LOD Doesn't Ever Stay, And Range Is ALWAYS Limited
Regardless of whatever modpack I'm using, or just straight up vanilla. regardless of what settings I'm using, I always get a visual outcome which is similar to this image I've got linked.
I've tried numerous different settings, dozens of tutorials, Asked multiple other DH users and all have different answers. I also never have those LOD chunks actually STAY, if I sign off of a server, they disappear and I have to go to those chunks again to see them, but if I go far enough, they'll show up in the distance like that image.
For some reason, despite my specs, settings, etc, Chunks don't load around me more than a 12x12 chunk distance. It never goes further than 12 chunks in any direction and I have never been able to figure out why, even when I've been to those chunks.
The first image is being on the server for a few hours, the second image is re-loading in and staying in place for an hour to try and get the nearby chunks to load, but they never do...it just sits there and keeps the void, despite those surrounding void areas being known and explored.


11 Replies
Can you share the logs?
!logs
You should send your
latest.log
file to provide additional useful information.
Logs are usually located in the .minecraft/logs
directory.
On Windows: %appdata%\.minecraft\logs
On Linux: ~/.minecraft/logs
On Mac: ~/Library/Application Support/minecraft/logs
Please upload the file to mclo.gs instead of sending the raw file. This makes reading the contents of the file a lot easier and improves the chances of you getting the help needed.
After uploading the file, click on Save
and send the link.Since you are on a server, is your vanilla render distance the same as the server?
And if you have a vertical render distance, make sure its set to 100%
It was set at 100%, but at the time of the log, I was faffing about and trying anything I could to see what would change. Upon asking the server admins, it turns out that this particular server indeed has its render distance at 12, which I don't know why I didn't get that answer before.
You shouldn't use a vanilla distance above 12 anyways, provides a negligible benefit with DH installed
alright, gonna note that.
DH also prints a chat message about that
This should "just work" with a different vanilla render distance than the server, but apparently in some rare cases that breaks
so weird thing, I pushed the render distance to 14, now it can show the areas that were loaded at one point and I'm seeing the LOD distance. Though it's still not perfect, I can probably see some of the other problems in this channel to see if there's a solution as it seems similar.
Oddly enough, one new twist is that the LOD changes a bit whenever I look in that area depending on my fov, if my fov is below 90, it doesn't do anything, but if it's 90 and up, it shows how the chunks disappear as I look away. Kinda looks like what would happen when one stands in front of an old greenscreen and gets a bunch of pixelations around where they are moving.
If the server RD is at 12, you should switch your client vanilla RD to 12 or below, don’t keep it at 14 as only thing that can happen is more stuff not working as intended
If you then want to move LODs further back and reduce the overdraw
You should just tune the DH’s overdraw prevention settings
!overdraw
Q: There are holes at the edge of vanilla Render Distance, especially during movement
A: This is caused by either vanilla terrain not loading in fast enough, or shader's incorrect overdraw prevention implementation or configuration (if you use one)
Some world gen speed improvement can be found when adding these three mods, but the affect will be minor:
- Noisium
- Faster Random
- C2ME (DH 2.3.0+)
The easiest fix is to move slower and/or ignore it. This hole is most visible while moving over not generated (by vanilla) terrain. Moving over that terrain every subsequent time may not create the hole. And moving slower will give MC more time to load the chunks as you go.
If none of that helped, you can also tune the overdraw prevention, look at the third section to know how.
Q: There are low quality full blocks behind and around non-full block, e.g. fences or ladders
A: This is intended behavior, to prevent holes in the world while you move, DH will overlap with some part of the vanilla terrain.
How much of the terrain is covered is determined by the overdraw prevention:
1.0 will mean DH LODs start where vanilla chunks end.
0.1 will mean that DH render very close to the players position.
0.0 sets it on auto mode.
To fix this, you can either:
Increase your vanilla RD, which will move the DH LODs further from you.
Tune the Overdraw Prevention setting, see the next section to know how.
Q: Where do I edit the overdraw prevention setting?
A: Overdraw prevention setting can be edited inside the DH config under:
Advanced > Graphics > Culling
BUT: if you use shaders, they will influence overdraw prevention. The effectiveness of overdraw prevention depends on the shader’s internal settings, which may or may not be adjustable. However, the shader’s overdraw prevention will always operate within the limits set by DH’s overdraw prevention. To avoid conflicts, ensure that DH’s overdraw prevention is not set too high.