
Distant Horizons | Huge Render Distance, Low Cost
Distant Horizons renders simplified LOD terrain far past your view distance, so mountains and coastlines show up for miles without killing your FPS.
If you're the kind of player who climbs the tallest peak just to stare at the horizon, vanilla Minecraft has always been the letdown. The renderer stops at your view distance and covers everything past it with fog, so the epic vista turns into a gray smear. Distant Horizons picks up where vanilla gives up, drawing simplified far-away terrain that costs very little to run. View distances past 256 chunks are the whole point. Around 38 million players have downloaded it so far, and it runs in singleplayer and multiplayer alike.

How LOD Terrain Extends Your Render Distance
The trick is level-of-detail (LOD) rendering, the same idea big open world games lean on. Chunks past your view distance are drawn as simplified geometry rather than full blocks, so the cost per chunk drops hard and the frame rate keeps its footing. Walk toward any of it and the simplified shapes hand off to the vanilla renderer, swapping in full-detail blocks right before you arrive.

Your own creations count too. Player-built structures draw in at a distance just like natural terrain, and community maps work the same way, so huge custom builds stay visible from far across the world. That overlook tower you never finished finally has a payoff.

The official example shows how far this goes. The player sits at a vanilla render distance of 8 while the mod distance is set to 512, all rendered on your GPU through OpenGL or Vulkan. Choose a world from our scenic seeds roundup and you'll be sightseeing for hours before you even touch the ground.

The distant data is also kept per dimension, so the overworld, the Nether, and the End each hold their own LODs. The Nether's giant caverns and lava falls get the same range as any overworld mountain range.

Shader Packs With Distant Horizons Support
Shaders work, but the mod's own FAQ is blunt about limits. A shader pack has to be built with Distant Horizons support in mind, because the mod feeds it simplified LOD terrain instead of ordinary chunks. Support arrives with the mod's 2.1 releases and onward, since older versions can't render through the modern shader path at all. Packs with support already out in the wild include Bliss, BSL, Complementary, and Rethinking Voxels.

Distant Generation on Multiplayer Servers
Both sides are optional, and you have two modes to choose from. On the client alone, distant terrain builds up as you explore, and the LOD data saves between sessions. The view you earned last session is waiting when you log back in.
Put the mod on the server as well and things get better for everyone who has it. Distant Generation is the setting that matters. With it enabled, the server sends LODs automatically to connected players, so they see far terrain for chunks they never visited. Turn that off on the server side and it stops, sending players back to building their LOD maps by foot. Bukkit server owners can also grab the separate Distant Horizons Support plugin, which lives on its own download page.
How to Install Distant Horizons
The mod supports Fabric, Forge, and NeoForge, and each release ships one jar that covers both of its loaders, so there's no wrong file to grab. If modding is brand new to you, our guide to installing Minecraft mods covers the basics, and our Fabric installation guide walks through that loader step by step.
- Use the download table on this page to grab the latest jar.
- Set up your loader first if you haven't yet. Fabric, Forge, and NeoForge all run the mod.
- Drop the jar into your mods folder and launch the game.
- Open the Distant Horizons config. A conservative first run keeps your vanilla render distance low (8 is fine), sets the LOD chunk render distance radius to 64, leaves Distant Generation enabled, and turns on the generation progress display so you can watch the map build. Raise the radius once the view looks right.
- For shaders, install a recent Iris release and pick a pack with built-in Distant Horizons support, such as Bliss or BSL. If you play on OptiFine instead, support is partial, and only forward rendered shader packs will work.
Distant Horizons FAQ
Does Distant Horizons hurt performance? It's built to be cheap. Distant chunks are simplified meshes drawn on your GPU through OpenGL or Vulkan, far less work than real blocks. If you hit stuttering, the official fixes are ZGC or Shenandoah through your JVM arguments, more allocated RAM (6-8 GB on a 4-8 core CPU, 12-16 GB on 10+ cores), a lower CPU Load setting, Distant Generation switched off, and a lower Graphics Preset.
Can Distant Horizons run with other mods installed? Yes. The documented shader setups run it alongside Sodium, and chunk caching mods like Bobby cover a different job entirely, so they work side by side. Get the shader chain working first if you use one, since it's the pickiest combination, then stack the rest.
Where does Distant Horizons store LOD data? In SQLite databases inside the world saves. Singleplayer worlds keep the overworld database in the save's data folder, with separate stores for the Nether and the End. If you copy a database to back it up or move it, take the matching -wal and -shm files with it, or the copy corrupts.
Is Distant Horizons still maintained? Very much so. The project updates actively, with the latest release out in September 2026, and it's free and open source under the GNU Lesser General Public License v3.0. James_Seibel leads development.
Once the mod is in, the far horizon takes care of itself. If the near chunks need help keeping up at the same time, add Sodium, our favorite FPS booster, and enjoy the view.
Compatibility & downloads

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