diff --git a/builtin/settingtypes.txt b/builtin/settingtypes.txt
index df915825465d6f36af628c5aab799bac104686c6..c21a0325fb7f820af8ff40070d65055cd1d4b798 100644
--- a/builtin/settingtypes.txt
+++ b/builtin/settingtypes.txt
@@ -209,11 +209,11 @@ keymap_toggle_profiler (Profiler toggle key) key KEY_F6
 #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 keymap_camera_mode (Toggle camera mode key) key KEY_F7
 
-#    Key for increasing the viewing range. Modifies the minimum viewing range.
+#    Key for increasing the viewing range.
 #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 keymap_increase_viewing_range_min (View range increase key) key +
 
-#    Key for decreasing the viewing range. Modifies the minimum viewing range.
+#    Key for decreasing the viewing range.
 #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 keymap_decrease_viewing_range_min (View range decrease key) key -
 
@@ -388,10 +388,6 @@ enable_waving_plants (Waving plants) bool false
 
 [***Advanced]
 
-#    Minimum wanted FPS.
-#    The amount of rendered stuff is dynamically set according to this. and viewing range min and max.
-wanted_fps (Wanted FPS) int 30
-
 #    If FPS would go higher than this, limit it by sleeping
 #    to not waste CPU power for no benefit.
 fps_max (Maximum FPS) int 60
@@ -399,13 +395,9 @@ fps_max (Maximum FPS) int 60
 #    Maximum FPS when game is paused.
 pause_fps_max (FPS in pause menu) int 20
 
-#    The allowed adjustment range for the automatic rendering range adjustment.
-#    Set this to be equal to viewing range minimum to disable the auto-adjustment algorithm.
-viewing_range_nodes_max (Viewing range maximum) int 160
-
-#    The allowed adjustment range for the automatic rendering range adjustment.
-#    Set this to be equal to viewing range maximum to disable the auto-adjustment algorithm.
-viewing_range_nodes_min (Viewing range minimum) int 35
+#    View distance in nodes.
+#    Min = 20
+viewing_range (Viewing range) int 100
 
 #    Width component of the initial window size.
 screenW (Screen width) int 800
diff --git a/minetest.conf.example b/minetest.conf.example
index 4813adadce3c2734b66a7767234afc2945276030..ee60545365042c2216d7acb7aeed3b8a08c6d000 100644
--- a/minetest.conf.example
+++ b/minetest.conf.example
@@ -214,12 +214,12 @@
 #    type: key
 # keymap_camera_mode = KEY_F7
 
-#    Key for increasing the viewing range. Modifies the minimum viewing range.
+#    Key for increasing the viewing range.
 #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 #    type: key
 # keymap_increase_viewing_range_min = +
 
-#    Key for decreasing the viewing range. Modifies the minimum viewing range.
+#    Key for decreasing the viewing range.
 #    See http://irrlicht.sourceforge.net/docu/namespaceirr.html#a54da2a0e231901735e3da1b0edf72eb3
 #    type: key
 # keymap_decrease_viewing_range_min = -
@@ -431,11 +431,6 @@
 
 #### Advanced
 
-#    Minimum wanted FPS.
-#    The amount of rendered stuff is dynamically set according to this. and viewing range min and max.
-#    type: int
-# wanted_fps = 30
-
 #    If FPS would go higher than this, limit it by sleeping
 #    to not waste CPU power for no benefit.
 #    type: int
@@ -445,15 +440,10 @@
 #    type: int
 # pause_fps_max = 20
 
-#    The allowed adjustment range for the automatic rendering range adjustment.
-#    Set this to be equal to viewing range minimum to disable the auto-adjustment algorithm.
-#    type: int
-# viewing_range_nodes_max = 160
-
-#    The allowed adjustment range for the automatic rendering range adjustment.
-#    Set this to be equal to viewing range maximum to disable the auto-adjustment algorithm.
+#    View range in nodes.
+#    Min = 20.
 #    type: int
-# viewing_range_nodes_min = 35
+# viewing_range = 100
 
 #    Width component of the initial window size.
 #    type: int
diff --git a/src/camera.cpp b/src/camera.cpp
index 0ce6bb345869c05e0b96df36f0a0b23fb69f386d..6c0f5d5465e0b19db070ec1b69a0c506d9aa71f9 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -60,13 +60,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
 	m_fov_x(1.0),
 	m_fov_y(1.0),
 
