When breaking blocks in survival, they take around 10 seconds to actually break even after they broke, and a further 5 for them to actually appear in my inventory. They also require several more breakings to break in some cases. It's both annoying and boring to play with, because it's ruining my survival worlds.
The Meaning of Life, the Universe, and Everything.
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miner49er876
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It's not an issue with Minecraft. It's an issue called Block Lag, and it happens when your computer or the server you're playing on can't really run Minecraft fast enough.
Rollback Post to RevisionRollBack
Someone once said, in defense of a poorly thought out suggestion that was not being supported: "Theres so much awesome and rare things to add and youre just like, oh , thats too good, no, i want something common like a grass block"
I had this when i was at 32 chunk rendering distance, my computer can easily run that but i turned it down and it helped. So try turning down your graphic settings.
The next minecraft patch for 1.9 is going to include a fix for a mob AI pathing memory leak. This should make a significant difference especially for low end machines.
Whats your computer like specification wise? Like the others have said it's probably due to your computer not being all the capable. Though I wonder because I myself used to run the game on an old Core 2 Duo CPU only and didn't get this block breaking delay in ssp.
There are several ways to make that sentence better and in general more helpful.
Maybe rather than telling me it's just my computer, tell me what it is with my computer? Also, what's with the triple full-stop at the end? With a sentence like that, you would only need 1 full stop, not 3.
Bro, you just got like 9,000 people to respond to your question, and now you're trying to insult them? Do you want help or not? Like seriously.
AND people are trying to ask what your comp specs are so they can better understand the problem and possibly help you. Instead of answering you just try to insult them?
You also had responses from people suggesting that you turn your graphics settings down some.
Seriously, people ARE helping you, and there are others who are asking you questions because that will greatly help them solve the problem.
Even if they are all 10y/o, they are acting much older when compared to your 10y/o attitude.
I mean come on, if you want help, then stop trying to hurt the people that are trying to help you.
Whats your computer like specification wise? Like the others have said it's probably due to your computer not being all the capable. Though I wonder because I myself used to run the game on an old Core 2 Duo CPU only and didn't get this block breaking delay in ssp.
What version were you playing though? Did you know that the recommended CPU for 1.6 is the minimum for current versions and the old recommended GPU is now hopeless? My computer is below the current minimum requirements but meets the old recommended, aside from RAM (3 GB vs 4 GB but this has never caused any issues. See this post for a comparison, aside from the Java version they have not changed the requirements since then. Note that the minimum requirements just let you play the game on low settings and with less than optimal performance, e.g. 60 FPS and no server lag anytime; it is best to have the recommended).
My own experience also supports this - aside from an issue with zombie pathfinding (not the one rodabon mentioned), which I fixed by modding in a fix from Forge into vanilla, I get no server lag, even the boat desync issue is only an issue when trying to shoot mobs onshore (a few blocks off, I also fixed this myself; boats are one of the most lag-sensitive things). By comparison, starting in 1.7.4 I noticed a significant increase in "can't keep up warnings" and in 1.8 and especially 1.9 they become continuous even when doing nothing and even on low render distances (far below the 10 required to ensure mobs spawn normally, note that this was not an issue until 1.7.4).
For example, here is the game output from a test world I made in 1.9.2, albeit slightly biased because I'd modded cave generation back to 1.6.4 but beyond the first few seconds (more caves means slower terrain generation and more falling gravel and flowing water, though there are only 30% more caves in 1.6.4 and only a fraction of terrain generation time is spent on caves) this should not cause the game to work any harder; instead, even after nearly three minutes it still hadn't stabilized and ran up to 36 seconds behind:
[14:28:04] [Client thread/INFO]: Setting user: TheMasterCaver
[14:28:06] [Client thread/INFO]: LWJGL Version: 2.9.4
[14:28:07] [Client thread/INFO]: Reloading ResourceManager: Default
[14:28:08] [Sound Library Loader/INFO]: Starting up SoundSystem...
[14:28:09] [Thread-5/INFO]: Initializing LWJGL OpenAL
[14:28:09] [Thread-5/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[14:28:09] [Thread-5/INFO]: OpenAL initialized.
