The Meaning of Life, the Universe, and Everything.
Join Date:
3/26/2014
Posts:
54
Member Details
I've been getting less than 10 FPS on my modded client. I've got optifine, I've allocated memory, I have all of the settings as low as I can put the, and I have Minecraft on high priority with nothing else but Skype running. What could possibly be the cause of this and how can I fix it? When I change a setting that will affect performance it seems to jump and go back down for whatever reason which is suspicious.
Specs:
- i5-2430M
- HD 3000
- 6 GB 1333MHz RAM
Even just being completely idle it's lucky to get 10 FPS...help is greatly appreciated. I've also took a screenshot of the stats F3 provides, you can find it in the attachments.
I would have to say it's the Skype, but consider yourself lucky, often I'm down to 6 fps
Just noticed this is under modded support; if you run alot of mods it can drastically reduce your performance like by over 95% on my computer when playing the big dig.
The Meaning of Life, the Universe, and Everything.
Join Date:
3/26/2014
Posts:
54
Member Details
Skype is not the issue, I closed it and it did not help. Although...when I closed it the performance spiked to about 16 FPS and back down to 9 FPS, this makes me think it has something to do with the game itself. Perhaps it is a mod, but then again I have experienced major performance issues due to a lot of mods before and it was easily fixed by allocating more permgen space.
As for my IGP and Optifine, I already have Optifine and HD 3000 is enough to handle Skyrim on medium settings at 768p with very little lag if any, and decent FPS so I seriously doubt the IGP is lagging behind.
Also...I was underground and there was no lag...but when I go up on the surface I'm limited to 10 FPS.
Try turning your render distance down. 8 chunks usually gives me acceptable view distance and still great performance. When you're underground you're not rendering the chucks because you don't see them.
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“I never made one of my discoveries through the process of rational thinking” ― Albert Einstein
Try turning your render distance down. 8 chunks usually gives me acceptable view distance and still great performance. When you're underground you're not rendering the chucks because you don't see them.
As I mentioned, all settings are as low as I can put them and the ones that should be set to something specific for performance are set right as well. It seems fine when I got to my base...but when I venture out the the area where I am building a large fusion reactor (not more than 100 meters away) or pretty much anywhere else my FPS drops harder than the bass in drunk in love.
Didnt see that you had mods XD well thats probably why. I have almost the exact same specs as you. I can load up vanilla and get 20-30 easily, but as soon as I load mods, especially multiple ones, I drop to 5-10 fps. Big mods like OreSpawn and TFC or modpacks like DireWolf20 are just too much for 6 GBs. Its sad but true.
Didnt see that you had mods XD well thats probably why. I have almost the exact same specs as you. I can load up vanilla and get 20-30 easily, but as soon as I load mods, especially multiple ones, I drop to 5-10 fps. Big mods like OreSpawn and TFC or modpacks like DireWolf20 are just too much for 6 GBs. Its sad but true.
I'm not using very many mods, but I am using a lot of different files for mods, Forge claims there are 90 mods all together but there are 61 items in my mod folder not including files from mods. Regardless, out of the 3GB I have allocated not even 25% is being used, so it is not the number of mods. I've been able to load a lot more mods than this before.
I have moved closer to my base...I have attached a file with my FPS and all of that. I have concluded this is caused by something within the chunk that is being loaded, how would I find and get rid of this? I've do have items that have spawned where they shouldn't be due to the weird methods of idfix.
Your issues are probably related to a CPU overload, not RAM. Something is causing a huge processing load on your CPU and that lowers FPS since Minecraft is very CPU dependent (and very badly optimized). Some tech heavy mods are especially CPU intensive.
And don't use Idfix, it's usually is more trouble then it's worth.
With the mods I have it's not even using 40% of my CPU, unless it's doing it silently I don't think this is the problem. I will repeat myself for a fourth time since everyone is either ignoring this or doesn't see it and it's very important:
I have good FPS when near my base, as you can see in the 2nd attachment I'm getting 93 FPS at the most...but it's when I got near an area that has loaded something that should not be there (i.e. a Windmill generator) instead of the normal block.
I think has something to do with generation of new blocks and what not. I have random items throughout my world that should not be there. Is there any way to fix this?
I'm going to remove idfix for now, but honestly it was honestly never a big problem.
