diff --git a/core/src/main/java/com/seibel/distanthorizons/core/pos/DhSectionPos.java b/core/src/main/java/com/seibel/distanthorizons/core/pos/DhSectionPos.java
index e55072dbd..b7ac06d40 100644
--- a/core/src/main/java/com/seibel/distanthorizons/core/pos/DhSectionPos.java
+++ b/core/src/main/java/com/seibel/distanthorizons/core/pos/DhSectionPos.java
@@ -34,11 +34,11 @@ import java.util.function.LongConsumer;
* For the specifics of how they compare can be viewed in the constants {@link #SECTION_BLOCK_DETAIL_LEVEL},
* {@link #SECTION_CHUNK_DETAIL_LEVEL}, and {@link #SECTION_REGION_DETAIL_LEVEL}).
*
- * Why does the smallest render section represent 2x2 MC chunks (section detail level 6)?
+ * Why does the smallest render section represent 4x4 MC chunks (section detail level 6)?
* A section defines what unit the quad tree works in, because of that we don't want that unit to be too big or too small.
* Too small, and we'll have 1,000s of sections running around, all needing individual files and render buffers.
* Too big, and the LOD dropoff will be very noticeable.
- * With those thoughts in mind we decided on a smallest section size of 32 data points square (IE 2x2 chunks).
+ * With those thoughts in mind we decided on a smallest section size of 64 data points square (IE 4x4 chunks).
*
* @author Leetom
*/