[14:28:09] [Sound Library Loader/INFO]: Sound engine started
[14:28:11] [Client thread/INFO]: Created: 1024x512 textures-atlas
[14:29:14] [Server thread/INFO]: Starting integrated minecraft server version 1.9.2
[14:29:14] [Server thread/INFO]: Generating keypair
[14:29:15] [Server thread/INFO]: Preparing start region for level 0
[14:29:16] [Server thread/INFO]: Preparing spawn area: 4%
[14:29:17] [Server thread/INFO]: Preparing spawn area: 8%
[14:29:18] [Server thread/INFO]: Preparing spawn area: 10%
[14:29:19] [Server thread/INFO]: Preparing spawn area: 13%
[14:29:21] [Server thread/INFO]: Preparing spawn area: 15%
[14:29:22] [Server thread/INFO]: Preparing spawn area: 18%
[14:29:23] [Server thread/INFO]: Preparing spawn area: 19%
[14:29:24] [Server thread/INFO]: Preparing spawn area: 21%
[14:29:25] [Server thread/INFO]: Preparing spawn area: 23%
[14:29:26] [Server thread/INFO]: Preparing spawn area: 25%
[14:29:27] [Server thread/INFO]: Preparing spawn area: 27%
[14:29:28] [Server thread/INFO]: Preparing spawn area: 29%
[14:29:29] [Server thread/INFO]: Preparing spawn area: 32%
[14:29:30] [Server thread/INFO]: Preparing spawn area: 34%
[14:29:31] [Server thread/INFO]: Preparing spawn area: 37%
[14:29:32] [Server thread/INFO]: Preparing spawn area: 39%
[14:29:33] [Server thread/INFO]: Preparing spawn area: 41%
[14:29:34] [Server thread/INFO]: Preparing spawn area: 43%
[14:29:35] [Server thread/INFO]: Preparing spawn area: 45%
[14:29:36] [Server thread/INFO]: Preparing spawn area: 47%
[14:29:37] [Server thread/INFO]: Preparing spawn area: 49%
[14:29:38] [Server thread/INFO]: Preparing spawn area: 51%
[14:29:39] [Server thread/INFO]: Preparing spawn area: 54%
[14:29:40] [Server thread/INFO]: Preparing spawn area: 56%
[14:29:41] [Server thread/INFO]: Preparing spawn area: 58%
[14:29:42] [Server thread/INFO]: Preparing spawn area: 60%
[14:29:43] [Server thread/INFO]: Preparing spawn area: 63%
[14:29:44] [Server thread/INFO]: Preparing spawn area: 65%
[14:29:46] [Server thread/INFO]: Preparing spawn area: 68%
[14:29:47] [Server thread/INFO]: Preparing spawn area: 70%
[14:29:48] [Server thread/INFO]: Preparing spawn area: 72%
[14:29:49] [Server thread/INFO]: Preparing spawn area: 74%
[14:29:50] [Server thread/INFO]: Preparing spawn area: 76%
[14:29:51] [Server thread/INFO]: Preparing spawn area: 79%
[14:29:52] [Server thread/INFO]: Preparing spawn area: 81%
[14:29:53] [Server thread/INFO]: Preparing spawn area: 84%
[14:29:54] [Server thread/INFO]: Preparing spawn area: 87%
[14:29:55] [Server thread/INFO]: Preparing spawn area: 89%
[14:29:56] [Server thread/INFO]: Preparing spawn area: 92%
[14:29:57] [Server thread/INFO]: Preparing spawn area: 94%
[14:29:58] [Server thread/INFO]: Preparing spawn area: 96%
[14:29:59] [Server thread/INFO]: Preparing spawn area: 99%
[14:30:00] [Server thread/INFO]: Changing view distance to 8, from 10
[14:30:03] [Server thread/INFO]: TheMasterCaver[local:E:4f145584] logged in with entity id 777 at (201.5, 71.0, 258.5)
[14:30:03] [Server thread/INFO]: TheMasterCaver joined the game
[14:30:18] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 18130ms behind, skipping 362 tick(s)
[14:30:23] [Server thread/INFO]: TheMasterCaver has just earned the achievement [Taking Inventory]
[14:30:23] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 5275ms behind, skipping 105 tick(s)
[14:30:23] [Client thread/INFO]: [CHAT] TheMasterCaver has just earned the achievement [Taking Inventory]
[14:30:38] [Server thread/INFO]: [TheMasterCaver: Teleported TheMasterCaver to 1586.5, 100.0, 1918.5]
[14:30:38] [Client thread/INFO]: [CHAT] Teleported TheMasterCaver to 1586.5, 100.0, 1918.5
[14:30:50] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 9173ms behind, skipping 183 tick(s)
[14:31:15] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 19121ms behind, skipping 382 tick(s)
[14:31:21] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 6374ms behind, skipping 127 tick(s)
[14:31:42] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 10800ms behind, skipping 216 tick(s)
[14:32:33] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 36565ms behind, skipping 731 tick(s)
