If you mean, why doesn't the game lag as badly as claimed, well, computers, especially the average Minecraft player's, back then were way less powerful than they are today - I myself had a computer which had been made around 2006 (the CPU was from 2005, GPU from 2006) and completely hopeless by today's standards, though Mojang claimed the game could run on weaker hardware as recently as 1.6 and I averaged more than 50 FPS even on some extreme modded worlds (I did have issues with Fancy leaves in jungles, which many complained caused lag but Fast was pretty good; due to having a 32 bit OS I had "out of memory" issues until I allocated less memory, due to the 32 bit process size limit. Even now I only allocate 512 MB since that is all the game needs; Beta 1.7.3 definitely should not need 600/900 MB/2 GB and people even claimed that 1.3+ needed way more since it now runs an internal server which loads a second copy of the world).
if anything, I'd consider only 50 FPS to be extremely bad on any system today; I modified 1.6.4 (vanilla, not my own modded versions, well, technically my "default" MCP instance, which disables void fog and moves fog further away, but makes no other changes*) to remove the patch that fixed the Far Lands and got 250 FPS even right after teleporting to them (one thing I noticed is that chunk updates remained high for far longer than normal, and there were a lot more entities than usual, many of which despawned after 5 minutes so I'm guessing they were items, the second screenshot was taken 7 minutes later):
I do not currently have a high-end computer by any means, in fact, my CPU model came out in 2012 and GPU in 2014, though they were higher-end at the time, but still far behind modern hardware, at least in overall performance, single-thread is about half that of a modern high-end CPU and this is what affects performance the most (if I had to guess, you probably have an integrated GPU, which were were never known for performance and are worse at running older versions in particular as Intel/AMD never bothered to optimize their drivers for an OpenGL version which was already deprecated before the game was created. Although Mojang claimed that 1.6 could run on an Intel GMA 950 (2005), but still did not recommend it, or have ever recommended any integrated GPUs, only dedicated).
*Vanilla 1.6.4 still has many of the bugs which occur at far distances, such as buggy falling sand (it only falls when placed against certain sides. I suspect that a lot of the entities that despawned after a few minutes were sand and gravel items, your screenshot shows nearly 5000 entities so it may have been worse back then), redstone dust rendering too large, and offset particles (Mojang/Notch loved to use code like "(float)pos + 0.5F", as if for performance reasons, as there is no other reason to cast to a float and that is dubious at best in this case, and the issue somehow keeps on reappearing, as with e.g. campfires (unfixed code templates being copy+pasted?). Of course, the vast majority of players never travel more than a few thousand blocks from 0,0):
Note the offset rendering of the falling sand to the right, the block on the left showed a brief visual glitch when placed and just stayed there:
I currently am using a really quite not powerful pc, it has 8 gigs of ram and a cpu from about 2013, without any dedicated graphics card.
I was running the world on beta 1.7.3, which i think is the "most authentic" way to experience the farlands as people in the old days...
Yet, while playing newer versions of minecraft, such as 1.20, i have a stable amount of about 130 fps. But.... i basically entered the farlands on a pc that easily could have been used by any other minecraft player back then. I've read, that the lag was not caused by the pc not having enough power to actually run minecraft or something, but just because of like an interger error or somehing like that.
Obvioulsy, when you run an old world with farlands still in it, the game behaves much differently, thus leaving you with a very different framerate...
But hey! thanks for the time it has definitely taken you to write this very information-rich reply!
When I start walking inside I get 5 to 0 fps. I have a really powerful PC. I allowed mc to use 6 gb ram. Normally it is 1 on beta and 2 on current versions. But I have this problem always. Multiple worlds. Multiple settings. And how to get to creative? Also my T button did not worked.
Also it is night I guess. It instantly became dark.
When I start walking inside I get 5 to 0 fps. I have a really powerful PC. I allowed mc to use 6 gb ram. Normally it is 1 on beta and 2 on current versions. But I have this problem always. Multiple worlds. Multiple settings. And how to get to creative? Also my T button did not worked.
Also it is night I guess. It instantly became dark.
