Yeah, for bigger generations, it creates more lag and to cure that, you must use more RAM. Try to prove me wrong, and actually prove me wrong.
You haven't really given an argument for why you think this will happen to any noticeable degree, just that it will and (I'm assuming) you're implying that I can't disprove that. It's hardly fair to demand an explanation from me when you can't give one yourself, but I digress.
Though I'm not entirely sure what you mean by "bigger generations", I can only assume you mean a terrain generator with more content. Now, seeing as how features are placed randomly, and furthermore, generating newly added features would for the most part require foregoing generation of features in the game, it follows that the only major increase in computational complexity would result from the new features taking far more computations to produce.
Now, as far as biomes go, jungles are likely the most computation-heavy biome to make (as there are a ton of trees). But I have not seen any complaints about jungles taking too long to generate, and they generate just fine on my laptop. Generated structures and caves also require a bit more processing power, but strongholds again work out just fine, and they're arguably the most complex generated structure. Furthermore, I think a good deal of people would like to see a reduction in caves, which would require toning down the recursive algorithm, which would actually result in speeding up the generator because fewer caves are produced.
Additionally, as I believe it was mentioned in another thread (it may have been the terrain complaint thread), terrain generation involves looking at average height values within so many chunks. There are several variables used for this, and the one that looks at the largest range does not actually get used anywhere in the new generator. That's right, the current generator does a lot of unnecessary checks, and hasn't been fixed yet. Fixing this would also speed up the generator considerably.
But for the most part this is all a moot point. Remember that server-client split a while back that everyone complained about? As a result, the terrain generation is done independently of whatever the player is dong, meaning you can keep doing whatever you're doing while the terrain is being generated. You can see this in creative if you quickly fly over new chunks - you'll start to see an area where the terrain hasn't been generated yet. You can't even see it working in survival, and you don't get any lag from the generator.
And I don't see how your graphics card has anything to do with terrain generation. We're talking about changing the way blocks get put in the world, not the way blocks look. Any change to the generation could also be performed (painstakingly) by hand in your world. Are you really trying to say that your graphics card can't handle certain arrangements of blocks? Furthermore, they won't drop support of Java 7. Do you know why? It's the most recent version of Java. And 4GB of RAM is an insane amount for a game to need... I don't know where you got that number. May I also point out that more RAM doesn't necessarily make your computer faster? It's just temporary memory storage, it won't make your processor compute anything more quickly. Up to a certain amount RAM can save you some CPU cycles by saving your computer from having to go out to the hard disc, but once you have enough space to store all the data you use there's no real reason to splurge on more (actually too much RAM can slow you down a little because there's more to search through, but that's a whole different issue).
You haven't really given an argument for why you think this will happen to any noticeable degree, just that it will and (I'm assuming) you're implying that I can't disprove that. It's hardly fair to demand an explanation from me when you can't give one yourself, but I digress.
Though I'm not entirely sure what you mean by "bigger generations", I can only assume you mean a terrain generator with more content. Now, seeing as how features are placed randomly, and furthermore, generating newly added features would for the most part require foregoing generation of features in the game, it follows that the only major increase in computational complexity would result from the new features taking far more computations to produce.
Now, as far as biomes go, jungles are likely the most computation-heavy biome to make (as there are a ton of trees). But I have not seen any complaints about jungles taking too long to generate, and they generate just fine on my laptop. Generated structures and caves also require a bit more processing power, but strongholds again work out just fine, and they're arguably the most complex generated structure. Furthermore, I think a good deal of people would like to see a reduction in caves, which would require toning down the recursive algorithm, which would actually result in speeding up the generator because fewer caves are produced.
Additionally, as I believe it was mentioned in another thread (it may have been the terrain complaint thread), terrain generation involves looking at average height values within so many chunks. There are several variables used for this, and the one that looks at the largest range does not actually get used anywhere in the new generator. That's right, the current generator does a lot of unnecessary checks, and hasn't been fixed yet. Fixing this would also speed up the generator considerably.
But for the most part this is all a moot point. Remember that server-client split a while back that everyone complained about? As a result, the terrain generation is done independently of whatever the player is dong, meaning you can keep doing whatever you're doing while the terrain is being generated. You can see this in creative if you quickly fly over new chunks - you'll start to see an area where the terrain hasn't been generated yet. You can't even see it working in survival, and you don't get any lag from the generator.
And I don't see how your graphics card has anything to do with terrain generation. We're talking about changing the way blocks get put in the world, not the way blocks look. Any change to the generation could also be performed (painstakingly) by hand in your world. Are you really trying to say that your graphics card can't handle certain arrangements of blocks? Furthermore, they won't drop support of Java 7. Do you know why? It's the most recent version of Java. And 4GB of RAM is an insane amount for a game to need... I don't know where you got that number. May I also point out that more RAM doesn't necessarily make your computer faster? It's just temporary memory storage, it won't make your processor compute anything more quickly. Up to a certain amount RAM can save you some CPU cycles by saving your computer from having to go out to the hard disc, but once you have enough space to store all the data you use there's no real reason to splurge on more (actually too much RAM can slow you down a little because there's more to search through, but that's a whole different issue).