[14:32:38] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 4750ms behind, skipping 95 tick(s)
[14:33:17] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 22185ms behind, skipping 443 tick(s)
[14:33:28] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 4023ms behind, skipping 80 tick(s)
After I teleported and chunks had loaded I drank a Night vision potion so I could see underground - it took about a minute for it to register, I even drank it multiple times just to be sure; this lag is the same sort of lag that causes blocks to reappear (the client does some things independently of the server; otherwise, everything would be slowed down, including player movements, breaking blocks (e.g. blocks act as if they had a higher hardness instead of glitchily breaking), eating/drinking, and so on). By comparison, in 1.6.4 it only takes a few seconds for the server to stabilize after teleporting with only one "can't keep up" warning (if anything, falling gravel and flowing water causes more client-side lag, which can complain about too many packets being sent to it; during this time the entity count can spike to several thousand). Terrain generation is also several times faster (a lower render distance does help since it reduces the chunks loaded).
Also, I do not believe any claims Mojang makes about improved performance - whether any such improvements have had any effect has been swamped out by decreased performance in general (I do see less lag from zombies unable to reach me in 1.7.2+ but that is negated by increased lag in general. Since the zombie lag is highly situational this also means it isn't always present). As noted above, you can also get around this by lowering your render distance, which is the single best way to reduce lag - if you don't mind less mobs spawning (mob spawners (the darkroom kind) can be totally ruined, the effect is less apparent if you keep moving around).
When my PC started to slow down with later versions of the game (1.8 was the one that became unplayable for me), found some info about allocating more RAM (I think the default is 1gb) - if you have more RAM to allocate, which we cant tell without some specs - in the JVM Arguments line in your profile settings (under Profile Editor in the Launch Window). I can't rem where it tells you what values to tinker with, but I know I did and allocated more RAM, and now I'm playing 1.9 with no problems. Could be a possibility.
This is a Computer Lag Issue; and, not a Game System Malfunction Issue.
Personally, I think your Computer Systems needs to be Defragmented; or, your Internet Access Router needs to be Reset.
However, I have had this kind of problem because my Computer System has like 12+ Minecraft Game Worlds on it.
- Reducing the number of Minecraft Game Worlds that are on your Computer System will also help out.
Other people have suggested altering your Gameplay Option Settings.
- This too will work.
On an Old, and Now Deleted, Game World, I had reduced the Sight Range; and, other Graphics & Sounds Settings; and, that did help speed up the rendering of the Game World Environments.
If you are trying to Break Blocks while the Game World Environment is still Rendering around your Avatar; then, you will experience Lag while Breaking Blocks; and, sometimes a Broken Block will reappear as if it was Never Broken.
My New Game World Default Settings is laggy compared to Older Versions of Minecraft.
- I assume that is because there is a whole bunch of New Content and Gameplay Mechanics compared to the Older Versions; thus, Game Lag is to be expected therefore normal.
I am not a Speed Demon in the Minecraft Game Worlds, like I am in Real Life; thus, waiting for the Minecraft Game World Environments to Render doesn't bother a whole lot at this time; compared to, me being bothered by being stuck behind a Slowpoke, or being Tailgated, while driving on Real Life Roads.
Alot of Minecraft Players want to be able to travel at extremely high speeds for very long distances; and, any Gameplay Lag disrupts this Extreme High Speed Travel Capability.
- So...I can understand your frustration with Gameplay Lag.
