I downloaded the pack, and it looks ABSOLUTELY BEAUTIFUL, but I'm lagging a LOT.
Do you have any suggestions on how to reduce the amount of lag?
Despite minecraft's meager appearance it is a resource heavy game. If you are running RezCraft, a high rezolution pack, then you just Trippled the ammount of resources, an already resource heavy game, requires.
My advice is to set your render distance to a lower, and when you run the MCPatcher UNCHECK animated water, lava and fire. These packs work just fine without it. Also make sure you are using a fresh map and try to stay local. That way your PC will use less of the CPU. The bigger the map the more the voxels the cpu has to load and track at given times.
On a hardware note, RAM, RAM, and Get some RAM too. This will help to load the game faster and creates less lagg during play.
Again, DO NOT LET MINECRAFT FOOL YOU! IT IS A RESOURCE HEAVY GAME. I am running a core i7 860 with 8 gigs of ddr3 and still I have to keep my view distance to "normal" while running my 128x Tron Texture Pack.
I can render full 1080p HD movies everyday all day, but minecraft lags me out. Go figure.
Just wanted to pop in on the MC memory leak thing. I actually used to have major problems with this during SMP, especially, and occasionally during SSP. The client would just flip out until I Force Closed it using my Jedi Powers (read: Task Manager is my friend, it kills things for me and doesn't afraid of anything). Haven't had that problem in a really long time, though, but felt I should mention it.
I would also think that, if it were bad/going bad RAM, any RAM intensive thing would cause similar problems, not just Minecraft. I would try redownloading the minecraft files and reinstalling Java and your video drivers. If you've already ruled that stuff out, then I would definitely look at the RAM.
I stick to 32x packs myself. My computer would probably choke and die if I tried a 128x pack, and likely hack and cough its way through a 64x pack. I like my Far view distance, but I'm still considering making a 64x patched .jar just to use this pack. It be smexy. :3
Cheers.
EDIT: @dude above me: Search the forum for Xau HD Texture Patch. :wink.gif:
In fact, I even had it in the OP of this thread. That's why I didn't answer. The answer would've been apparent if people actually read. =P
lol. Point. I did read it. A while ago, mind you, or I probably would have remembered that. <.<;;
Though, it is rather lazy of me to not link him. On the other hand, actually looking for a solution to your problem is better then complaining when it doesn't work.
In fact, I even had it in the OP of this thread. That's why I didn't answer. The answer would've been apparent if people actually read. =P
lol. Point. I did read it. A while ago, mind you, or I probably would have remembered that. <.<;;
Though, it is rather lazy of me to not link him. On the other hand, actually looking for a solution to your problem is better then complaining when it doesn't work.
Well I'm not talking to you directly. But I do find it funny that people are able to find my Download link without knowing anything about HD texture patches even when it's in bold big colored letters on top of the link.
I downloaded the pack, and it looks ABSOLUTELY BEAUTIFUL, but I'm lagging a LOT.
Do you have any suggestions on how to reduce the amount of lag?
Despite minecraft's meager appearance it is a resource heavy game. If you are running RezCraft, a high rezolution pack, then you just Trippled the ammount of resources, an already resource heavy game, requires.
My advice is to set your render distance to a lower, and when you run the MCPatcher UNCHECK animated water, lava and fire. These packs work just fine without it. Also make sure you are using a fresh map and try to stay local. That way your PC will use less of the CPU. The bigger the map the more the voxels the cpu has to load and track at given times.
On a hardware note, RAM, RAM, and Get some RAM too. This will help to load the game faster and creates less lagg during play.
Again, DO NOT LET MINECRAFT FOOL YOU! IT IS A RESOURCE HEAVY GAME. I am running a core i7 860 with 8 gigs of ddr3 and still I have to keep my view distance to "normal" while running my 128x Tron Texture Pack.
I can render full 1080p HD movies everyday all day, but minecraft lags me out. Go figure.
