Gameplay
Cubic Chunks: Reduced lag, infinite height, and more [The #1 Suggestion Thread of all time!][Updated! 6/14]
Poll: Which parts of this system do you like?
Ended May 15, 2014
Poll: Which parts of this system do you NOT like?
Ended May 15, 2014
Poll: Do you support this system's implementation overall? (If yes, if
Ended May 15, 2014
this would make awesome for a modern skyscraper city.
This way I could make HUGE skyscrapers without needing a superflat map 2 blocks deep.
DOUBLE SUPPORT
Mostly moved on. May check back a few times a year.
As always: Haters gonna hate.
OcD Simple Add-On!
Anyways, since when was render-distances past far even a thing outside optifine? Render-distances is one thing people can't exactly complain about as long as tiny helps reducing lag, anything further than that is everyone's own thing to handle, if it works, fine, if it doesn't, less fine. But in the end it's entirely a player's choice to even play the game in the first place. As this suggestion could really help improve the lag-problems, there shouldn't be ANYONE complaining.
It sucks that Mojang hasn't addressed this topic, or rather, this thread yet. They can evade, they can hide, but they can do neither forever! >;D
Mostly moved on. May check back a few times a year.
Imma leave one of these \(-0-)/ here. Because that is epic.
Perhaps if not only storing the chunks as a 32x32 chunk size file on the filesystem, if they were not sent at that size consistantly. For example, Different entities were sent within different chunk sizes. So blocks would be sent at 32x32 and Mob entities would be sent at 8x8 along with ground entities sent at 8x8 and other entities sent at 16x16. The entities would be encrypted before transfer on a low cpu usage encryption even if it increases the ram allocation and/or is bigger than other encryptions because this will be a bottle neck when decrypting the chunks. The clients you need to keep in mind have from 1.8GHz dual core to 4.5GHz quad core so it varies so we need to assume that everybody has 1.8GHz dual core so the poor guy doesn't miss out. So on saying that it means having a better decryption to decrypt so that it doesn't take so much cpu to decrypt.
Now on the original point why have separate chunk sizes for separate entity types. Well with OpenGL on, the client should be able to load the chunks in a progressive format where it loads the chunk where you stand then any chunks in adjacent open spaces to the player until the render hits the chunk radius from the player. So for example if the player was in a 5x5 cube room then only the chunk(s) that room is in would be loaded both block wise and entity wise.
Also sending fewer entities at a time also reduces client lag as the more entities a client has loaded the more lag is produced. For example lets refer this situation to tekkit. If a nuke goes off in tekkit and you go near where the nuke goes off you will lag out due to the number of ground entities. Although there is not much to solve this situation apart from multithreading the best thing to do is load chunks dynamically in sections so that as you walk towards the entities it will get more and more lag instead of instant lag. To prevent the lag from getting to much the best solution is to create a thread for each type of entity (eg Material.Coal etc) This would allow entities from tnt explosions to be distributed over many cores for these new cores like the xeon 1.1GHz dual socket 6 core which totals to 24 threads @ 1.1GHz which would lag like hell on minecraft but could tell me when the next earth quake will strike!
I don't have much time at the moment but this is what I have to say as I am leaving work.
Woop. Unimportant stuff here.
As long as a chunk is 64x64x(???). This is an great idea for building higher and higher, but wouldn't graphical issues occur? Because of all that rendering then people with half decent computers and even maybe extreme computers might lag out because of the height. So we might have some lag if the sky is literally the limit. For another issue is possibility of looking at a building would be ridiculous lag with something like 0-2 fps because of the sky limit.
But the concept might cause a lot of hard drive space issues on one world let alone many worlds. So what should be done to prevent using too much space on hard drive up? What about chunk-loader mods, would they lag to oblivion too?
also you should check out Tall Worlds
I would really love it if you could go back and give my main post a full re-read.