When my PC started to slow down with later versions of the game (1.8 was the one that became unplayable for me), found some info about allocating more RAM (I think the default is 1gb) - if you have more RAM to allocate, which we cant tell without some specs - in the JVM Arguments line in your profile settings (under Profile Editor in the Launch Window). I can't rem where it tells you what values to tinker with, but I know I did and allocated more RAM, and now I'm playing 1.9 with no problems. Could be a possibility.
This will only help if the game actually needs more memory; in my experience 1.9.2 uses the same amount of memory as 1.6.4 despite all the new features added, which shouldn't use much more memory anyway, seeing that the 1.9 jar is only about 3.8 MB larger (there's also data memory usage but they have not added anything that would need a lot of memory, such as chunk data, which still only uses 8 bits per block; only when block IDs above 255 are used by vanilla will it use the additional 4 bit field, which is not even allocated currently):
171 MB used, 336 MB allocated, on 8 chunk render distance (which is again the main factor affecting performance, including memory usage. 64 bit also requires more memory and is actually slower in some cases because of this; the issues with 32 bit Java on a 64 bit OS aside). Of course, you can also see why I might have issues running current versions (CPU and GPU, the latter of which is worse than current Intel graphics, though still has better OpenGL support).
By comparison, this is from a modded version of 1.6.4, with about the same amount of memory allocated (used memory isn't really a good indicator since it goes up and down very quickly, particularly since 1.8):
(note that there are 441 chunks loaded, compared to 261 in 1.9.2; the render distance is the same but 1.6.4 has a fixed view distance of 10 on the server. Also, for another performance comparison, 1.9.2 is rendering 144 chunk sections (the "C:" value) while 1.6.4 is rendering 258, yet is getting 4 times the FPS)
Also, the number of worlds you have on your computer has no effect on its performance unless you are actually running out of disk space, nor does the size of any individual world since only chunks within your render distance and around world spawn are loaded (though there is an issue with the way the game saves structure data that can affect very large worlds; periodically deleting "Mineshaft.dat" will avoid this though unless you travel around a lot in one session).
Also, the number of worlds you have on your computer has no effect on its performance unless you are actually running out of disk space, nor does the size of any individual world since only chunks within your render distance and around world spawn are loaded (though there is an issue with the way the game saves structure data that can affect very large worlds; periodically deleting "Mineshaft.dat" will avoid this though unless you travel around a lot in one session).
Yea...Sometimes I do travel around alot in my Game Worlds; and, my Game Worlds tend to be between 4 and 8 Max Zoom-Out Maps in size.
I have like 6 to 8 Base Sites on these Game Worlds; and, after spending a few weeks with only a few Base Sites, I forget the location of some Base Sites; thus, I am wandering about like crazy trying to find Lost Base Sites.
Also, I go on World Mapping Expieditions every once in awhile; thus, I am doing a crazy amount of traveling during some Game Sessions.
I die alot because I don't use Armor; and, that adds to my Travel Distance and my Game World Travel Ventures.
Rollback Post to RevisionRollBack
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I can't be the only one.
When breaking blocks in survival, they take around 10 seconds to actually break even after they broke, and a further 5 for them to actually appear in my inventory. They also require several more breakings to break in some cases. It's both annoying and boring to play with, because it's ruining my survival worlds.
Please fix this issue.
It's not an issue with Minecraft. It's an issue called Block Lag, and it happens when your computer or the server you're playing on can't really run Minecraft fast enough.
Someone once said, in defense of a poorly thought out suggestion that was not being supported: "Theres so much awesome and rare things to add and youre just like, oh , thats too good, no, i want something common like a grass block"
I had this when i was at 32 chunk rendering distance, my computer can easily run that but i turned it down and it helped. So try turning down your graphic settings.
The next minecraft patch for 1.9 is going to include a fix for a mob AI pathing memory leak. This should make a significant difference especially for low end machines.
by c0yote
I tried it with terrible results. I gave my wife my glasses for a second, a creeper showed up and now my wife is pregnant.
Stupid 3D..
Whats your computer like specification wise? Like the others have said it's probably due to your computer not being all the capable. Though I wonder because I myself used to run the game on an old Core 2 Duo CPU only and didn't get this block breaking delay in ssp.
My computer specs:
Intel Core i5-4690K, Asrock Z97X Killer ATX Mobo, Corsair Vengeance 16GB, Hyper 212 Evo, GTX 1060, EVGA 750Watt PSU, 840 Evo 120GB SSD, 1TB WD Blue, NZXT H440 (black/red).