The HD 3000 is the main problem is it's an integrated graphics card. It is possible to the lag issue by downloading OptiFine but it won't make Minecraft entirely lag-free (due to the integrated graphics). Non-gaming laptops usually have integrated graphics but a gaming laptop can cost $1,000-$2000.
Issue #1
It's your integrated graphics card as Mustang83 said. HD Graphics 3000 in conjunction with quad-core processors are still only on par with old generations of video cards like NVIDIA GeForce 310M and AMD HD 5450 (i.e. garbage). Those cards are even better than the Intel HD 3000 APU and still only operate at clock speeds of either 400 MHz or 800MHz DDR2/DDR3 with up to 1GB of memory.
Basically it wouldn't matter if you had 16 GB of memory running at 2333 MHz on your computer, your limitation is the texture fill rate of your video processing and the fact that your CPU has to share both CPU cycles and GPU cycles. Integrated graphics are probably the single worst thing you could inflict on a computer that has to run Minecraft. However, there are a couple of things you could try before buying either a real desktop or a laptop with an actual video card in it:
Don't use any texture/resource packs; if you must do so, don't use any that are higher than 32x.
Don't use any shaders; in fact, just forget that word even exists.
Take out any sound effect mods (i.e. Battle Music, Atmospheric Sounds etc.). The sound coding in Minecraft is horrendously inefficient. I've seen the Battle Music mod more than double my CPU cycles from 36% into the 80% range on my 6-core processor. They basically create a duplicate CPU thread and run it in parallel to the game's other threads.
As someone already mentioned, a lot of tech mods hit CPU's hard because of machines and pipes running so many tick updates. I wouldn't run more than one, maybe two of these.
Along the same lines as above, anything that creates a lot of entities (i.e. zombies, creatures, things that move around) will also increase tick updates, causing CPU lag and frame rate reduction.
Any mods that stream data to web servers can severely hurt frame rates and lock up CPU cycles. Some examples of these are the Journey Map or DynMap. There are even mods like Mekanism that have voice servers built into them that if you don't shut off in the configs can do the same thing.
You could try Optifine, but that is like trying to use a hammer to pound in a screw. A lot of mods don't play well with Optifine's brute force rendering code.
Issue #2
The reason why you have random objects all throughout your world is because there are ID conflicts between your mods. For example, mod A is declaring some block's ID as 3245, and so is mod B. Sometimes ID conflicts keep the game from starting, sometimes they don't. When the latter occurs the game gets confused as to what block should really be in certain places, and rather than having a tree someplace there will instead be a random machine block or something. You can check your Forge log to see what numbers are conflicting and from what mods, go into their config files and change the ID's around. Take it from an experienced modpack builder, save yourself some headache and not use Idfix. It's best to resolve ID conflicts manually, or you can just use pre-built modpacks from groups like FTB or ATLauncher, where they basically do all the legwork for you in resolving these types of problems.
The simple fact is you are not going to be able to run more than a few small mods on that laptop and still keep your frame rate within any sane limits. If trying the tips above don't help you out any, consider just sticking with vanilla MC or upgrading your machine.
It's your integrated graphics card as Mustang83 said. HD Graphics 3000 in conjunction with quad-core processors are still only on par with old generations of video cards like NVIDIA GeForce 310M and AMD HD 5450 (i.e. garbage). Those cards are even better than the Intel HD 3000 APU and still only operate at clock speeds of either 400 MHz or 800MHz DDR2/DDR3 with up to 1GB of memory.
Basically it wouldn't matter if you had 16 GB of memory running at 2333 MHz on your computer, your limitation is the texture fill rate of your video processing and the fact that your CPU has to share both CPU cycles and GPU cycles. Integrated graphics are probably the single worst thing you could inflict on a computer that has to run Minecraft. However, there are a couple of things you could try before buying either a real desktop or a laptop with an actual video card in it:
Don't use any texture/resource packs; if you must do so, don't use any that are higher than 32x.
Don't use any shaders; in fact, just forget that word even exists.
Take out any sound effect mods (i.e. Battle Music, Atmospheric Sounds etc.). The sound coding in Minecraft is horrendously inefficient. I've seen the Battle Music mod more than double my CPU cycles from 36% into the 80% range on my 6-core processor. They basically create a duplicate CPU thread and run it in parallel to the game's other threads.
