question about client-side LOD fading on servers
Hi! I play in a small server on 1.20.1 and have distant horizons installed on my end, but it is not in the server. I understand that LODs generate as you move around the world, which is fine. I have much of them pregenerated and saved, but whenever I log onto the server and move around the map, the LODs fade out as I get closer and it takes a while for the actual chunk to load in despite my vanilla render distance being at max. I have tweaked with settings for days and can't seem to fix this. Video shows the issue starting around 14 seconds in. It is extremely annoying especially when approaching large cliff formations like near the end of the video. Is there any way this can be fixed so it doesn't do this???
16 Replies
that's the server struggling to give you the regular chunks
so it is server end? is there any way i can have the regular chunks saved and not like reset every time i log back in?
yes and yes
get the
farsight
mod, and increase your render distance somewhatCurseForge
Farsight [Forge/Neo]
See far chunks on clientside, even if the server has low view distance
50.3M Downloads | Mods
alright! will try that, thanks for your help 🙂
i get the same effect on atm10 when i move fast
but to a lesser degree
single digit cpu thread count vs 500+ mods modpack and DH
doesn't end well for my cpu but somehow it's still playable
yeah my cpu isn't PHENOMENAL but it can handle heavy loads lol. i will try this out
im pretty sure farsight won't conflict with dh
but now that im thinking about there could be a certain problem
okay so, unfortunately the chunks do not seem to save after i close the game and rejoin
it just looks like this. i can run around and load them back in but i'd prefer if they stayed

its fine though. i guess ill just have to deal with the fading thing lol
yeah that's what i was wondering
example

!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.
Section 1
The vanilla chunks fail to load in time
You can try decreasing the vanilla RD, or decreasing the overdraw prevention
Though changing the overdraw prevention distance gets tricky with shaders