LODs updating very slow

My whole world is pregenerated. When first joining the world, I can load in all off the chunks (2048) render distance pretty quickly. But, when moving throughout the world, the LOD detail levels very often struggle to keep up when the player is moving quickly. Which makes sense. Except when you consider that it can load all the chunks from nothing way faster than it can update a few LODs to a slightly higher detail level. I would think updating detail levels would be a less intensive process than loading in chunks from nothing. Again, to clarify, I have distant generation turned off this is purely loading in and updating LODs. And with the new thread settings in the new RC, this can’t be due to just having not enough threads allocated to LOF building/update propagation. Any ideas how to speed up the process of updating LOD detail level?
11 Replies
F708
F7084d ago
If i remember increasing build threads amount may help with faster quality update But uhh Not sure..
jonasl2075
jonasl2075OP4d ago
Well in the new RC there are no separate threads anymore, it’s all just one amount of threads for DH as a whole
Miki_P98
Miki_P984d ago
Really? It is not possible It is probably buried somewhere deep in settings
BackSun
BackSun4d ago
As of RC2 all thread pools were merged into a single pool. This was done to help reduce the chance of DH using 100% cpu when on a low CPU preset.
Miki_P98
Miki_P984d ago
So there is no individual control now? Is there some task to task ratio to e.g increase LOD updates speed?
BackSun
BackSun4d ago
No and no
Miki_P98
Miki_P984d ago
Sad End of Hardster’s optimised threading Will any priority/ratio options be added to the settings in the future?
BackSun
BackSun4d ago
Maybe https://discord.com/channels/881614130614767666/881749094308139008/1324767395826372728 I was hoping someone would comment on it when RC2 was released, but either no one has been using RC2 or no one noticed the change :cou:
jonasl2075
jonasl2075OP3d ago
I’ll just render the whole world at max quality so that the LOD detail levels never have to update. Surely that will work The struggles of being cpu bottlenecked But yeah with a pregenerated world, obviously distant generation isn’t used, I’m not really concerned about how long the LOD chunks take to load in right after joining the world (within reason), and the LOD chunks get blocks added to them very rarely so they don’t have to update often. It’s purely the detail levels changing as the player moves around. Would be nice to have the option to really optimize DH for this (although quite niche) scenario Certainly one that would be common for things like adventure maps Would it be worth considering an “adventure map/pregenerated world” cpu setting? So rather than just having balanced, aggressive, I paid for the whole cpu, etc. you would also have maybe one or two special settings for niche scenarios like the one mentioned above
BackSun
BackSun3d ago
If the LODs have already been generated and Distant Generation is disabled, that setting would be redundant and confusing.
пшш
пшш3d ago
Try with next build and tell me whether it's better check if your version has finished building here
GitLab
Pipeline · Distant-Horizons-Team / Distant Horizons · GitLab
This is a mod that adds a Level Of Detail (LOD) system to Minecraft. This implementation renders simplified chunks outside of the normal render distance allowing for an...

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