I misunderstanding that? When I first installed and had the default of 12 render distance, going into creative and flying up maybe 20-30 blocks was making the ground below me disappear à la x-ray vision. I have since increased render distance to 28 (which is bogging things a bit for me) and that helped, but it still doesn't seem like there's anything beyond the end of the render distance.
How do I get those vast, cinematic looking landscapes I see in all the videos spotlighting this mod? Am I doing something wrong? Do I need a beefier computer?
53 Replies
/server
Distant Generation doesn't work in multiplayer, meaning DH won't be able to generate LODs for chunks outside the vanilla render distance.
Instead, as you travel around the world, LODs will be generated for areas you've visited.
In the next update, DH 2.3, you will be able to add DH to your server granted it's running a compatible mod/plugin loader (Fabric, (Neo)Forge, Bukkit and their derivatives). This will allow the server to generate LODs and send them to the client, making distant generation possible on multiplayer.
If you wish to try 2.3 early, read everything in this thread: https://discord.com/channels/881614130614767666/1285883332768563284
Keep in mind that this build is still experimental, we do not encourage using it on large servers until further testing.
/slowgen
World generation in general is quite slow, if you want to speed it up:
Install Noisium and Lithium, these mods can improve generation speed by a couple percent.
Make sure to remove the C2ME mod as it significantly slows down DH chunk generation by up to 35%.
Increase
CPU Load
in Distant Horizons settings for faster generation, but you will experience more lag spikes and stuttering due to heavier workload on CPU.
To see if Distant Generator
is really working or not:
1) Check CPU usage while in-game, using Aggressive
settings of CPU Load
. If CPU usage's hovering around 80-100%, the LoDs are generating in the background.
2) Go to DH settings > Advanced Options > Debug > Wireframe
, set Enable Debug Wireframe Rendering
and Show World Gen Queue
to True
.
Enabling both settings will show you the visualization of world gen tasks queued and working on the map (blue boxes for queued tasks, red boxes for working tasks)/overdraw
Hole at the edge of vanilla Render Distance, especially during movement:
This is caused by either vanilla terrain not loading in fast enough, or shader's incorrect overdraw prevention implementation or configuration (if you use one)
Some world gen speed improvement can be found when adding these two mods, but the affect will be minor:
- Noisium
- Faster Random
There is another mod that may help:
C2ME
. However, it can decrease DH generation speed by up to 35%.
The easiest fix is to move slower and/or ignore it. This hole is most visible while moving over not generated (by vanilla) terrain. Moving over that terrain every subsequent time may not create the hole. And moving slower will give MC more time to load the chunks as you go.
If none of that helped, you can also tune the overdraw prevention, look at the third section to know how.
Low quality full blocks behind and around non-full block, e.g. fences or ladders:
This is intended behavior, to prevent holes in the world while you move, DH will overlap with some part of the vanilla terrain.
How much of the terrain is covered is determined by the overdraw prevention:
- 1.0
will mean DH LODs start where vanilla chunks end.
- 0.0
will mean that DH render everywhere starting from your position.
To fix this, you can either:
- Increase your vanilla RD, which will move the DH LODs further from you.
- Tune the Overdraw Prevention setting, see the next section to know how.
Where to edit the overdraw prevention setting?
Overdraw prevention setting can be edited inside the DH config under:
Advanced > Graphics > Advanced Graphics
But if you use shaders, they will override and take control of the overdraw prevention.
In that case, check the shader's settings, if overdraw prevention is not there, contact the shader devs or change the shader you use.That is I think all you need to know
If you have more specific questions ask
And your understanding of DH is good
I'm not in multiplayer, this is single player.
Also, as I move toward the distance, gneerated terrain kidn of...melts away
like it looks quite bad, I don't know how to capture that in a screen grab well
it's happening on the sandstone spires just to the right of center screen here
that isn't a cave, it's jsut a spot where reality started melting
I am using Iris and it has "Unlimited" as the distance for preventing overdraw
sorry, Iris with the Bliss shader
AMD Ryzen 7 1700X Eight-Core
32GB ram
Windows 10 64-bit
not sure what else would be useful info
There is also a noticeable "ring" around me where there's a break in rendering that is clearly along chunk boundaries but I don't know what is causing it
I don't see this addressed in the Problems and Fixes FAQ
Chunks take a long time to generate
You will have to wait a while to get a good render distance, especially on older CPU's like yours
That is what this text is telling you
This is caused by overdraw prevention
You can read about it here
In the first section
But I set the overdraw prevention to unlimited
so there shouldn't be any
like Bliss specifically has overdraw prevention that I set to unlimited
Yes that's the problem. Unlimited means the circle where no LODs are rendered is as big as it can be
You want the opposite
ah i see, i need it in the converse
ok, so as I nudge taht overdraw up it's drawing-over the rough edges of the render distance ring
got it
(I'm assuming based on your screenshots, I've not heard about an unlimited setting before)
so then what about the fact that as I move, seemingly rendered blocks are melting...is that just because the DH lower-grade render is being replaced with blocks that are now rendred within my distance but aren't getting fileld inf ast enough because they are new chunks hence the DH ones vanish and there is nothing in their place?