First of all, you can see that the game isn't even using 1 GB of RAM so that is clearly not a factor, at all, despite what everybody else always claims, RAM is the least important factor by far to the point where it shouldn't even need to be mentioned; it is the CPU and GPU that do all the actual processing of information and determine how fast the game runs.
Also, I can see why the game is lagging so much - see the third line in the debug screen? That's the number of entities (rendered over total) - with over 36 thousand entities in your screenshot ("E: 0/36326" on the third line, the 0 means none are being rendered on screen), which is due to falling sand and gravel not being able to fall due to floating-point precision errors. For comparison, I only saw up to around 400 entities in 1.6.4 (probably more like 2000 server-side since the internal server only sends entities within 80 blocks of the player to the client, so that also helps newer versions) and got at least 250 FPS, twice that after everything settled down (1.6.4 still has buggy falling sand behavior but most of it will turn back into blocks after a second, some will end up breaking and dropping as entities. I assume that in Beta they all dropped as items or remained as falling sand entities).
Creative mode was not added until Beta 1.8 (the same version which removed the Far Lands) and commands did not work until 1.3.1 (as the game is now effectively running on a server and commands run server-side) and such old versions otherwise lack countless features added since (1.20 is really a completely different game than Beta, only similar in the basic mechanics and even then there is so much that Beta lacks, e.g. try shift-clicking to craft a lot of items, nope, you must tediously click, click, click the output slot. Even as one who plays a much older version myself I'd never want to play on it (or even vanilla 1.6.4 as I've added many QoL features and bugfixes).
The sudden onset of night is another limitation of Beta - instead of smoothly getting darker (or lighter) it does so in steps since the game has to re-render chunks in order to change the rendered sky light level and this can only be done so quickly, especially when FPS is so low ("chunk updates" is the number of 16x16x16 sections rendered per second, the total count of which is the second number in the "C: 694/2312" value on the second line; if you get 200 chunk updates then it will take 11.5 seconds to re-render 2312 sections, assuming every one was "full" ("empty" sections, with only air, are not counted so a normal world will update faster, the game might also have some optimization to only re-render chunks exposed to sky light, no idea how it actually worked but Ive seen videos of it).
I was recently messing around with farlands in beta 1.7.3. I teleported about 25 000 000 blocks, but still had 60 fps.
Can anyone please explain to me why is this happening?
Thanks.
I see 51 FPS?
If you mean, why doesn't the game lag as badly as claimed, well, computers, especially the average Minecraft player's, back then were way less powerful than they are today - I myself had a computer which had been made around 2006 (the CPU was from 2005, GPU from 2006) and completely hopeless by today's standards, though Mojang claimed the game could run on weaker hardware as recently as 1.6 and I averaged more than 50 FPS even on some extreme modded worlds (I did have issues with Fancy leaves in jungles, which many complained caused lag but Fast was pretty good; due to having a 32 bit OS I had "out of memory" issues until I allocated less memory, due to the 32 bit process size limit. Even now I only allocate 512 MB since that is all the game needs; Beta 1.7.3 definitely should not need 600/900 MB/2 GB and people even claimed that 1.3+ needed way more since it now runs an internal server which loads a second copy of the world).
if anything, I'd consider only 50 FPS to be extremely bad on any system today; I modified 1.6.4 (vanilla, not my own modded versions, well, technically my "default" MCP instance, which disables void fog and moves fog further away, but makes no other changes*) to remove the patch that fixed the Far Lands and got 250 FPS even right after teleporting to them (one thing I noticed is that chunk updates remained high for far longer than normal, and there were a lot more entities than usual, many of which despawned after 5 minutes so I'm guessing they were items, the second screenshot was taken 7 minutes later):
I do not currently have a high-end computer by any means, in fact, my CPU model came out in 2012 and GPU in 2014, though they were higher-end at the time, but still far behind modern hardware, at least in overall performance, single-thread is about half that of a modern high-end CPU and this is what affects performance the most (if I had to guess, you probably have an integrated GPU, which were were never known for performance and are worse at running older versions in particular as Intel/AMD never bothered to optimize their drivers for an OpenGL version which was already deprecated before the game was created. Although Mojang claimed that 1.6 could run on an Intel GMA 950 (2005), but still did not recommend it, or have ever recommended any integrated GPUs, only dedicated).
