Distant Horizons

DH

Distant Horizons

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(1.20.1) After updating Distant Horizions recently, memory allocation seems to not work correctly

I was running a modpack (gravitas2) from some months ago, 0.6.0 containing version 2.1.2-a of Distant Horizions, I use a 7800X3D and set the generation option to 'agressive' whilst allocating 20GB for the client. This worked splendidly. Full CPU utilization and RAM utilization. Upon updating to 0.7.1 of the pack, containing 2.3.2-b of Distant Horizions, allocation seems to stop at 10GB's, well short of the amount allocated, changing XMS to 20000 insteada of the default 512 doesn't seem to help, garbage collection happens at 40 - 50% and performance is attrocious. Any idea what's going on? I can load up the old version of the pack again and all works well as it did before, do you think this is a DH issue? The discord for Gravitas2 pointed me towards yall....

Dh Fog into vanilla chunks

Is there a way to get the dh fog into the vanilla chunks? I am trying to achieve a look like the image provided, and ive been avoiding using dh because the fog mod doesn't have any compability with dh. this does cause me needing to put chunks up to 64 though which impacts performance quite a lot :D...
Solution:
You have to configure the fog mods to not end with vanilla chunks E.G. With Simple Fog Control on fabric, if I play with: - vanilla RD of 16 - DH RD of 256 - DH linear fog...
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DH 2.3.2-b Erroring and Crashing on Main World

Pertinent Info Version - 1.21.5 Modpack - Fabulously Optimized 9.0.0-beta.3 (Issue persists on a vanilla instance with no mods, but I am still mentioning my modpack because that's what I'm using) Launcher - Prism 9.4 Crash Log - https://mclo.gs/iztfQOZ...

Can reducing CPU usage reduce lag? If so how do I reduce it?

Hey, I know probably dumb question but I need help. I read somewhere that reducing the CPU usage aka amount/speed of LODs loading can help fix the lag spikes when generating new chunks. If i'm not wrong, what settings do I need to change to reduce it?...

Awkward fade-out when going up high?

This seems to be a result of the vanilla render distance. I was under the impression this fade transition between the vanilla and DH chunks is meant to be smooth? But it's pretty jarring here. It only happens when I'm up high due to the verticla chunk rendering. I'm on Distant Horizons 2.3.2-b.
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LODs stop generating

DH 2.3.3 stops loading LODs for some some reason anyway to fix?
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Water shows through blocks on custom shader

I added the dh_terrain.vsh and dh_terrain.fsh, LODs show up but water displays through blocks.
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pre-generating an LOD on a singleplayer world with same seed and importing it?

Is there a way I can pregen an LOD in my singleplayer world and import it onto a vanilla server?

Server-side pregen very slow

I'm running a server on my pc to pregen chunks (I have a 7800X3D cpu) but is generating maybe 0.1 chunks out of the 1000 every second. How can I make it pregen faster? For context, I am running a server on Oracle Cloud free tier, but it would take a while to generate on that limited hardware, so I'm going to pregen on my PC then transfer the world to the server via FTP....
Solution:
Set globalExecutorParallelism to your thread count in the c2me config file

Fresh CurseForge instance (1.21.1) with just DH (2.3) crashes with Sodium (0.6.13) OR Iris (1.8.8).

Hello. DH launches with neoforge for 1.21.1 minecraft by itself. As soon as I add Sodium or Iris the game crashes when trying to load the world in singleplayer. multiplayer hasn't worked for me either, but i have only tried in a modded server. I haven't been able to narrow down the possible cause. I've tried deleting the config file and also disabling instanced rendering (im on a mac). I've seen other users succesfully use these versions of mods together so I'm a bit at a loss. I've attached the log I get from curseforge after the crash occurs....

GL Err with spontaneous crash after a while

This error, which fills the entire chat every time I join any already created world, doesn't seem so harmful. However after a while the entire game destroys itself with no visible logs, so I believe it's this one causing a crash but only now silenced because it was already logged. So this is a half-crash...
Solution:
After deleting the config, the error has stopped showing up. How weird...

Server not sending LODs to clients

I’ve pre-generated using internal server to about 5000 in each direction. I was able to copy and paste the SQLite manually but other people and myself in testing can’t get any lods to be sent. Networking always reads 0 tasks and 0 done on the client. It does say server has full DH support in f3. I have a decent amount of performance mods and general server mods like servercore and ledger. If you want other info or a photo of the f3 let me know, I’ve tried changing thread preset and all that but it doesn’t send any lods. I’ve also set network bandwidth limit to 0 (disabled)....

Help

hey, i have the most basic and stupid of questions. i cant find it anywhere in the help me. i think i loaded DH but i dont see the button next to FOV. does that mean it hasnt loaded?

Photonics Mod (BSL with high fps Ray Tracing) Clouds issue

I have an issue that requires me to ask two questions just in case the first one does not have an answer: ------------------------------------------------------------------------- 1. How can I lower the height of DH clouds? Photonics is able to reflect them, so I do not need the vanilla clouds. If there is no way to lower their height, then I'd have to disable them, but then there is an issue now:...
Solution:
1. Pretty sure you can't adjust the cloud height last I checked, unless that is now an option under advance graphics settings in DH. 2. Vanilla clouds are limited to the vanilla render distance (will change in 1.21.6 if I recall where it will extend beyond that), and both vanilla clouds and DH clouds are rendered separately. You will have to disable one over the other to avoid overlapping. DH cloud can be toggled in DH settings....

Random towers in distance

DH just started showing random towers in the distance, this is on a server, but I have seen this happen in ssp after a death
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Undesirable line of nothingness

I'm sure this has been asked before, but looking through the FAQ I saw nothing about this. The transition between my vanilla render distance and my world's LODs is noticeably abrupt. This issue is not very apparent for terrain, but when I'm near the same Y-level as the water, the transition breaks the immersion. How can I fix this?
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Can i stop DH from working in creative only?

I looked through the settings but i can't find anything to stop DH from generating anything in a creative world.

Strange artefacting with shaders

When I enable shaders DH LODs disappear and this strange artefacting appears, not changing when I look around. I had shaders working with DH and am unsure what changed for it to break. Mod list...
Solution:
Alright, after some more testing I've found out the true cause of this issue. I had installed an optimization mod called Palladium, which, when installed with Immersive Engineering, Embeddium, Oculus and DH causes the issue above when toggling on shaders....
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big fat chunk cutoffs on server

is there anything i can do preloading aside? or how do i preload?
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