and I realize it takes a while but I let it sit for 30 minutes and the distance never changed
like nothing more was ever filled in at the distance, just seemed like the world ended abruptly at a flat line
If you mean what I think you mean, then that's also caused by setting overdraw prevention too high yes
Make sure to read the slowgen text
.
hmm. alright so I might solve both problems with overdraw
yea i did read it but it didn't sound like it was applicable because the chunks were loading pretty quickly
Did you also read the second section?
About knowing if distant generation is working?
yes I did that wireframe thing
And did you see red and blue boxes?
I don't think so?
if there was any difference it was waaaay off in the horizon and very small
I didn't see any red
MAYBE some blue but it's hard to tell if that was wireframe or just the matte sky from the shader showing through where blocks were "melting"
I do also have Noisium installed it's part of Enigmatica 10
And I do not have C2ME installed
Ok so the latest update: I went into the Bliss shader pack > Settings for supported mods > Distant Horizons - IRIS REQUIRED > Max Distance for Overdraw Prevention
I changed that from Unlimited (the default, all the way to the LEFT suggesting no overdraw prventiong at all, I assume per prior convo) to 16chunks (the maximum)
I now no longer see a void between the edge of render distance and the start of the horizons display, but I do still see a difference on the water where you can see a clear ring
You can apprecaite that ring here where that big red-orange tree from Ars Nouveau is on the left, you can see the ring between it, the small island to the right, and then the isthmus of mangrove further to the right
I assume that's where the shader-rendered animated water is stopping and the unanimated DH distance is rendering, is that an accurate educated guess?
If so, I would assume the only way I could lose that is to turn off the water effects of the shader probably?
Ahhh, I clicked the wrong wireframe thing before. There is a wireframe option that is in a different spot under the Debug. I think I now have the one on you mentiond and YES, I AM seeing red stuff out at the horizon.
for example
That's with CPU load turned to aggressive
so the /slowgen thing just explaind how to turn that on.
I do not understand hwat I'm supposed to DO about it if that's the case
DH water is also "animated" with Bliss (or at least it should), btut it will in fact not match vanilla water perfectly
yea I just set the render distance out pretty far so I only really notice it if I'm flying
I'm having an issue where after about 10 minutes of game time the game freezes and never seems to recover. I'm wondering if that's maybe a memory overflow. I'm allocating 10GB to the game at the moment. I upped the threds from 3 to 4 to see if that would help up the speed of DH rendering the distance (is that what "LOD" is?)
Distant generation is working, so after an hour you should get decent RD
As for the block triangles, I have no idea, using stable DH 2.2.1 can help or older Sodium and Iris with latest DH 2.3 (though that iwill be worse then stable)
I think those triangles were a different wireframe I had on
they went away when I shut that off
LODs are DH chunks yes
What would you guess is causing the sudden freeze? I was not experiencing it until adding DH
and when I disable DH rendering, it doesn't happen
RAM allocation (too low or too much) or worldgen + DH incompatibility
hmm, yes I'm reading the "my game crashes" faq but this isn't a crash
you know how when you're on a server and it hits 0 TPS you can't break blocks or modify the world
and if you move beyond render distancei t's just an empty void? I'm getting that.
But it never recovers, even if I hold still for like 10 minutes
internal server is dead
ah ok, so that could be RAM then
I'll try upping to 16GB maybe
most likely world gen or structure mod incompatibility with DH
I always hear that "too much is a problem" but I find that adding more helps me usually
I had it happen with Lost Cities
interesting
I know that I think Wilder Wilds also has problems with DH
so you think maybe DH just is a no-go for Enigmatica 10?
IDK what that even is
it's a modpack
it does not have Lost Cities or Wilder Wilds
you can try /binary search for the incompatible mod that does not like DH, but having to wait 10 min each time will be painful
Try a binary search and figure out which mod is causing it.
So disable half of the mods, see if issue is still there, if yes disable half again etc etc until you find the mod that's causing the issue.
so I do /binary in game?
no, that is only DC command
oh i see
You have to do it manually 🫠
fun