There are several ways to make that sentence better and in general more helpful.
Maybe rather than telling me it's just my computer, tell me what it is with my computer? Also, what's with the triple full-stop at the end? With a sentence like that, you would only need 1 full stop, not 3.
Probably 10y/o but still.
Bro, you just got like 9,000 people to respond to your question, and now you're trying to insult them? Do you want help or not? Like seriously.
AND people are trying to ask what your comp specs are so they can better understand the problem and possibly help you. Instead of answering you just try to insult them?
You also had responses from people suggesting that you turn your graphics settings down some.
Seriously, people ARE helping you, and there are others who are asking you questions because that will greatly help them solve the problem.
Even if they are all 10y/o, they are acting much older when compared to your 10y/o attitude.
I mean come on, if you want help, then stop trying to hurt the people that are trying to help you.
What version were you playing though? Did you know that the recommended CPU for 1.6 is the minimum for current versions and the old recommended GPU is now hopeless? My computer is below the current minimum requirements but meets the old recommended, aside from RAM (3 GB vs 4 GB but this has never caused any issues. See this post for a comparison, aside from the Java version they have not changed the requirements since then. Note that the minimum requirements just let you play the game on low settings and with less than optimal performance, e.g. 60 FPS and no server lag anytime; it is best to have the recommended).
My own experience also supports this - aside from an issue with zombie pathfinding (not the one rodabon mentioned), which I fixed by modding in a fix from Forge into vanilla, I get no server lag, even the boat desync issue is only an issue when trying to shoot mobs onshore (a few blocks off, I also fixed this myself; boats are one of the most lag-sensitive things). By comparison, starting in 1.7.4 I noticed a significant increase in "can't keep up warnings" and in 1.8 and especially 1.9 they become continuous even when doing nothing and even on low render distances (far below the 10 required to ensure mobs spawn normally, note that this was not an issue until 1.7.4).
For example, here is the game output from a test world I made in 1.9.2, albeit slightly biased because I'd modded cave generation back to 1.6.4 but beyond the first few seconds (more caves means slower terrain generation and more falling gravel and flowing water, though there are only 30% more caves in 1.6.4 and only a fraction of terrain generation time is spent on caves) this should not cause the game to work any harder; instead, even after nearly three minutes it still hadn't stabilized and ran up to 36 seconds behind:
[14:28:06] [Client thread/INFO]: LWJGL Version: 2.9.4
[14:28:07] [Client thread/INFO]: Reloading ResourceManager: Default
[14:28:08] [Sound Library Loader/INFO]: Starting up SoundSystem...
[14:28:09] [Thread-5/INFO]: Initializing LWJGL OpenAL
[14:28:09] [Thread-5/INFO]: (The LWJGL binding of OpenAL. For more information, see http://www.lwjgl.org)
[14:28:09] [Thread-5/INFO]: OpenAL initialized.
[14:28:09] [Sound Library Loader/INFO]: Sound engine started
[14:28:11] [Client thread/INFO]: Created: 1024x512 textures-atlas
[14:29:14] [Server thread/INFO]: Starting integrated minecraft server version 1.9.2
[14:29:14] [Server thread/INFO]: Generating keypair
[14:29:15] [Server thread/INFO]: Preparing start region for level 0
[14:29:16] [Server thread/INFO]: Preparing spawn area: 4%
[14:29:17] [Server thread/INFO]: Preparing spawn area: 8%
[14:29:18] [Server thread/INFO]: Preparing spawn area: 10%
[14:29:19] [Server thread/INFO]: Preparing spawn area: 13%
[14:29:21] [Server thread/INFO]: Preparing spawn area: 15%
[14:29:22] [Server thread/INFO]: Preparing spawn area: 18%
[14:29:23] [Server thread/INFO]: Preparing spawn area: 19%
[14:29:24] [Server thread/INFO]: Preparing spawn area: 21%
[14:29:25] [Server thread/INFO]: Preparing spawn area: 23%
[14:29:26] [Server thread/INFO]: Preparing spawn area: 25%
[14:29:27] [Server thread/INFO]: Preparing spawn area: 27%
[14:29:28] [Server thread/INFO]: Preparing spawn area: 29%
[14:29:29] [Server thread/INFO]: Preparing spawn area: 32%