-	m_added_busytime(0),
-	m_added_frames(0),
-	m_range_old(0),
-	m_busytime_old(0),
-	m_frametime_counter(0),
-	m_time_per_range(30. / 50), // a sane default of 30ms per 50 nodes of range
-
 	m_view_bobbing_anim(0),
 	m_view_bobbing_state(0),
 	m_view_bobbing_speed(0),
@@ -109,7 +102,6 @@ Camera::Camera(scene::ISceneManager* smgr, MapDrawControl& draw_control,
 	 */
 	m_cache_fall_bobbing_amount = g_settings->getFloat("fall_bobbing_amount");
 	m_cache_view_bobbing_amount = g_settings->getFloat("view_bobbing_amount");
-	m_cache_wanted_fps          = g_settings->getFloat("wanted_fps");
 	m_cache_fov                 = g_settings->getFloat("fov");
 	m_cache_view_bobbing        = g_settings->getBool("view_bobbing");
 	m_nametags.clear();
@@ -455,8 +447,8 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 
 	m_wieldnode->setColor(player->light_color);
 
-	// Render distance feedback loop
-	updateViewingRange(frametime, busytime);
+	// Set render distance
+	updateViewingRange();
 
 	// If the player is walking, swimming, or climbing,
 	// view bobbing is enabled and free_move is off,
@@ -484,143 +476,16 @@ void Camera::update(LocalPlayer* player, f32 frametime, f32 busytime,
 	}
 }
 
-void Camera::updateViewingRange(f32 frametime_in, f32 busytime_in)
+void Camera::updateViewingRange()
 {
-	if (m_draw_control.range_all)
+	if (m_draw_control.range_all) {
+		m_cameranode->setFarValue(100000.0);
 		return;
-
-	m_added_busytime += busytime_in;
-	m_added_frames += 1;
-
-	m_frametime_counter -= frametime_in;
-	if (m_frametime_counter > 0)
-		return;
-	m_frametime_counter = 0.2; // Same as ClientMap::updateDrawList interval
-
-	/*dstream<<FUNCTION_NAME
-			<<": Collected "<<m_added_frames<<" frames, total of "
-			<<m_added_busytime<<"s."<<std::endl;
-
-	dstream<<"m_draw_control.blocks_drawn="
-			<<m_draw_control.blocks_drawn
-			<<", m_draw_control.blocks_would_have_drawn="
-			<<m_draw_control.blocks_would_have_drawn
-			<<std::endl;*/
-
-	// Get current viewing range and FPS settings
-	f32 viewing_range_min = g_settings->getFloat("viewing_range_nodes_min");
-	viewing_range_min = MYMAX(15.0, viewing_range_min);
-
-	f32 viewing_range_max = g_settings->getFloat("viewing_range_nodes_max");
-	viewing_range_max = MYMAX(viewing_range_min, viewing_range_max);
-
-	// Immediately apply hard limits
-	if(m_draw_control.wanted_range < viewing_range_min)
-		m_draw_control.wanted_range = viewing_range_min;
-	if(m_draw_control.wanted_range > viewing_range_max)
-		m_draw_control.wanted_range = viewing_range_max;
-
-	// Just so big a value that everything rendered is visible
-	// Some more allowance than viewing_range_max * BS because of clouds,
-	// active objects, etc.
-	if(viewing_range_max < 200*BS)
-		m_cameranode->setFarValue(200 * BS * 10);
-	else
-		m_cameranode->setFarValue(viewing_range_max * BS * 10);
-
-	f32 wanted_fps = m_cache_wanted_fps;
-	wanted_fps = MYMAX(wanted_fps, 1.0);
-	f32 wanted_frametime = 1.0 / wanted_fps;
-
-	m_draw_control.wanted_min_range = viewing_range_min;
-	m_draw_control.wanted_max_blocks = (2.0*m_draw_control.blocks_would_have_drawn)+1;
-	if (m_draw_control.wanted_max_blocks < 10)
-		m_draw_control.wanted_max_blocks = 10;
-
-	f32 block_draw_ratio = 1.0;
-	if (m_draw_control.blocks_would_have_drawn != 0)
-	{
-		block_draw_ratio = (f32)m_draw_control.blocks_drawn
-			/ (f32)m_draw_control.blocks_would_have_drawn;
 	}
 
