
sepprate generatoin and render distance
Quantumrage10 opened this issue ยท 11 comments
Is your feature request related to a problem? Please describe.
bad fps at high render distances
Describe the solution you'd like
i would like an option to use this mod as a chunk pre generator, in a way having high "pre generation" distances with a low chunk render distance
i can then use distant horizons to disable the correctly generated chunks since they have already been generated (distant horizons alone is not good enough for my custom modpack. it generated the LOD chunks incorrectly
Describe alternatives you've considered
not using C2ME and just using a much slower chunk pre generator of some kind
Additional context
i love what your doing with this mod, i have never seen chunks generate this fast. my modpack is, quite unique and.. throws many challenges at me, i am.. kind of making a new game inside mien craft in a way at this point. as such. not many things are set up for my situation. i am on 1.20.1 at the moment so if you do add anything related to, generating chunks further then the payers render distance/ server render distance, a back port would be greatly appreciated <3
that is not an option i tried it already. i need to use the "pre existing chunks only" setting in DH or i get similar LOD errors like this, unfortunately the pre existing chunks only mode. does not pre generate any chunks at all.
i am playing a moded version of skyblock and these chunks are being voided although they can clearly be seen for some time before DH realities that "theirs nothing but air in this chunk" I'm guessing it's an issue between DH and the the skyblock mod I'm using DH is grabbing chunk data too early in the generation sequence before the chunks get voided
some structures are kept in the world however, boss dungeons from modded dimensions. aether twilight Forrest, blue skies
blue skies portals, AE2 meteorites, specific parts of ancient cities. so i would like a higher view distance for finding any structure that still exists in the world
A friend of mine is working on a general chunk ticking mod that is compatible with C2ME to tick the chunks outside of the players render distance (Wishers Proactive Chunk Preloader) that should hopefully work to get C2ME to generate the chunk, and then DH to generate "the real" LOD for the chunk.
that is why configs exist
yes, proactively generating chunks does increase cpu usage in the short term, this is why you only generate chunks when the server has headroom
50mspt and above and the server is lagging right? ok so read server mspt, lets say it is only taking 20 mspt that means their are 30 mspt left over that could be generating chunks right now without effecting game play
set a reasonable target 40-45 mspt, if you are below that, start generating chunks, if you are above that, stop or reduce the number of chunks your generating until you are below that again, make it dynamic so you can control how many chunks are being generated per tick, based on the performance of the server
this means you only pre generate chunks "when no one will notice it"
more disk space sure. yes definitely, but if you really want to mitigate that as well, you could delete chunk data for chunks that have not been changed/ the player has not been near in a while,
then re generate them the next time the player goes near them again, this is not without risk of save corruption of-corse. personally, i wouldn't take the risk but, if it was good enough. and i was desperate for disk space. i would use it
still this is why configs exist, some people may be happy to use more disk space to smooth out server performance
some people, may not want to smooth our server performance or save disk space, that will be user decision at that point
I'm not implementing this. If you want to pregenerate chunks, install chunky and C2ME and use chunky to pregen them.
The goal of C2ME is to make worldgen faster when something actually needs it. Proactively generating chunk is out of scope.
you could delete chunk data for chunks that have not been changed/ the player has not been near in a while
The worldgen pipeline is never designed to account for deleted chunks. Cutoff trees and structures will exist if you ever does that manually.
that's fine thanks anyway for listening to the idea at least, your mod is still amazing as it is
i will be back here soon to report a crash but.. it will take me a while to gather enough data on it. the crash only happens with a custom versoin of protosky, the aether, and C2ME, i was able to prevent the crash by going through your config file and disabling most of the stuff in there, so. something in particular is not happy. ill get back to you when i have more information ;)
(the crash is related to, something being accessed before it exists, possibly a multi threading or race condition of some kind)
that is not an option i tried it already
The option is introduced in DH 2.3. Please update your DH to latest if you are running a older version.
I am using the latest version of DH, version 2.3.2
I get LOD errors if i use the "internal server" setting
I NEED to use the "pre existing chunks only" setting
I am using the latest version of DH, version 2.3.2
I get LOD errors if i use the "internal server" setting
I NEED to use the "pre existing chunks only" setting
I would suggest reporting this issue to DH instead.
i have.
i came here to suggest a feature to improve the performance of your mod that is designed to improve the performance of the game
imagine if you will, generating the chunks "before they are needed"
then when the player goes exploring, the chunks "already exist" you can reduce peak server load in the future, by generating chunks chunks outside the players render distance, before they are needed, when the server "has extra performance to give" spending cpu time now to avoid spending CPU time later
if you don't want to do it. then don't I'm not forcing you to make your mod better for everyone, personally i think the decision to not make your mod better for everyone is weird but that's fine, wishers mod should be comparable with yours to speed up chunk loading even further and it will probably fix my issue anyway so shrugs
imagine if you will, generating the chunks "before they are needed"
I would say that's out of scope of C2ME. Proactively generating chunks will increase CPU usage and use more disk space, which will make user experience worse for people using older and lower-end hardware. Definitely not better for everyone.