Did I mention MC is Resource Heavy? Oh yeah...
GL HF!
This is something I've been wondering about myself. I don't know if it's the procedural generation, the fact that it's java based, or an oversight somewhere in the coding, but Minecraft is VERY resource heavy. I play Borderlands with most settings maxed, and don't have the kind of lag and FPS drops that I do with Minecraft (And this is on a computer I haven't had the money to rebuild for 2 years). And with other people saying the same thing, I don't think it's my computer. Especially when running task manager and seeing that Minecraft is using around 300,000 kb (300 mb for those of you unaware), I think it's something in the code...I could do a test/compare and see what other more graphic intensive games use, as well as other procedural based games too. But as someone after the above post quoted, I think it's a memory leak somewhere, as I highly doubt this game should be eating up so much resources, regardless of the texture pack used.
That said, I absolutely love this pack, and it's the only reason I even have a HD install. Granted, I've added a few packs to my higher than 16x texture folder, but if I'm running my HD install, it's for this pack.
Well I'm not talking to you directly. But I do find it funny that people are able to find my Download link without knowing anything about HD texture patches even when it's in bold big colored letters on top of the link.
There's a thing called reading that it seems a lot of people lack these days.
I'm already prepared for the "elitist" flames I'm sure to get, much like the "Notch fanboy" flames I got back when the game was in alpha. But seriously, people need to learn to read. If the info's not in the OP, sure, I can cut them some slack. But when the info is right there, or can be found through the search feature, then I begin to question the intelligence of the poster requesting help. As we in the business say (or those of us going to school to actually get into the business): RTFM, or Read The Fing Manual.
soul? theres a problem with your texture pa- ....no maybe its my fault. better not to blame anyone first. umm so i installed version 0.4, and well it shows up on my mods and texture pack screen as the default pack's picture in black and white. i thought maybe because your pack doesn't have a main picture. so, i clicked on it and selected the texture pack. when i play the game, the blocks are all the default blocks. did i do something wrong? and no this isnt the hd texture pack patchers problem. i didnt use it cuz i dont trust xau. his patcher ALWAYS gives me a black screen. i just downloaded it. no other things. is something missing? someone please help me!!!
this pack looks awesome n i rly wanna use it.
Rollback Post to RevisionRollBack
i love creepers
I was drunk. Then I did salvia.
And I ended up on my kitchen floor crying and hyperventilating because the cereal box monsters were going to get me
This is something I've been wondering about myself. I don't know if it's the procedural generation, the fact that it's java based, or an oversight somewhere in the coding, but Minecraft is VERY resource heavy. I play Borderlands with most settings maxed, and don't have the kind of lag and FPS drops that I do with Minecraft (And this is on a computer I haven't had the money to rebuild for 2 years). And with other people saying the same thing, I don't think it's my computer. Especially when running task manager and seeing that Minecraft is using around 300,000 kb (300 mb for those of you unaware), I think it's something in the code...I could do a test/compare and see what other more graphic intensive games use, as well as other procedural based games too. But as someone after the above post quoted, I think it's a memory leak somewhere, as I highly doubt this game should be eating up so much resources, regardless of the texture pack used.
That said, I absolutely love this pack, and it's the only reason I even have a HD install. Granted, I've added a few packs to my higher than 16x texture folder, but if I'm running my HD install, it's for this pack.
To understand the appropriate response to your post we need to take a closer look at how the hardware in your PC works and communicates.
OK, all things said the three most used interchangeable components in these regards would be; RAM, CPU, and GPU. Without going into the "WHOLE" truth behind RAM, just know that RAM does NOT make your PC run faster, it just aids it running at optimal speed while working with a lot of data at once. The more RAM you the more likely your PC will run at optimal speeds. When you run out of RAM your PC begins to use the Virtual Memory in your HDD. This is called Disk Thrashing. I am sure you've all seen it at one time or another.
