Some Clarification On How DH 2.3 Works On Servers.
I am curious how generating the LOD's on a server now work.
I understand from the video that now the server generates LODs outside of where players have been like how it works in single player, rather than before where you could only generate locations where you've been on servers.
My question/confusion, is does that offload generation entirely to the server which then sends it to the client? Or do you still have to run the generation through both? For example when you join a new single player world, it's recommended that you turn up the CPU usage and wait till its done generating, will this still be required on servers even if the server has already been running a long time and finished generating? Or will new players have the LODs sent to them from the server and just need to render them rather than generating?
I understand from the video that now the server generates LODs outside of where players have been like how it works in single player, rather than before where you could only generate locations where you've been on servers.
My question/confusion, is does that offload generation entirely to the server which then sends it to the client? Or do you still have to run the generation through both? For example when you join a new single player world, it's recommended that you turn up the CPU usage and wait till its done generating, will this still be required on servers even if the server has already been running a long time and finished generating? Or will new players have the LODs sent to them from the server and just need to render them rather than generating?
Solution
LOD generation happens only on the server, but the client will do LOD downsampling from high quality to the lower qualities. Enabling "n-sized generation" under
DH Settings -> Advanced -> Server -> Experimental will get rid of this as well, and zero LOD generation or downsampling will happen on the client.