As someone already mentioned, a lot of tech mods hit CPU's hard because of machines and pipes running so many tick updates. I wouldn't run more than one, maybe two of these.
Along the same lines as above, anything that creates a lot of entities (i.e. zombies, creatures, things that move around) will also increase tick updates, causing CPU lag and frame rate reduction.
Any mods that stream data to web servers can severely hurt frame rates and lock up CPU cycles. Some examples of these are the Journey Map or DynMap. There are even mods like Mekanism that have voice servers built into them that if you don't shut off in the configs can do the same thing.
You could try Optifine, but that is like trying to use a hammer to pound in a screw. A lot of mods don't play well with Optifine's brute force rendering code.
Issue #2
The reason why you have random objects all throughout your world is because there are ID conflicts between your mods. For example, mod A is declaring some block's ID as 3245, and so is mod B. Sometimes ID conflicts keep the game from starting, sometimes they don't. When the latter occurs the game gets confused as to what block should really be in certain places, and rather than having a tree someplace there will instead be a random machine block or something. You can check your Forge log to see what numbers are conflicting and from what mods, go into their config files and change the ID's around. Take it from an experienced modpack builder, save yourself some headache and not use Idfix. It's best to resolve ID conflicts manually, or you can just use pre-built modpacks from groups like FTB or ATLauncher, where they basically do all the legwork for you in resolving these types of problems.
The simple fact is you are not going to be able to run more than a few small mods on that laptop and still keep your frame rate within any sane limits. If trying the tips above don't help you out any, consider just sticking with vanilla MC or upgrading your machine.
I'm not going to address the bulk of this response as it's clear you didn't read anything I've posted. I don't like being blunt about this as I'm the one in need in help, but it's getting ridiculous. I can see this being an idconflict (and have removed idfix as well as changed all ids myself in response) but I have been able to play Skyrim without issue on my laptop with medium settings at 768p...it's clearly not my IGP. To clear up any misconceptions of an integrated graphics processor...they're more powerful than a lot of people think they are, HD 3000 is only 24% weaker than a 610M which is pretty decent.
You can lead a horse to water but you can't make it drink.
I don't use a texture pack, I don't use shaders, I don't use any audio mods, I do have a lot of tech mods but as I've already addressed my CPU is not being fully utilized so that is not the issue, I've never even heard of mods that can stream data to web servers...even if I did what use would they be? I've already addressed the IGP and I've said I already deleted idfix and am working on conflicting IDs. Everything you've posted is either wrong, or redundant.
About your CPU using only 40% at most. Remember when I said Minecraft is badly optimized? Yeah, it can't mutli-thread normally. Everything runs on a single CPU core.
Check each core's load when your FPS drop.
Will do that, thanks. Does this mean that Optifine's multi-core option is useless?
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Specs:
- i5-2430M
- HD 3000
- 6 GB 1333MHz RAM
Even just being completely idle it's lucky to get 10 FPS...help is greatly appreciated. I've also took a screenshot of the stats F3 provides, you can find it in the attachments.
Just noticed this is under modded support; if you run alot of mods it can drastically reduce your performance like by over 95% on my computer when playing the big dig.
― Albert Einstein
As for my IGP and Optifine, I already have Optifine and HD 3000 is enough to handle Skyrim on medium settings at 768p with very little lag if any, and decent FPS so I seriously doubt the IGP is lagging behind.
Also...I was underground and there was no lag...but when I go up on the surface I'm limited to 10 FPS.
― Albert Einstein
As I mentioned, all settings are as low as I can put them and the ones that should be set to something specific for performance are set right as well. It seems fine when I got to my base...but when I venture out the the area where I am building a large fusion reactor (not more than 100 meters away) or pretty much anywhere else my FPS drops harder than the bass in drunk in love.
― Albert Einstein
I'm not using very many mods, but I am using a lot of different files for mods, Forge claims there are 90 mods all together but there are 61 items in my mod folder not including files from mods. Regardless, out of the 3GB I have allocated not even 25% is being used, so it is not the number of mods. I've been able to load a lot more mods than this before.
I have moved closer to my base...I have attached a file with my FPS and all of that. I have concluded this is caused by something within the chunk that is being loaded, how would I find and get rid of this? I've do have items that have spawned where they shouldn't be due to the weird methods of idfix.