Your cpu is the big boss that handels all the number crunching. You the user gives your PC input, and all things in the PC await the processor to give it orders based off the input you gave it. Then when the CPU derives its answer it passes out the information to all respective parties and they give you the output.
Your GPU is like your CPU except that it too takes orders from the CPU. But in a slightly different way. Instead of giving the GPU "do this, do that" style commands, the CPU gives the GPU part of the instructions that are "Specifically" related rendering pixles. So pretty much ALL the visual output instructions goes to the GPU, but the instructions are calculations from the CPU, to an extent.
Now the process goes deeper than this, but this is a surface level basic understanding. The GPU can actually do alot but at its core, it arranges Pixels.
Now, Minecraft does NOT implement any style of physics beyond up down and x rate of fall. Everything moves / falls at the same speed. Also the graphics are by no means HD or intense. So knowing that we can understand that MC relies on CPU power more so than anything.
Now Think of a RAM stick as a row of cups. Each cup can hold a certain ammount and each RAM stick can only hold so many cups IE; that MB of memory on a RAM stick. Using my above example in regards to SoulCrafts MemLeak issue, lets say you have 2 x 2GB sticks for a total of 4GB of system RAM. Translating that to my analogy, you have TWO rows of 8 cups. 16 cups total.
Now your PC does not manipulate the information on your HDD (not to include virtual memory). Instead it loads all of the material it is working with into the RAM and molds it from there. Now as the CPU gains information from the HDD it begins to fill the CUPS of RAM up with that information. It will start at the first cup and move to the next in that fashion filling up one row at a time. (do not worry about refreh rate at this time). (There are other factors which will affect how the cpu fill those cups such as Dual Channel and Tri Channel but for now we are not going to worry about those things. Lets keep things as basic as possible.)
Now what happens when all the cups are filled you ask? Good question. If the CPU runs out of RAM it will use a part of the HDD that is allocated for VM (virtual memory). At this point the CPU is trying to save and overright the HDD at the same time which SLOWS DOWN EVERYTHING, even the rotation of the Earth.
NOW... Understanding this, MineCraft (MC) uses a TON of RAM and CPU power. Why? Think of it like this, I recently dug a 30 cubed voxel room. That's 30 x 30 x 30, a total of 27,000 voxels in just that small area. Now, imagine just how many voxels arelocated in the area of your current render settings. Thats, up, down and surface level. The lighting the motion and all that good stuff. safe to say at view distance "Tiny" with the default texture pack that approximately 200 cubed (8,000,000 voxels). That is ALOT to keep up with in just that tiny, eeny area. Now how does this translate to the CPU and RAM and GPU? Well your GPU is probably on a coffee break during this process of caluclating these measly few pixels. Your CPU is YELLING at your RAM "OMG WTF... I KNOW I HAD MORE CUPS HERE SOMEWHERE!" Your RAM is just like "IDK".
Jokes aside, as your CPU begins these calculations it can fill your ram fast, plus the size of your map counts in this as well. The biggers your map the more your CPU dumps into your ram. Sure its not ACTIVELY running calculations fore EVERY voxel in your map, but it does store the infomation of ALL those voxels in your RAM just in case. So you will notice that there tends to be more lag at night when the mobs are out (assuming you have mobs turned on).
Ok Now take everything I've just tried to tell you. Now we understand HOW MC can become a system taxing game. At its root, no, its not to bad at all. That is why Notch made the textures 16 x 16 x 16. Less to track and calculate. Now... Take Soulscribes Texture Pack. Which is a 64 x 64 x 64 (64 cubed) texture pack. So now, 16 +16 = 32, 32 + 32 = 64 you know the math. So basically as far as textures go, on a 2D plane SoulScribes images are 4x's the default size. But we are not dealing with 2D planes in MC are we, nope. Cubes. So if you want to know the approximate calculations for determining actual size difference it would be; x4 ( where x equals the ammount of voxels). So 4 voxels in SoulScribes tex pac is the equilivant of 4(4(4*4) or 256 Voxels as far as calculations go.
