Super Chunks (Distant Terrain LOD)

intermediate feature

Voxel Play 4 · 3D Terrain Graph

Super Chunks extend visible terrain well past the full-resolution chunk radius using a coarse voxelized LOD with stepped tops and vertical walls. Distant landmasses, islands and mountain silhouettes stay on screen at a fraction of the cost of regular chunks.

Super Chunks: distant terrain LOD extending to the horizon

Super Chunks are designed for 3D Terrain Graph worlds. They sample the same generator the full-res chunks use, at a coarser step.

Enabling Super Chunks

Open the Voxel Play Environment inspector and locate the Super Chunks section.

  1. Toggle Enable Super Chunks (enableSuperChunks).
  2. Set Super Chunks Extension (superChunksExtension, 1 to 200 chunks, default 20). This is how many chunks beyond Visible Chunks Distance the distant LOD can reach.
  3. Pick a Super Chunks Quality preset (Low, Medium or High).

From code:

env.enableSuperChunks = true;
env.superChunksExtension = 60;
env.superChunksQuality = SuperChunksQuality.Medium;

Total horizon reach is visibleChunksDistance + superChunksExtension, exposed as env.distantChunksDistance. Super Chunks build on a dedicated worker thread (scaled with CPU cores) so they do not stall the main thread.

Quality Presets

The quality preset trades pixel detail and per-frame cost. All presets use the same generator; only sampling density and build budget change.

PresetMin screen pixelsStep (voxels)Cells per axisms / frame budget
Low416333 ms
Medium (default)216495 ms
High1.58658 ms

Use Low for high Super Chunks Extension values where memory and build time matter. Use High when the distant LOD is in plain view (open-sky worlds, flying cameras) and finer silhouettes are worth the extra ms.

Shadows

FieldDefaultEffect
superChunksCastShadowsoffDistant LOD casts shadows into the scene. Off by default for performance.
superChunksReceiveShadowsonDistant LOD receives shadows from the sun and from full-res geometry.

Seam with Full-Resolution Chunks

The seam between the full-res ring and the distant LOD is closed via a GPU stencil overlap, so there are no holes or z-fighting where the two regions meet. Water near the camera is rendered exclusively by the full-res chunks to avoid transparency double-blending.

Fog and Visibility

When Super Chunks are active, the engine automatically ties the auto fog distance to the actual Super Chunk reach rather than the camera far clip plane, so the world fades into the fog naturally instead of being clipped against an invisible wall.

Limitations

  • Super Chunks are voxelized step LOD - they do not preserve fine per-voxel detail beyond Visible Chunks Distance.
  • Dominant biome top voxel is used per column for the distant LOD; sub-biome variants only appear inside the full-res ring.
  • Vegetation, trees, items and dynamic objects do not show up in the distant LOD.

Saving and Loading

Super chunks are a rendering feature: they extend the visible terrain past the full-resolution chunk radius using simplified, visual-only geometry. They do not create real voxels, colliders, events or saved data, and they do not modify the world state, so enabling super chunks does not interfere with normal world saving and loading.

See Also

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