[14:29:30] [Server thread/INFO]: Preparing spawn area: 34%
[14:29:31] [Server thread/INFO]: Preparing spawn area: 37%
[14:29:32] [Server thread/INFO]: Preparing spawn area: 39%
[14:29:33] [Server thread/INFO]: Preparing spawn area: 41%
[14:29:34] [Server thread/INFO]: Preparing spawn area: 43%
[14:29:35] [Server thread/INFO]: Preparing spawn area: 45%
[14:29:36] [Server thread/INFO]: Preparing spawn area: 47%
[14:29:37] [Server thread/INFO]: Preparing spawn area: 49%
[14:29:38] [Server thread/INFO]: Preparing spawn area: 51%
[14:29:39] [Server thread/INFO]: Preparing spawn area: 54%
[14:29:40] [Server thread/INFO]: Preparing spawn area: 56%
[14:29:41] [Server thread/INFO]: Preparing spawn area: 58%
[14:29:42] [Server thread/INFO]: Preparing spawn area: 60%
[14:29:43] [Server thread/INFO]: Preparing spawn area: 63%
[14:29:44] [Server thread/INFO]: Preparing spawn area: 65%
[14:29:46] [Server thread/INFO]: Preparing spawn area: 68%
[14:29:47] [Server thread/INFO]: Preparing spawn area: 70%
[14:29:48] [Server thread/INFO]: Preparing spawn area: 72%
[14:29:49] [Server thread/INFO]: Preparing spawn area: 74%
[14:29:50] [Server thread/INFO]: Preparing spawn area: 76%
[14:29:51] [Server thread/INFO]: Preparing spawn area: 79%
[14:29:52] [Server thread/INFO]: Preparing spawn area: 81%
[14:29:53] [Server thread/INFO]: Preparing spawn area: 84%
[14:29:54] [Server thread/INFO]: Preparing spawn area: 87%
[14:29:55] [Server thread/INFO]: Preparing spawn area: 89%
[14:29:56] [Server thread/INFO]: Preparing spawn area: 92%
[14:29:57] [Server thread/INFO]: Preparing spawn area: 94%
[14:29:58] [Server thread/INFO]: Preparing spawn area: 96%
[14:29:59] [Server thread/INFO]: Preparing spawn area: 99%
[14:30:00] [Server thread/INFO]: Changing view distance to 8, from 10
[14:30:03] [Server thread/INFO]: TheMasterCaver[local:E:4f145584] logged in with entity id 777 at (201.5, 71.0, 258.5)
[14:30:03] [Server thread/INFO]: TheMasterCaver joined the game
[14:30:18] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 18130ms behind, skipping 362 tick(s)
[14:30:23] [Server thread/INFO]: TheMasterCaver has just earned the achievement [Taking Inventory]
[14:30:23] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 5275ms behind, skipping 105 tick(s)
[14:30:23] [Client thread/INFO]: [CHAT] TheMasterCaver has just earned the achievement [Taking Inventory]
[14:30:38] [Server thread/INFO]: [TheMasterCaver: Teleported TheMasterCaver to 1586.5, 100.0, 1918.5]
[14:30:38] [Client thread/INFO]: [CHAT] Teleported TheMasterCaver to 1586.5, 100.0, 1918.5
[14:30:50] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 9173ms behind, skipping 183 tick(s)
[14:31:15] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 19121ms behind, skipping 382 tick(s)
[14:31:21] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 6374ms behind, skipping 127 tick(s)
[14:31:42] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 10800ms behind, skipping 216 tick(s)
[14:32:33] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 36565ms behind, skipping 731 tick(s)
[14:32:38] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 4750ms behind, skipping 95 tick(s)
[14:33:17] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 22185ms behind, skipping 443 tick(s)
[14:33:28] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 4023ms behind, skipping 80 tick(s)
After I teleported and chunks had loaded I drank a Night vision potion so I could see underground - it took about a minute for it to register, I even drank it multiple times just to be sure; this lag is the same sort of lag that causes blocks to reappear (the client does some things independently of the server; otherwise, everything would be slowed down, including player movements, breaking blocks (e.g. blocks act as if they had a higher hardness instead of glitchily breaking), eating/drinking, and so on). By comparison, in 1.6.4 it only takes a few seconds for the server to stabilize after teleporting with only one "can't keep up" warning (if anything, falling gravel and flowing water causes more client-side lag, which can complain about too many packets being sent to it; during this time the entity count can spike to several thousand). Terrain generation is also several times faster (a lower render distance does help since it reduces the chunks loaded).