(Admittedly I am not 100% sure on those last calculation, but I know its pretty close.)
So Just imagine the ammout of resources required to run 128 x 128. Which is what I run on m MC. Sure I can run SoulScribes Tex Pac all day every day, but at 128 x 128 x128 I have to go from distance "Far" to "Normal". I have a Core i7 860 HT and 8 gigs of ram and at that resolution MC eats it up "NOM NOM NOM NOM Ram GOOOODDDD"
I know this wall of text is boring techno babble, but I hope it helps you understand.
Based on my knowledge of the subject, I'd say that, once you start getting into the higher end PCs that most people these days have, the problem becomes less about how many cups you have (to continue the analogy) and more about how big your ladle is. The ladle, in this case, being your bus speeds.
You could have 1000 cups, but if your ladle is too small, you'll still see slowdowns because you just can't move water around fast enough. Not saying that's likely to always be the problem, just that it is one potential bottleneck.
The only people who can really know if MC has any memory leaks or optimization issues are the guys working on it and maybe some of the modders that have dug through the code a bit. I'm neither of those, so I don't really think I can comment on that. I know that MC used to have a nasty leak (it crashed a few times on me because of it), but it seems to have since been taken care of.
As for the calculations, the only way I see it really causing that much of a performance hit is if each block has its texture files stored with it. If it only stored the name/location of the relevant texture files, the only hit would be the initial storage of the textures themselves. No further storage hit would be had since the information stored by individual blocks doesn't change. Of course, that adds lookup overhead, when dealing with visible blocks, but, correct me if this isn't possible, if you could pass off that lookup to a GPU it would lessen the overhead of the lookup since the GPU, as you said, doesn't do very much in MC.
After writing all of this, I realized how off topic it all is. :sleep.gif:
As for the calculations, the only way I see it really causing that much of a performance hit is if each block has its texture files stored with it. If it only stored the name/location of the relevant texture files, the only hit would be the initial storage of the textures themselves. No further storage hit would be had since the information stored by individual blocks doesn't change.
The reason why (to my understanding, which in truth could be COMPLETELY wrong) MC can be so intense, is the every change, including walking and moving, causes a recount or ALL the voxels within the viewing distance. If you notice that when you spin in a circle w/o moving (ASSUMMING all the voxels within range are already loaded) it doesnt lag, but if you move from your current is lags? Or how about when you log in looking in one direction but when you turn around THOSE voxels just start loadin in and LAG galore?
As I did not code the game I cannot say for sure, but I do believe it is because of the way the game calculates on every change. This is refelected as well by the location of data and the way its calculated while loaded in the ram.
Also =), you can use jave editors to locate and alter ANY voxel in the game. Not just the ones you are holding. Although altering the ones you are holding are easier to alter. So this means that the data of the apperance as well as type of each individual voxel is loaded into the ram. I would say that's one heck of a load.
Sry Soulscribe, not trying to hijack your thread, I will stop now =)
Hey, I have downloaded your texture and from the screenshots it looks quite sexy, but Whenever I select it and play, It becomes default again. I have the HD Patcher, patch for 64x but it still won't budge. This also happens with Albion, and Mixcraft. I have absolutely NO IDEA why it wont work. Help?
Hey, I have downloaded your texture and from the screenshots it looks quite sexy, but Whenever I select it and play, It becomes default again. I have the HD Patcher, patch for 64x but it still won't budge. This also happens with Albion, and Mixcraft. I have absolutely NO IDEA why it wont work. Help?
It's not packed to work with the built in texture selector. You'll either have to repack it yourself, or install it the old fashioned way
This, Brown & Bloom, and Modern Craft are my favorite textures now
I'm afraid of using yours when playing normally though, it confuses me oh so much! It's not your fault though, it's mine because I'm simply too wuss to get accustomed to your texture.