-	// Calculate the average frametime in the case that all wanted
-	// blocks had been drawn
-	f32 frametime = m_added_busytime / m_added_frames / block_draw_ratio;
-
-	m_added_busytime = 0.0;
-	m_added_frames = 0;
-
-	f32 wanted_frametime_change = wanted_frametime - frametime;
-	//dstream<<"wanted_frametime_change="<<wanted_frametime_change<<std::endl;
-	g_profiler->avg("wanted_frametime_change", wanted_frametime_change);
-
-	// If needed frametime change is small, just return
-	// This value was 0.4 for many months until 2011-10-18 by c55;
-	if (fabs(wanted_frametime_change) < wanted_frametime*0.33)
-	{
-		//dstream<<"ignoring small wanted_frametime_change"<<std::endl;
-		return;
-	}
-
-	f32 range = m_draw_control.wanted_range;
-	f32 new_range = range;
-
-	f32 d_range = range - m_range_old;
-	f32 d_busytime = busytime_in - m_busytime_old;
-	if (d_range != 0)
-	{
-		m_time_per_range = d_busytime / d_range;
-	}
-	//dstream<<"time_per_range="<<m_time_per_range<<std::endl;
-	g_profiler->avg("time_per_range", m_time_per_range);
-
-	// The minimum allowed calculated frametime-range derivative:
-	// Practically this sets the maximum speed of changing the range.
-	// The lower this value, the higher the maximum changing speed.
-	// A low value here results in wobbly range (0.001)
-	// A low value can cause oscillation in very nonlinear time/range curves.
-	// A high value here results in slow changing range (0.0025)
-	// SUGG: This could be dynamically adjusted so that when
-	//       the camera is turning, this is lower
-	//f32 min_time_per_range = 0.0010; // Up to 0.4.7
-	f32 min_time_per_range = 0.0005;
-	if(m_time_per_range < min_time_per_range)
-	{
-		m_time_per_range = min_time_per_range;
-		//dstream<<"m_time_per_range="<<m_time_per_range<<" (min)"<<std::endl;
-	}
-	else
-	{
-		//dstream<<"m_time_per_range="<<m_time_per_range<<std::endl;
-	}
-
-	f32 wanted_range_change = wanted_frametime_change / m_time_per_range;
-	// Dampen the change a bit to kill oscillations
-	//wanted_range_change *= 0.9;
-	//wanted_range_change *= 0.75;
-	wanted_range_change *= 0.5;
-	//dstream<<"wanted_range_change="<<wanted_range_change<<std::endl;
-
-	// If needed range change is very small, just return
-	if(fabs(wanted_range_change) < 0.001)
-	{
-		//dstream<<"ignoring small wanted_range_change"<<std::endl;
-		return;
-	}
-
-	new_range += wanted_range_change;
-
-	//f32 new_range_unclamped = new_range;
-	new_range = MYMAX(new_range, viewing_range_min);
-	new_range = MYMIN(new_range, viewing_range_max);
-	/*dstream<<"new_range="<<new_range_unclamped
-			<<", clamped to "<<new_range<<std::endl;*/
-
-	m_range_old = m_draw_control.wanted_range;
-	m_busytime_old = busytime_in;
-
-	m_draw_control.wanted_range = new_range;
+	f32 viewing_range = g_settings->getFloat("viewing_range");
+	m_draw_control.wanted_range = viewing_range;
+	m_cameranode->setFarValue((viewing_range < 2000) ? 2000 * BS : viewing_range * BS);
 }
 
 void Camera::setDigging(s32 button)
diff --git a/src/camera.h b/src/camera.h
index 36fc72f1a20586eb510bf0b1f9b1bc012a8e5b44..ce46c3190159cf12bf731ebe517957abbccf6b74 100644
--- a/src/camera.h
+++ b/src/camera.h
@@ -136,8 +136,8 @@ class Camera
 	void update(LocalPlayer* player, f32 frametime, f32 busytime,
 			f32 tool_reload_ratio, ClientEnvironment &c_env);
 
-	// Render distance feedback loop
-	void updateViewingRange(f32 frametime_in, f32 busytime_in);
+	// Update render distance
+	void updateViewingRange();
 
 	// Start digging animation
 	// Pass 0 for left click, 1 for right click
@@ -204,14 +204,6 @@ class Camera
 	f32 m_fov_x;
 	f32 m_fov_y;
 
-	// Stuff for viewing range calculations
-	f32 m_added_busytime;
-	s16 m_added_frames;
-	f32 m_range_old;
-	f32 m_busytime_old;
-	f32 m_frametime_counter;
-	f32 m_time_per_range;
-
 	// View bobbing animation frame (0 <= m_view_bobbing_anim < 1)
 	f32 m_view_bobbing_anim;
 	// If 0, view bobbing is off (e.g. player is standing).
@@ -238,7 +230,6 @@ class Camera
 
 	f32 m_cache_fall_bobbing_amount;
 	f32 m_cache_view_bobbing_amount;
-	f32 m_cache_wanted_fps;
 	f32 m_cache_fov;
 	bool m_cache_view_bobbing;
 
diff --git a/src/clientmap.cpp b/src/clientmap.cpp
index ea2b8e4e38e78398fc032a221ff9c236ed716631..a0a7802507653fdab778b07f4cbff08d2abb0ad8 100644
--- a/src/clientmap.cpp
+++ b/src/clientmap.cpp
@@ -327,7 +327,7 @@ void ClientMap::updateDrawList(video::IVideoDriver* driver)
 			blocks_would_have_drawn++;
 			if (blocks_drawn >= m_control.wanted_max_blocks &&
 					!m_control.range_all &&
-					d > m_control.wanted_min_range * BS)
+					d > m_control.wanted_range * BS)
 				continue;
 
