Random White Chunks?
I am running a local paper mc server (multiplayer) and it seems like these two chunks loaded weird? From afar they look like white towers but disappear when I get closer.. I've tried restarting the server and restarting my mc client. I attached screenshots of the issue and the client side mods/shaders folder. (I am using BSL shaders)

After initial mass LOD generation, is there a big performance difference between LZ4 and LZMA2?
Aside from the end file size, it seems like the main difference between LZ4 and LZMA2 is the amount of time it takes to generate a large amount of LODs. But, between the two compression methods is there a significant difference in CPU load when loading\reading\updating the existing LODs?
I am hoping to generate LODs on my system and then distribute the resulting files to some of my friends so they can benefit from DH when we play on my home server (I am using a recent nightly, I just want to save the server\bandwidth strain of having it stream it all to the players). Some of their system specs are a lot lower than mine so if there's a chance that LZMA2 decompresion is too heavy for one of them, I want to use the compression that will work for everyone... but the LZMA2 file size is sooooo much better I would really like to use that.
The weakest CPU being used is probably an i7 4790 or a Ryzen 5 3500, so nothing too horrible, just not high end, and much different from the 5800X3D I'm using. ...
DH pregen necessary on already pregenerated server world?
Title. Have a world pregenerated to 250 chunk radius. Just added the latest nightly build with server support to it. Do I need to run dh pregen or will it just continuously generate the LODs for already generated chunks?
correct RC3 version combination of DHS and DH ?
installed the latest nightly version of both DHS + DH (as suggested in server-side support) and its throwing errors on client, works perfectly fine on singleplayer though
before was using DHS + DH rc2 (gdrive link) and it works fine aswell, was a bit too late for the gdrive link for the rc3 haha...
Solution:
nevermind the issue was on the sql data, deleted it and the config now everything is good (apparently it didnt support upgrading the version)
Very High Cpu Usage In Linux mostly when generating chunks
I dual boot windows, and in windows, DH runs fairly well, but on linux, my cpu usage goes through the roof. My distro is Arch linux Cachy Os, i am using hyprland window manager if that makes any difference, running on jdk temurin 21. My guess is that it has something to do with btrfs file system, although i can't test if ext4 would have the same issue, i have tried to disable CoW(Copy on Write) but it didn't make a difference, if it did, it was minimal. I use and AMD gpu btw
LOD Chunky Render Distance Radius
Guys if i pre-rendered a radius of 10500 with chunky in circle shape what number should i put in " LOD Chunky Render Distance Radius " in DH main settings?
Distant Horizons has weird grass LOD when using Stracciatella Shaders
Hello! For some reason, when using the Stracciatella Shaders the Grass LOD weirds out and becomes quite messy
I've tried; Changing Quality, Transparency, Ambient Occlusion, LOD Shading, Noise Texture ( Steps, Intensity )
Mod List:
Distant Horizons 2.2.1-a-1.20.1...

Anyone knows if complementary has overdraw prevention?
I am struggling to find the answer in this discord server. Been trying to fix this beautiful crevasse for a while now.

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
...
Solution:
Update to a newer nightly build

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?