With the mods I have it's not even using 40% of my CPU, unless it's doing it silently I don't think this is the problem. I will repeat myself for a fourth time since everyone is either ignoring this or doesn't see it and it's very important:
I have good FPS when near my base, as you can see in the 2nd attachment I'm getting 93 FPS at the most...but it's when I got near an area that has loaded something that should not be there (i.e. a Windmill generator) instead of the normal block.
I think has something to do with generation of new blocks and what not. I have random items throughout my world that should not be there. Is there any way to fix this?
I'm going to remove idfix for now, but honestly it was honestly never a big problem.
Issue #1
It's your integrated graphics card as Mustang83 said. HD Graphics 3000 in conjunction with quad-core processors are still only on par with old generations of video cards like NVIDIA GeForce 310M and AMD HD 5450 (i.e. garbage). Those cards are even better than the Intel HD 3000 APU and still only operate at clock speeds of either 400 MHz or 800MHz DDR2/DDR3 with up to 1GB of memory.
Basically it wouldn't matter if you had 16 GB of memory running at 2333 MHz on your computer, your limitation is the texture fill rate of your video processing and the fact that your CPU has to share both CPU cycles and GPU cycles. Integrated graphics are probably the single worst thing you could inflict on a computer that has to run Minecraft. However, there are a couple of things you could try before buying either a real desktop or a laptop with an actual video card in it:
- Don't use any texture/resource packs; if you must do so, don't use any that are higher than 32x.
- Don't use any shaders; in fact, just forget that word even exists.
- Take out any sound effect mods (i.e. Battle Music, Atmospheric Sounds etc.). The sound coding in Minecraft is horrendously inefficient. I've seen the Battle Music mod more than double my CPU cycles from 36% into the 80% range on my 6-core processor. They basically create a duplicate CPU thread and run it in parallel to the game's other threads.
- As someone already mentioned, a lot of tech mods hit CPU's hard because of machines and pipes running so many tick updates. I wouldn't run more than one, maybe two of these.
- Along the same lines as above, anything that creates a lot of entities (i.e. zombies, creatures, things that move around) will also increase tick updates, causing CPU lag and frame rate reduction.
- Any mods that stream data to web servers can severely hurt frame rates and lock up CPU cycles. Some examples of these are the Journey Map or DynMap. There are even mods like Mekanism that have voice servers built into them that if you don't shut off in the configs can do the same thing.
You could try Optifine, but that is like trying to use a hammer to pound in a screw. A lot of mods don't play well with Optifine's brute force rendering code.Issue #2
The reason why you have random objects all throughout your world is because there are ID conflicts between your mods. For example, mod A is declaring some block's ID as 3245, and so is mod B. Sometimes ID conflicts keep the game from starting, sometimes they don't. When the latter occurs the game gets confused as to what block should really be in certain places, and rather than having a tree someplace there will instead be a random machine block or something. You can check your Forge log to see what numbers are conflicting and from what mods, go into their config files and change the ID's around. Take it from an experienced modpack builder, save yourself some headache and not use Idfix. It's best to resolve ID conflicts manually, or you can just use pre-built modpacks from groups like FTB or ATLauncher, where they basically do all the legwork for you in resolving these types of problems.
The simple fact is you are not going to be able to run more than a few small mods on that laptop and still keep your frame rate within any sane limits. If trying the tips above don't help you out any, consider just sticking with vanilla MC or upgrading your machine.
I'm not going to address the bulk of this response as it's clear you didn't read anything I've posted. I don't like being blunt about this as I'm the one in need in help, but it's getting ridiculous. I can see this being an idconflict (and have removed idfix as well as changed all ids myself in response) but I have been able to play Skyrim without issue on my laptop with medium settings at 768p...it's clearly not my IGP. To clear up any misconceptions of an integrated graphics processor...they're more powerful than a lot of people think they are, HD 3000 is only 24% weaker than a 610M which is pretty decent.
I don't use a texture pack, I don't use shaders, I don't use any audio mods, I do have a lot of tech mods but as I've already addressed my CPU is not being fully utilized so that is not the issue, I've never even heard of mods that can stream data to web servers...even if I did what use would they be? I've already addressed the IGP and I've said I already deleted idfix and am working on conflicting IDs. Everything you've posted is either wrong, or redundant.
Will do that, thanks. Does this mean that Optifine's multi-core option is useless?