Hey, I have downloaded your texture and from the screenshots it looks quite sexy, but Whenever I select it and play, It becomes default again. I have the HD Patcher, patch for 64x but it still won't budge. This also happens with Albion, and Mixcraft. I have absolutely NO IDEA why it wont work. Help?
It's not packed to work with the built in texture selector. You'll either have to repack it yourself, or install it the old fashioned way
What is the old-fashioned way?
Rollback Post to RevisionRollBack
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Despite minecraft's meager appearance it is a resource heavy game. If you are running RezCraft, a high rezolution pack, then you just Trippled the ammount of resources, an already resource heavy game, requires.
My advice is to set your render distance to a lower, and when you run the MCPatcher UNCHECK animated water, lava and fire. These packs work just fine without it. Also make sure you are using a fresh map and try to stay local. That way your PC will use less of the CPU. The bigger the map the more the voxels the cpu has to load and track at given times.
On a hardware note, RAM, RAM, and Get some RAM too. This will help to load the game faster and creates less lagg during play.
Again, DO NOT LET MINECRAFT FOOL YOU! IT IS A RESOURCE HEAVY GAME. I am running a core i7 860 with 8 gigs of ddr3 and still I have to keep my view distance to "normal" while running my 128x Tron Texture Pack.
I can render full 1080p HD movies everyday all day, but minecraft lags me out. Go figure.
Did I mention MC is Resource Heavy? Oh yeah...
GL HF!
I know right lol.
I would also think that, if it were bad/going bad RAM, any RAM intensive thing would cause similar problems, not just Minecraft. I would try redownloading the minecraft files and reinstalling Java and your video drivers. If you've already ruled that stuff out, then I would definitely look at the RAM.
I stick to 32x packs myself. My computer would probably choke and die if I tried a 128x pack, and likely hack and cough its way through a 64x pack. I like my Far view distance, but I'm still considering making a 64x patched .jar just to use this pack. It be smexy. :3
Cheers.
EDIT: @dude above me: Search the forum for Xau HD Texture Patch. :wink.gif:
In fact, I even had it in the OP of this thread. That's why I didn't answer. The answer would've been apparent if people actually read. =P
lol. Point. I did read it. A while ago, mind you, or I probably would have remembered that. <.<;;
Though, it is rather lazy of me to not link him. On the other hand, actually looking for a solution to your problem is better then complaining when it doesn't work.
Well I'm not talking to you directly. But I do find it funny that people are able to find my Download link without knowing anything about HD texture patches even when it's in bold big colored letters on top of the link.
This is something I've been wondering about myself. I don't know if it's the procedural generation, the fact that it's java based, or an oversight somewhere in the coding, but Minecraft is VERY resource heavy. I play Borderlands with most settings maxed, and don't have the kind of lag and FPS drops that I do with Minecraft (And this is on a computer I haven't had the money to rebuild for 2 years). And with other people saying the same thing, I don't think it's my computer. Especially when running task manager and seeing that Minecraft is using around 300,000 kb (300 mb for those of you unaware), I think it's something in the code...I could do a test/compare and see what other more graphic intensive games use, as well as other procedural based games too. But as someone after the above post quoted, I think it's a memory leak somewhere, as I highly doubt this game should be eating up so much resources, regardless of the texture pack used.
That said, I absolutely love this pack, and it's the only reason I even have a HD install. Granted, I've added a few packs to my higher than 16x texture folder, but if I'm running my HD install, it's for this pack.
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There's a thing called reading that it seems a lot of people lack these days.
I'm already prepared for the "elitist" flames I'm sure to get, much like the "Notch fanboy" flames I got back when the game was in alpha. But seriously, people need to learn to read. If the info's not in the OP, sure, I can cut them some slack. But when the info is right there, or can be found through the search feature, then I begin to question the intelligence of the poster requesting help. As we in the business say (or those of us going to school to actually get into the business): RTFM, or Read The Fing Manual.