*Vanilla 1.6.4 still has many of the bugs which occur at far distances, such as buggy falling sand (it only falls when placed against certain sides. I suspect that a lot of the entities that despawned after a few minutes were sand and gravel items, your screenshot shows nearly 5000 entities so it may have been worse back then), redstone dust rendering too large, and offset particles (Mojang/Notch loved to use code like "(float)pos + 0.5F", as if for performance reasons, as there is no other reason to cast to a float and that is dubious at best in this case, and the issue somehow keeps on reappearing, as with e.g. campfires (unfixed code templates being copy+pasted?). Of course, the vast majority of players never travel more than a few thousand blocks from 0,0):
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Hey! Thanks for your reply!
I currently am using a really quite not powerful pc, it has 8 gigs of ram and a cpu from about 2013, without any dedicated graphics card.
I was running the world on beta 1.7.3, which i think is the "most authentic" way to experience the farlands as people in the old days...
Yet, while playing newer versions of minecraft, such as 1.20, i have a stable amount of about 130 fps. But.... i basically entered the farlands on a pc that easily could have been used by any other minecraft player back then. I've read, that the lag was not caused by the pc not having enough power to actually run minecraft or something, but just because of like an interger error or somehing like that.
Obvioulsy, when you run an old world with farlands still in it, the game behaves much differently, thus leaving you with a very different framerate...
But hey! thanks for the time it has definitely taken you to write this very information-rich reply!
PS: sorry for my english :3
When I start walking inside I get 5 to 0 fps. I have a really powerful PC. I allowed mc to use 6 gb ram. Normally it is 1 on beta and 2 on current versions. But I have this problem always. Multiple worlds. Multiple settings. And how to get to creative? Also my T button did not worked.
Also it is night I guess. It instantly became dark.
First of all, you can see that the game isn't even using 1 GB of RAM so that is clearly not a factor, at all, despite what everybody else always claims, RAM is the least important factor by far to the point where it shouldn't even need to be mentioned; it is the CPU and GPU that do all the actual processing of information and determine how fast the game runs.
Also, I can see why the game is lagging so much - see the third line in the debug screen? That's the number of entities (rendered over total) - with over 36 thousand entities in your screenshot ("E: 0/36326" on the third line, the 0 means none are being rendered on screen), which is due to falling sand and gravel not being able to fall due to floating-point precision errors. For comparison, I only saw up to around 400 entities in 1.6.4 (probably more like 2000 server-side since the internal server only sends entities within 80 blocks of the player to the client, so that also helps newer versions) and got at least 250 FPS, twice that after everything settled down (1.6.4 still has buggy falling sand behavior but most of it will turn back into blocks after a second, some will end up breaking and dropping as entities. I assume that in Beta they all dropped as items or remained as falling sand entities).
Creative mode was not added until Beta 1.8 (the same version which removed the Far Lands) and commands did not work until 1.3.1 (as the game is now effectively running on a server and commands run server-side) and such old versions otherwise lack countless features added since (1.20 is really a completely different game than Beta, only similar in the basic mechanics and even then there is so much that Beta lacks, e.g. try shift-clicking to craft a lot of items, nope, you must tediously click, click, click the output slot. Even as one who plays a much older version myself I'd never want to play on it (or even vanilla 1.6.4 as I've added many QoL features and bugfixes).
The sudden onset of night is another limitation of Beta - instead of smoothly getting darker (or lighter) it does so in steps since the game has to re-render chunks in order to change the rendered sky light level and this can only be done so quickly, especially when FPS is so low ("chunk updates" is the number of 16x16x16 sections rendered per second, the total count of which is the second number in the "C: 694/2312" value on the second line; if you get 200 chunk updates then it will take 11.5 seconds to re-render 2312 sections, assuming every one was "full" ("empty" sections, with only air, are not counted so a normal world will update faster, the game might also have some optimization to only re-render chunks exposed to sky light, no idea how it actually worked but Ive seen videos of it).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?