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How so? The client at no point would send these chunks to the server, it would only be local and would be generated completely clientside. In my mind all that would be needed is the seed and at that point no extra communication between client and aervery is necessary
Pregenerating works but it's not perfect when travelling at high speed on a populated server, can still struggle to send down large amounts of chunks to the client, users with more powerful machines may be able to generate/load them faster than the server can
If the client generated chunks are not sent to server then this doesn't make sense to me. You can't do anything on these fake chunks and server still lags.
I would look for other solutions to make generating chunks faster
It would be useful for the same reason distant horizons is, if the chunks aren't loaded you at least still see them instead of just seeing a hole in the world
I think your idea is a good idea. You could keep the view distance low on the server to reduce the number of real chunks being generated. Clients can render whatever they want.
I think one issue would be when you approach a player structure from the outside, the client might see an unmodified world first and then the player structure would pop in and overwrite the client-side terrain. Its not a technical issue, but more a player experience concern.
Any chunk with a player structure would already have been generated by the server so there should be no popping in.
Personally I would rather the world rendered in first then player structures than nothing rendering in at all
Theoretically that shouldn't be as much of an issue as the server will already have loaded those chunks by definition, and it priorities nearby chunks first anyway
I think the server render distance would stay high but prioritise loading the immediate 8 chunks around every player first, then after all players have a decent radius loaded it can focus on further out ones. Any gaps can be filled in by the client if it has spare processing power