┴─┴
ಠ_ರೃ
this pack looks awesome n i rly wanna use it.
I was drunk. Then I did salvia.
And I ended up on my kitchen floor crying and hyperventilating because the cereal box monsters were going to get me
To understand the appropriate response to your post we need to take a closer look at how the hardware in your PC works and communicates.
OK, all things said the three most used interchangeable components in these regards would be; RAM, CPU, and GPU. Without going into the "WHOLE" truth behind RAM, just know that RAM does NOT make your PC run faster, it just aids it running at optimal speed while working with a lot of data at once. The more RAM you the more likely your PC will run at optimal speeds. When you run out of RAM your PC begins to use the Virtual Memory in your HDD. This is called Disk Thrashing. I am sure you've all seen it at one time or another.
Your cpu is the big boss that handels all the number crunching. You the user gives your PC input, and all things in the PC await the processor to give it orders based off the input you gave it. Then when the CPU derives its answer it passes out the information to all respective parties and they give you the output.
Your GPU is like your CPU except that it too takes orders from the CPU. But in a slightly different way. Instead of giving the GPU "do this, do that" style commands, the CPU gives the GPU part of the instructions that are "Specifically" related rendering pixles. So pretty much ALL the visual output instructions goes to the GPU, but the instructions are calculations from the CPU, to an extent.
Now the process goes deeper than this, but this is a surface level basic understanding. The GPU can actually do alot but at its core, it arranges Pixels.
Now, Minecraft does NOT implement any style of physics beyond up down and x rate of fall. Everything moves / falls at the same speed. Also the graphics are by no means HD or intense. So knowing that we can understand that MC relies on CPU power more so than anything.
Now Think of a RAM stick as a row of cups. Each cup can hold a certain ammount and each RAM stick can only hold so many cups IE; that MB of memory on a RAM stick. Using my above example in regards to SoulCrafts MemLeak issue, lets say you have 2 x 2GB sticks for a total of 4GB of system RAM. Translating that to my analogy, you have TWO rows of 8 cups. 16 cups total.
Now your PC does not manipulate the information on your HDD (not to include virtual memory). Instead it loads all of the material it is working with into the RAM and molds it from there. Now as the CPU gains information from the HDD it begins to fill the CUPS of RAM up with that information. It will start at the first cup and move to the next in that fashion filling up one row at a time. (do not worry about refreh rate at this time). (There are other factors which will affect how the cpu fill those cups such as Dual Channel and Tri Channel but for now we are not going to worry about those things. Lets keep things as basic as possible.)
Now what happens when all the cups are filled you ask? Good question. If the CPU runs out of RAM it will use a part of the HDD that is allocated for VM (virtual memory). At this point the CPU is trying to save and overright the HDD at the same time which SLOWS DOWN EVERYTHING, even the rotation of the Earth.
NOW... Understanding this, MineCraft (MC) uses a TON of RAM and CPU power. Why? Think of it like this, I recently dug a 30 cubed voxel room. That's 30 x 30 x 30, a total of 27,000 voxels in just that small area. Now, imagine just how many voxels arelocated in the area of your current render settings. Thats, up, down and surface level. The lighting the motion and all that good stuff. safe to say at view distance "Tiny" with the default texture pack that approximately 200 cubed (8,000,000 voxels). That is ALOT to keep up with in just that tiny, eeny area. Now how does this translate to the CPU and RAM and GPU? Well your GPU is probably on a coffee break during this process of caluclating these measly few pixels. Your CPU is YELLING at your RAM "OMG WTF... I KNOW I HAD MORE CUPS HERE SOMEWHERE!" Your RAM is just like "IDK".
