jonasl2075
DHDistant Horizons
•Created by jonasl2075 on 1/28/2025 in #help-me
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?
10 replies
DHDistant Horizons
•Created by jonasl2075 on 1/15/2025 in #help-me
Question about queued chunk updates
2 replies
DHDistant Horizons
•Created by jonasl2075 on 1/3/2025 in #help-me
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?
24 replies
DHDistant Horizons
•Created by jonasl2075 on 12/28/2024 in #help-me
Is there any way for DH to “know” what chunks are loaded?
Using the /forceload command, you can keep any set of chunks loaded at any distance from the player. This would theoretically allow one to keep certain POI always loaded at full detail level. It’s especially nice for large interiors where shaders don’t interact well with DH chunks.
But, DH will overdraw the chunks no matter what after a certain distance based on the players render distance. So you can keep the chunks loaded, they just won’t maintain full detail.
Is there any way to prevent DH from overdrawing certain chunks? I suppose you could just not generate the DH data for those chunks/remove them from the DH data file for the world? Then turn Distant Generation off of course. But that’s not a perfect solution.
6 replies
DHDistant Horizons
•Created by jonasl2075 on 12/6/2024 in #help-me
Any way to delete specific chunks from SQLite file?
What the title says. I’ve got naturally generated chunks outside my world painter world which I don’t want to show up
4 replies
DHDistant Horizons
•Created by jonasl2075 on 12/4/2024 in #help-me
LOD render distance prematurely capped
I’ve got my LOD distance set to 2048, but, on only specific worlds, it seems to cap out randomly at a much smaller value. I haven’t found a way to fix it when this happens other then (sometimes) creating a new world.
Before it was just a nuisance, but it’s happening every time I try to generate chunks for a world painter world now which is very frustrating.
By using debug wireframe for chunk generation I can see that distant chunks are being generated very far away from what’s currently rendered. So I know the chunks have been generated.
I also know the chunks have been generated because I can fly over to them and once they get within my (limited) render distance they load in. But as soon as I fly away they deload.
It’s exactly as if my render distance were capped at something like 128 even though it’s set to 2048.
I’ve tried, deleting the config file, redownloading DH, using different version of DH, deleting the .SQLite file, etc. all to no avail.
6 replies
DHDistant Horizons
•Created by jonasl2075 on 10/30/2024 in #help-me
Question about entities
I’m working on a prototype that requires very low vanilla render distances. This is fine because the vast majority of the world is rendered with DH. But, entities are a crucial issue as they don’t render past the vanilla render distance. Is there any way (mod, etc.) to force render entities past the vanilla render distance?
14 replies
DHDistant Horizons
•Created by jonasl2075 on 10/13/2024 in #help-me
LOD render distance maxes out at like 256 no matter what I set it at…
Was working fine before I tried to generate a new world. I even tried deleting the config file… not sure what to do now
22 replies
DHDistant Horizons
•Created by jonasl2075 on 10/7/2024 in #help-me
having a hard time optimizing mod for my hardware
Forgive my lack of knowledge (and yapping), some of these may be stupid questions. I thinkk that I am cpu bottlenecked on my system. By far the greatest performance benefit comes from reducing the LOD drop off distance. But, in the explanation for this setting, it says that increasing this setting should only increase gpu and memory usage, not cpu usage. My best guess is that updating LOD chunks is more cpu intensive when they’re of a higher quality. But this doesn’t really make sense as FPS still drops off proportionally even when rendering a static scene. What even is the difference between the LOD updater and LOD builder threads? How are file handler threads used? The explanations given are quite vague. I would think the builder threads do just that, build LODs, but the odd part is I work with a fully generated world where I render all the LOD chunks at once. So the chunks are built once when joining the world, and from that point on, only the quality is updated as the player moves throughout the world. So you’d think, the only threads that would be active would be the LOD updater threads. But, are file handler threads still used after the world is fully loaded in? Additionally, when moving around the world and when performance drops, I often get the message saying DH is overloaded and that there are “too many chunks queued for updating”. So, logically, you’d think I would need to increase the number of LOD updater threads. But, you’d be mistaken. Actually, increasing the number of builder threads improves performance, and makes this message less frequent. It even shows in the message that increasing the builder threads increases the “max queue count”. So, needless to say, I’m lost
28 replies
DHDistant Horizons
•Created by jonasl2075 on 10/7/2024 in #help-me
is there a way to set custom LOD drop off distances?
I’d love one somewhere in between high and extreme
9 replies
DHDistant Horizons
•Created by jonasl2075 on 10/6/2024 in #help-me
Updated to 2.2, now getting error
24 replies
DHDistant Horizons
•Created by jonasl2075 on 9/24/2024 in #help-me
server side branch performance
Will the server side branch increase client performance? (Similar to how vanilla chunk loading performs better on a server)
3 replies
DHDistant Horizons
•Created by jonasl2075 on 9/10/2024 in #help-me
Weird ring at the end of non-LOD chunks
Anybody know what causes this?
22 replies
DHDistant Horizons
•Created by jonasl2075 on 8/8/2024 in #help-me
performance question
This is kinda hard to test visually, but in theory, does cranking up the LOD quality only effect how fast the LOD chunks load in? Or does it also effect how fast they update?
I’ve got a static world that I render all at once to avoid having to generate chunks during gameplay. But I do sometimes have an issue where the player moves too fast for the LOD quality to update
3 replies
DHDistant Horizons
•Created by jonasl2075 on 8/3/2024 in #help-me
performance expectations
Planning on creating a roughly 12000 x 2000 x 12000 block world in world painter. I’ve had success up to 8k x 2k x 8k so far and have been able to render the entire terrain at once after generating all the lod chunks using the distant generator. With that said, I’m worried that ram will become a bottleneck. The worlds take literal days for my pc to generate all the LODs. So, before I try it, has anyone done anything similar? How much ram was needed to be allocated to the Minecraft instance?
5 replies