Hm, but shouldn't that also include natural block updates (e.g. cacti growing), tile entities updating, light recalculation and in general any update caused by an entity? As I mentioned I don't know anything about this stuff, but I always assumed that everytime the data of a chunk changes a chunk update is executed.
It does, however it should not be as high as it currently is.. Something is causing abnormally high chunk updating. ON 1.4.7 I can stand still and eventually the chunk updates settle down to the 0-10 range with random intervals where it goes higher due to lighting updates etc. 1.5+ has the chunk updates at a constant 35-50 no matter what. 1.4.7 I can run at a pretty steady 60-90 fps, 1.5+ I never get above 30 fps.
That was very quick. Most of my servers are still down saying it's for 1.4.7 or 1.4.6. THANK NOTCH FOR BUG FIXES! mojang can squash an army of bugs if they keep working on the updates. It would be nice to see one of the mini feature updates like 1.4.6 in 1.5 sometime. Just adding some small items and fancy stuff there should be some more harder mobs in 1.5 just like the zombies and skeletons. Maybe an update to some nether mobs, like the wither effect lasting longer on hard? Or blazees can see you from a longer range on hard? And maybe even getting through 1.5 real quick and just having a few updates like 1.3.
hope you agree with most of my opinion on 1.5 and yeah .
I don't see that 1.5.1 will fix the biggest issue (for me), I had to install my first mod Optifine to eliminate the lag/stuttering problem, even with soft-lighting OFF. Should we have to mod MC to be able to play survival-vanilla?
Some say that the problem is in the light-engine which has to be re-written, could someone verify that?
Jeb just posted the http://mojang.com/20...-1-pre-release/ Pre-Release for 1.5.1. A quick test revealed a much better fps and if you deactivate and activate vsync again, so it's really set (check with F3 to see if it goes down to your monitors frequency) then it runs buttery smooth without stuttering.
Cheers,
Waldgeist
Thanks Wald for the information, this is from Jeb just half an hour ago, you'r quick finding it.
I already tried the Vsync, it didn't do much for me. The BIG news is that Jeb has found the problem and will correct it in 1.5.1, -and it will be available in 2 days!. I take my hat off for Jeb!
hope the next update adds something major, and i mean MAJOR, like the ability to make air ships or flying forts and submarines or something, MC is getting boring for me
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I'm eager to go home and try this, but I don't think it'll help the lag in my storeroom. That might have something more to do with the 16-20,000 hoppers I already have in place. I get at best 8-13 fps and I haven't even added in the potion room yet. But it's looking amazing.
What I'm wondering is, will that many hoppers hurt the server (when bukkit is ready) or do y'all think it's mainly a client-side issue? I guess I can see it being both (or even more server-side), but I hope it's more client side or I may have to cut down on the height of it.
I suggest you to try out 1.5.1 pre-release. Jeb fixed some performance issues.
Oh, I will. But I think those are mainly rendering fixes, whereas my problem is more likely hopper overload. Without all of the hoppers, my performance is fine.
Its exactly the same as 1.5 but with bug fixes like the update from 1.4.6 to 1.4.7. 1.5 servers still work but not 1.5 mods probably lots of things I havent spotted.
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It does, however it should not be as high as it currently is.. Something is causing abnormally high chunk updating. ON 1.4.7 I can stand still and eventually the chunk updates settle down to the 0-10 range with random intervals where it goes higher due to lighting updates etc. 1.5+ has the chunk updates at a constant 35-50 no matter what. 1.4.7 I can run at a pretty steady 60-90 fps, 1.5+ I never get above 30 fps.
hope you agree with most of my opinion on 1.5 and yeah
When the piston is retracted and has a power source against its extendable side, nothing happens
But after it is powered, the piston will stay extended
LIKE GIANT MOUNTAINS! GIANT GOLUMS! MUTANT MOBS LIKE THE CREEPER, ZOMBIE, ENDERMAN, SNOW GOLUMS, EVEN MUTANT WITHERS AND MUTANT EVERYTHING!
I HOPE THEY ADD MUTANT MOBS AND GIANT GOLUMS!!!!!!!!!!!!!
CLICK>>>
Or is it just me?
Some say that the problem is in the light-engine which has to be re-written, could someone verify that?
Thanks Wald for the information, this is from Jeb just half an hour ago, you'r quick finding it.
I already tried the Vsync, it didn't do much for me. The BIG news is that Jeb has found the problem and will correct it in 1.5.1, -and it will be available in 2 days!. I take my hat off for Jeb!
What I'm wondering is, will that many hoppers hurt the server (when bukkit is ready) or do y'all think it's mainly a client-side issue? I guess I can see it being both (or even more server-side), but I hope it's more client side or I may have to cut down on the height of it.
Oh, I will. But I think those are mainly rendering fixes, whereas my problem is more likely hopper overload. Without all of the hoppers, my performance is fine.