Why does increasing vanilla render distance affect DH performance?
I know I ask a lot of questions on here but I’m really curious, (assuming all LODs are already generated) is it only because the vanilla chunk loading takes up more of the available CPU power?
Or does DH use the vanilla chunks for something and, as such, having more of them makes DH have to work harder?
5 Replies
95% sure it’s the former
Vanilla chunks use up a lot of CPU (and GPU if using shaders) resources, much more then DH
Even if all of DH is generated and loaded, the fps decrease from vanilla chunks stays
Hm okay. So the application here: let’s assume a multiplayer server can handle very high render distances. If I were to run DH still on the client (not server side) then it should perform much better on a server right? Because the chunk loading would be handled server side leaving a lot more of the client cpu for DH to use
The general concept being, if you want high vanilla render distance and DH, rather than running both on the client or both on the server. You can split them up and allow the server cpu to handle all the stuff it normally does, and allow the client cpu to handle only DH
The vanilla chunk rendering on the client will still take up resources
You will however move the simulation distance load to the server
Distant generation won’t work if you do that
/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.