DistantHorizons-forge-2.4.3-b-dev-1.20.1.jar
Curse Maven Snippet
What's new
Our Optimizations (PRE_EXISTING_ONLY Mode)
These optimizations assume chunks are always pre-generated (via Chunky or natural gameplay) and DH only needs to process existing chunks, not generate new terrain.
| Optimization | File | Impact |
|---|---|---|
| Force PRE_EXISTING_ONLY mode | WorldGenerationQueue.java | Ensures all optimizations apply, disables world generation |
| Skip heightmap regeneration | BatchGenerationEnvironment.java | 20-40% faster chunk processing (uses MC heightmaps) |
| Skip biomes step | BatchGenerationEnvironment.java | 5-10% faster (pre-existing chunks already have biomes) |
| ThreadLocal hoisting | ChunkWrapper.java | Eliminates thousands of redundant ThreadLocal lookups per chunk |
| Increase task queue size | PriorityTaskPicker.java | Better throughput for task scheduling |
Merged Upstream Improvements
| Improvement | Description |
|---|---|
| Light engine optimization | Process light levels high-to-low for approximately 2x faster lighting |
| Chunk event ignoring | Prevents redundant chunk processing during world gen operations |
| ZStd native libraries | Pre-cached natives for all platforms, better error handling |
| Dimension name fixes | Fixes for multiplayer folder naming consistency |
| Underwater LOD hiding | Hides LODs when player is underwater |
| G1GC warning | Logs warning if using G1 garbage collector (known to cause stuttering) |
| Library validation | Tests compression libraries at startup with clear error messages |
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