Distant Horizons: A Level of Detail mod

Massively increase render distance without harming performance.
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2.4.0-b - 1.21.5 neo/fabric

File nameDistantHorizons-2.4.0-b-1.21.5-fabric-neoforge.jar
Uploader
James_SeibelJames_Seibel
Uploaded
Dec 13, 2025
Downloads
700
Size
24.3 MB
Mod Loaders
FabricNeoForge
File ID
7328644
Type
B
Beta
Supported game versions
  • 1.21.5

Curse Maven Snippet

Fabric

modImplementation "curse.maven:distant-horizons-508933:7328644"

NeoForge

implementation "curse.maven:distant-horizons-508933:7328644"

Learn more about Curse Maven

What's new

Highlights:

  • Up API version 4.1.0 -> 5.0.0
  • Loading pre-existing LODs improved by about 5x
  • Importing pre-existing chunks improved by about 20x
  • Decreased new database size by about 40% (existing databases will be unaffected)

Full Changelog

Additions:

  • Added MC 1.21.11 support
  • Add far clip fading
    • DH clouds should fade seamlessly into the horizon instead of having a sharp cut-off
    • disabled on lower graphics configs
  • Auto disable vanilla clouds and MC chunk fading (1.21.11 only) in the vanilla config when first starting DH
    • this can be disabled in the graphics config

Improvements:

  • Improved occlusion culling on saved LOD data
    • thanks Scaevolus
  • Massively improved importing existing worlds speed (roughly a 20x speed improvement)
  • Optimize biome color handling
  • Improve LOD loading speed (roughly a 5x speed improvement)
  • Improve compressor speed
    • Replace Z_STD stream compression with block compression (6x speed improvement for reading, 3x speed improvment for writing)
  • Reduce database size
    • Add var int encoding
      • thanks Scaevolus
  • Speed up world shutdown time
  • Improve logging/messaging for corrupted databases

Changes:

  • Up API version 4.1.0 -> 5.0.0
  • Sepearted file/chat log configs
  • Replace Z_STD stream compression with block compression
  • Change DB format version 1 -> 2
    • adjacent data is no longer stored in the main data BLOB, but in 4 different columns, which allows for a drastic LOD loading speed improvement
  • Dont render snow as an additional block above the ground
    • trees will no longer be an extra block thick and snowly plains wont have a weird extra block when walking on them
  • Allow world gen limiting (IE max radius around a given X/Z chunk pos) on singleplayer
  • Remove some unneeded log messages
  • Add thread pool priority config
    • Formerly DH used priority 0 (lowest possible), now the priority is 5 (java default)
    • Setting this to 1 higher than C2MEs thread priority may prevent holes when using DH with Chunky+C2ME

Bug Fixes:

  • Fix internal server generation (IE: Full - Generate Chunks) not generting chunks
  • Fix changing render distance causing issues with Iris
    • LodRenderer is now a singleton and the OpenGL IDs provided are stable across config and level changes
  • Fix generating chunks on pre-generated worlds
    • this may cause a new issue where incomplete chunks are shown (IE all stone-gray chunks where only SURFACE was generated), but this is preferible
  • Fix a crash with Reploy mod during shutdown
  • Fix Iris not setting face culling in the MC state manager
  • Fix biome blending causing grids and/or incorrect colors
  • Fix /dh command being deleted after reloading
    • thanks Acuadragon100
  • Fix world gen stopping when MC is paused
    • DH now uses local timers instead of MC server/client ticks
  • Fix some Iris issues on NeoForge
    • Oculus will still have these issues
  • Fix handling of empty server keys
  • fix debug LOD only mode when transparency is disabled

Removals:

  • Compression config option
    • Now the only compression option is Z_STD_BLOCK, which is nearly as compression efficient as LZMA (without causing the whole PC to stutter due to RAM bandwidth saturation) and as fast as LZ4.

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