Understanding DH Overhead
TLDR, even when compared to equal vanilla render distances, LOD rendering causes a significant FPS hit, and I would like to understand why/if there is anything I can do to mitigate it.
Hi! I'm trying to tune things for my players and can't seem to wrap my head around the performance hit I take whenever LOD rendering is enabled. For example at vanilla render distance 32, LOD rendering disabled I get ~100 FPS, but at vanilla render distance 8, LOD render distance 32, I get ~40 FPS. I have tried the above test on both the latest release (2.2.1) and after compiling an up to date version of 2.3.0. I know such short radii aren't really the target use case, but I have observed the same effect for all combinations of vanilla render distance, up to 45, no matter what my DH settings are, even with short LOD radii and the quality set to "chunks".
Some other possibly useful info: The only other mod installed is ModMenu. All tests were done while connected to a dedicated server on separate hardware. Enabling DH maxes out my graphics usage at any setting (integrated graphics), although it's at at least 50% even with LOD rendering disabled. My CPU usage varies from 25%-50% depending on my CPU load setting (minimal<->I paid for the whole CPU). The framerate reduction is the same for tiny ranges at chunk quality, and high ranges at block quality. For tests with 2.3.0, I also included DH serverside and waited to receive all the generated chunks. 6gb of RAM is allocated to MC. I have tried the usual suite of optimization mods, with similar results....
Solution:
DH does a constant base reduction in fps, does barely decreases with bigger RD at least on medium quality
increase the rate at which lods are sent to the client?
i've already generated a 256 chunk radius LOD in singleplayer for my multiplayer world (which also has a 5kx5k area already fully generated through chunky) and have it imported into my multiplayer instance, but when i run it i notice that it generates blocks up to 500 quite quickly, but after that loading of the LODS seems pretty sluggish. i haven't really messed around with configs related to server DH and this is pretty much the first time i've worked with DH on the server, so i'm quite new to this.
i've disabled the cap on maxdatatransferspeed by setting it to 0 and messed around with the cpu load presets
am i just merely overestimating the preformance of my 4 core ARM cpu oracle cloud virtual machine or is there a setting that i'm missing
its alright for now, but due to the fact that i've already generated 2 gb worth of LODS, id like to see it come to fruition....

Water glitch with BSL shaders
Versions:
Fabric 0.16.9
MC 1.21.3
DistantHorizons-2.3.0-b-RC2-1.21.3-neoforge-fabric
...

distance glitch
how to fix this effect it appears only with range
https://www.youtube.com/watch?v=57E3ksU6BG8
minecraft 1.20.1 Forge, Embeddium, Oculus
embeddium-0.3.31
oculus 1.8.0...
Is it possible to load DH chunks from Xaero's World Map?
I've explored a lot of a Minecraft server I'm in and I have all of it saved on Xaero's World Map. I really didn't want to be exploring it all again to load DH chunks, so is there someway I could get all of those chunks I've loaded to become DH chunks?

Error message upon startup
This began to appear after starting up my fabric profile on 1.21.4. This wasn't happening beforehand-- how to fix?

DH generating a new world
I copied my minecraft server to a new pc, same files and everything, but now distant horizons is generating completely new chunk, eventho they are fake, and change when the get into real render distance

Server side LOD generation
If I generate the LODs on a server (I have the server side beta version installed), will the players who join for the first time have to generate them again, or will the chunks be already loaded?
Distant horizon is not working, and minecraft is working
Distant horizon is not working, and minecraft is working
LODs rendering wrongly.
I just update to
d40afb7a
and I'm getting chunk errors... is this a bug with the new version or am I doing something wrong?Game crashing when rendering world
Hello!
I'm using the latest nightly build of DH but the game also crashes with the stable release of DH.
I'm trying to load LODs in my brand new world so I put DH in aggressive mode and wait without moving (which puts my CPU at 100% or close to that) and in about 5 minutes, my game crashes.
Here is my latest.log : https://mclo.gs/QkWTLw3
It doesn't generate any crash-reports or error messages though : the game just closes suddenly without any further informations....

Chunks not loading if teleporting (server)
If I teleport to a place, LOD's stay like this, any way to fix this?

LOD Bias Issue
I finally seem to be getting to the bottom of the weird circle issue I've been having for months now. Before, reloading texture would fix the issue so I've kinda just been ignoring it, but after switching to a new setup that no longer fixes it.
However, I seem to have identified the cause: the Vanilla LOD Bias. As can be seen in the images, increasing the LOD Bias value makes this circle larger and larger. But, setting LOD Bias to 0.0 doesn't quite make it go away.
Is there any way to set LOD Bias to a value below 0.0? Or to offset it in some way?...

Hole - chunks dont generate LODs.
i have these specific chunks that just refuse to generate anything. tried newer version and nightly build but doesnt make a difference and I cleared out the data many times but still this specifc hole always exists.

PC Freezing on Server Join
I have a modded server I play on. For some reason, after last night, I could not join the server before my entire system freezes. Ram seems fine (allocated 24GB/32GB), CPU is maxed out, GPU seems fine. Playing on the most recent nightly version. I cleared out the cache and still is happening.
Solution:
yeah so it was set to one of the slower desktop mirror settings
Unstable Server TPS with 5+ Players
I'm not a native English speaker. LLM is used for translation.
Minecraft version: 1.21.1
Modloader: fabric 0.114.0
DH version: 2.3.0-b-RC3...
DH merges with generated terrain very very early
Hello, i have a problem with my distant horizonz playing on my realm, suddenly now it is merging the loaded generated structures and the DH lower LOD graphics
in my picture i have highlighted some spots where you can see it, keep in mind i have RD set at 32 chunks
i have made a second screenshot without me using DH, i know there is a night/day difference in the pictures, but you can still see the areas where it merges too early. and i for the life of me can't get it to merge in the further chunks away...

Clarification regarding transferring region files from singleplayer world to multiplayer world
So I have a copy of my server world in singleplayer, and that's where I pregenerate all chunks and LODs using distant generation. I heard that "Internal Server" world generator saves region files to the disk. I would like to also transfer those region files to my server world folder to ensure 100% accuracy of the LODs. Can I just drag and drop the region files of the singleplayer world to the multiplayer server world? I already transferred the SQLite files to the server world. Thanks