Jokes aside, as your CPU begins these calculations it can fill your ram fast, plus the size of your map counts in this as well. The biggers your map the more your CPU dumps into your ram. Sure its not ACTIVELY running calculations fore EVERY voxel in your map, but it does store the infomation of ALL those voxels in your RAM just in case. So you will notice that there tends to be more lag at night when the mobs are out (assuming you have mobs turned on).
Ok Now take everything I've just tried to tell you. Now we understand HOW MC can become a system taxing game. At its root, no, its not to bad at all. That is why Notch made the textures 16 x 16 x 16. Less to track and calculate. Now... Take Soulscribes Texture Pack. Which is a 64 x 64 x 64 (64 cubed) texture pack. So now, 16 +16 = 32, 32 + 32 = 64 you know the math. So basically as far as textures go, on a 2D plane SoulScribes images are 4x's the default size. But we are not dealing with 2D planes in MC are we, nope. Cubes. So if you want to know the approximate calculations for determining actual size difference it would be; x4 ( where x equals the ammount of voxels). So 4 voxels in SoulScribes tex pac is the equilivant of 4(4(4*4) or 256 Voxels as far as calculations go.
(Admittedly I am not 100% sure on those last calculation, but I know its pretty close.)
So Just imagine the ammout of resources required to run 128 x 128. Which is what I run on m MC. Sure I can run SoulScribes Tex Pac all day every day, but at 128 x 128 x128 I have to go from distance "Far" to "Normal". I have a Core i7 860 HT and 8 gigs of ram and at that resolution MC eats it up "NOM NOM NOM NOM Ram GOOOODDDD"
I know this wall of text is boring techno babble, but I hope it helps you understand.
You could have 1000 cups, but if your ladle is too small, you'll still see slowdowns because you just can't move water around fast enough. Not saying that's likely to always be the problem, just that it is one potential bottleneck.
The only people who can really know if MC has any memory leaks or optimization issues are the guys working on it and maybe some of the modders that have dug through the code a bit. I'm neither of those, so I don't really think I can comment on that. I know that MC used to have a nasty leak (it crashed a few times on me because of it), but it seems to have since been taken care of.
As for the calculations, the only way I see it really causing that much of a performance hit is if each block has its texture files stored with it. If it only stored the name/location of the relevant texture files, the only hit would be the initial storage of the textures themselves. No further storage hit would be had since the information stored by individual blocks doesn't change. Of course, that adds lookup overhead, when dealing with visible blocks, but, correct me if this isn't possible, if you could pass off that lookup to a GPU it would lessen the overhead of the lookup since the GPU, as you said, doesn't do very much in MC.
After writing all of this, I realized how off topic it all is. :sleep.gif:
The reason why (to my understanding, which in truth could be COMPLETELY wrong) MC can be so intense, is the every change, including walking and moving, causes a recount or ALL the voxels within the viewing distance. If you notice that when you spin in a circle w/o moving (ASSUMMING all the voxels within range are already loaded) it doesnt lag, but if you move from your current is lags? Or how about when you log in looking in one direction but when you turn around THOSE voxels just start loadin in and LAG galore?
As I did not code the game I cannot say for sure, but I do believe it is because of the way the game calculates on every change. This is refelected as well by the location of data and the way its calculated while loaded in the ram.
Also =), you can use jave editors to locate and alter ANY voxel in the game. Not just the ones you are holding. Although altering the ones you are holding are easier to alter. So this means that the data of the apperance as well as type of each individual voxel is loaded into the ram. I would say that's one heck of a load.
Sry Soulscribe, not trying to hijack your thread, I will stop now =)
It's not packed to work with the built in texture selector. You'll either have to repack it yourself, or install it the old fashioned way
This, Brown & Bloom, and Modern Craft are my favorite textures now
I'm afraid of using yours when playing normally though, it confuses me oh so much! It's not your fault though, it's mine because I'm simply too wuss to get accustomed to your texture.
What is the old-fashioned way?