 			// Add to set
diff --git a/src/clientmap.h b/src/clientmap.h
index 445f10c97c04e530e26cda3781ffd7349785f114..396e68f64fdb854b550715fd9956ae1df913a72d 100644
--- a/src/clientmap.h
+++ b/src/clientmap.h
@@ -30,9 +30,8 @@ struct MapDrawControl
 {
 	MapDrawControl():
 		range_all(false),
-		wanted_range(50),
+		wanted_range(0),
 		wanted_max_blocks(0),
-		wanted_min_range(0),
 		blocks_drawn(0),
 		blocks_would_have_drawn(0),
 		farthest_drawn(0)
@@ -44,8 +43,6 @@ struct MapDrawControl
 	float wanted_range;
 	// Maximum number of blocks to draw
 	u32 wanted_max_blocks;
-	// Blocks in this range are drawn regardless of number of blocks drawn
-	float wanted_min_range;
 	// Number of blocks rendered is written here by the renderer
 	u32 blocks_drawn;
 	// Number of blocks that would have been drawn in wanted_range
diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp
index a043ef003ee25832d4e4eb260f660c20f879cfa0..b1e7548707c18151b4a664cf1974177b15363f71 100644
--- a/src/defaultsettings.cpp
+++ b/src/defaultsettings.cpp
@@ -89,12 +89,9 @@ void set_default_settings(Settings *settings)
 	settings->setDefault("show_debug", "true");
 	#endif
 
-	settings->setDefault("wanted_fps", "30");
 	settings->setDefault("fps_max", "60");
 	settings->setDefault("pause_fps_max", "20");
-	// A bit more than the server will send around the player, to make fog blend well
-	settings->setDefault("viewing_range_nodes_max", "240");
-	settings->setDefault("viewing_range_nodes_min", "35");
+	settings->setDefault("viewing_range", "100");
 	settings->setDefault("map_generation_limit", "31000");
 	settings->setDefault("screenW", "800");
 	settings->setDefault("screenH", "600");
@@ -345,8 +342,7 @@ void set_default_settings(Settings *settings)
 	settings->setDefault("emergequeue_limit_diskonly", "8");
 	settings->setDefault("emergequeue_limit_generate", "8");
 
-	settings->setDefault("viewing_range_nodes_max", "50");
-	settings->setDefault("viewing_range_nodes_min", "20");
+	settings->setDefault("viewing_range", "50");
 	settings->setDefault("inventory_image_hack", "false");
 
 	//check for device with small screen
diff --git a/src/game.cpp b/src/game.cpp
index 53db14fb3de5bc59a20ee3d6596775b8f19d0d3a..9729ca477257120b60caa286b0f23c2e8fafd6bb 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -3039,10 +3039,10 @@ void Game::toggleProfiler(float *statustext_time, u32 *profiler_current_page,
 
 void Game::increaseViewRange(float *statustext_time)
 {
-	s16 range = g_settings->getS16("viewing_range_nodes_min");
+	s16 range = g_settings->getS16("viewing_range");
 	s16 range_new = range + 10;
-	g_settings->set("viewing_range_nodes_min", itos(range_new));
-	statustext = utf8_to_wide("Minimum viewing range changed to "
+	g_settings->set("viewing_range", itos(range_new));
+	statustext = utf8_to_wide("Viewing range changed to "
 			+ itos(range_new));
 	*statustext_time = 0;
 }
@@ -3050,14 +3050,14 @@ void Game::increaseViewRange(float *statustext_time)
 
 void Game::decreaseViewRange(float *statustext_time)
 {
-	s16 range = g_settings->getS16("viewing_range_nodes_min");
+	s16 range = g_settings->getS16("viewing_range");
 	s16 range_new = range - 10;
 
-	if (range_new < 0)
-		range_new = range;
+	if (range_new < 20)
+		range_new = 20;
 
-	g_settings->set("viewing_range_nodes_min", itos(range_new));
-	statustext = utf8_to_wide("Minimum viewing range changed to "
+	g_settings->set("viewing_range", itos(range_new));
+	statustext = utf8_to_wide("Viewing range changed to "
 			+ itos(range_new));
 	*statustext_time = 0;
 }
@@ -3935,12 +3935,7 @@ void Game::updateFrame(ProfilerGraph *graph, RunStats *stats,
 	if (draw_control->range_all) {
 		runData->fog_range = 100000 * BS;
 	} else {
-		runData->fog_range = draw_control->wanted_range * BS
-				+ 0.0 * MAP_BLOCKSIZE * BS;
-		runData->fog_range = MYMIN(
-				runData->fog_range,
-				(draw_control->farthest_drawn + 20) * BS);
-		runData->fog_range *= 0.9;
+		runData->fog_range = 0.9 * draw_control->wanted_range * BS;
 	}
 
 	/*