Questions About Serverside DH
Here is my situation: sometime soon I'll be pregenerating a 30k world on my server. I'd like to have those chunks rendered as LODS for me (I know this would have a massive filesize), but I don't know how DH's LOD generation works, as I've heard conflicting things.
Question 1: How does LOD generation happen? Like what specifies when the client renders LODS outside of what I, personally have explored? For example, in singleplayer, I notice that the game will automatically render out about 128 chunks. But it will not go further than that. No matter what I set my DH render distance to. However I notice distant LOD generation did not happen in my testing on a server- although in said server I don't have the serverside fork installed- maybe that's what the fork does? Also worth noting that the LODS did generate, I just had to visit the chunks within my "vanilla" render distance to get those LODS. But regardless of that fork, why does the LOD rendering cap at 128 chunks on singleplayer, and is the reason for it not doing that on a server because I did not have the serverside fork installed?
Question 2: What does the serverside fork do, technically? I've heard it does something along the lines of streams the LODS to the client, but I don't really know what this means. Does this mean that:
A) when a client is in the server, the server will send LOD data for all rendered chunks within their DH render distance to their client, to be stored there?
B) the server generates its own LODS, which are stored on the server itself, then streams those to the players directly?
C) something else completely?
I talked to someone here about this in the past, and it seemed like it could work like this:
1) Install server-side fork on both client and server
2) join server
3) set client DH render distance to 30k blocks
4) run 30k pregen task
5) LODS get generated for all of those chunks, so long as my client is connected
However I am unsure as recently I talked to someone else knowledgeable in minecraft's workings, and they doubted the viability of this method.
This is for a 1.18.2 Forge server. Any help is appreciated!
Question 1: How does LOD generation happen? Like what specifies when the client renders LODS outside of what I, personally have explored? For example, in singleplayer, I notice that the game will automatically render out about 128 chunks. But it will not go further than that. No matter what I set my DH render distance to. However I notice distant LOD generation did not happen in my testing on a server- although in said server I don't have the serverside fork installed- maybe that's what the fork does? Also worth noting that the LODS did generate, I just had to visit the chunks within my "vanilla" render distance to get those LODS. But regardless of that fork, why does the LOD rendering cap at 128 chunks on singleplayer, and is the reason for it not doing that on a server because I did not have the serverside fork installed?
Question 2: What does the serverside fork do, technically? I've heard it does something along the lines of streams the LODS to the client, but I don't really know what this means. Does this mean that:
A) when a client is in the server, the server will send LOD data for all rendered chunks within their DH render distance to their client, to be stored there?
B) the server generates its own LODS, which are stored on the server itself, then streams those to the players directly?
C) something else completely?
I talked to someone here about this in the past, and it seemed like it could work like this:
1) Install server-side fork on both client and server
2) join server
3) set client DH render distance to 30k blocks
4) run 30k pregen task
5) LODS get generated for all of those chunks, so long as my client is connected
However I am unsure as recently I talked to someone else knowledgeable in minecraft's workings, and they doubted the viability of this method.
This is for a 1.18.2 Forge server. Any help is appreciated!