Also, I do not believe any claims Mojang makes about improved performance - whether any such improvements have had any effect has been swamped out by decreased performance in general (I do see less lag from zombies unable to reach me in 1.7.2+ but that is negated by increased lag in general. Since the zombie lag is highly situational this also means it isn't always present). As noted above, you can also get around this by lowering your render distance, which is the single best way to reduce lag - if you don't mind less mobs spawning (mob spawners (the darkroom kind) can be totally ruined, the effect is less apparent if you keep moving around).
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?
When my PC started to slow down with later versions of the game (1.8 was the one that became unplayable for me), found some info about allocating more RAM (I think the default is 1gb) - if you have more RAM to allocate, which we cant tell without some specs - in the JVM Arguments line in your profile settings (under Profile Editor in the Launch Window). I can't rem where it tells you what values to tinker with, but I know I did and allocated more RAM, and now I'm playing 1.9 with no problems. Could be a possibility.
This is a Computer Lag Issue; and, not a Game System Malfunction Issue.
Personally, I think your Computer Systems needs to be Defragmented; or, your Internet Access Router needs to be Reset.
However, I have had this kind of problem because my Computer System has like 12+ Minecraft Game Worlds on it.
- Reducing the number of Minecraft Game Worlds that are on your Computer System will also help out.
Other people have suggested altering your Gameplay Option Settings.
- This too will work.
On an Old, and Now Deleted, Game World, I had reduced the Sight Range; and, other Graphics & Sounds Settings; and, that did help speed up the rendering of the Game World Environments.
If you are trying to Break Blocks while the Game World Environment is still Rendering around your Avatar; then, you will experience Lag while Breaking Blocks; and, sometimes a Broken Block will reappear as if it was Never Broken.
My New Game World Default Settings is laggy compared to Older Versions of Minecraft.
- I assume that is because there is a whole bunch of New Content and Gameplay Mechanics compared to the Older Versions; thus, Game Lag is to be expected therefore normal.
I am not a Speed Demon in the Minecraft Game Worlds, like I am in Real Life; thus, waiting for the Minecraft Game World Environments to Render doesn't bother a whole lot at this time; compared to, me being bothered by being stuck behind a Slowpoke, or being Tailgated, while driving on Real Life Roads.
Alot of Minecraft Players want to be able to travel at extremely high speeds for very long distances; and, any Gameplay Lag disrupts this Extreme High Speed Travel Capability.
- So...I can understand your frustration with Gameplay Lag.
This will only help if the game actually needs more memory; in my experience 1.9.2 uses the same amount of memory as 1.6.4 despite all the new features added, which shouldn't use much more memory anyway, seeing that the 1.9 jar is only about 3.8 MB larger (there's also data memory usage but they have not added anything that would need a lot of memory, such as chunk data, which still only uses 8 bits per block; only when block IDs above 255 are used by vanilla will it use the additional 4 bit field, which is not even allocated currently):
171 MB used, 336 MB allocated, on 8 chunk render distance (which is again the main factor affecting performance, including memory usage. 64 bit also requires more memory and is actually slower in some cases because of this; the issues with 32 bit Java on a 64 bit OS aside). Of course, you can also see why I might have issues running current versions (CPU and GPU, the latter of which is worse than current Intel graphics, though still has better OpenGL support).
By comparison, this is from a modded version of 1.6.4, with about the same amount of memory allocated (used memory isn't really a good indicator since it goes up and down very quickly, particularly since 1.8):
In addition, here is a post where somebody compared the performance of 1.8.7 with 512 MB - 4 GB allocated (16 chunk render distance):
http://www.minecraftforum.net/forums/minecraft-xbox-360-edition/mcx360-discussion/2513182-why-the-console-editions-is-the-forgotten-dinosaur?comment=22
Also, the number of worlds you have on your computer has no effect on its performance unless you are actually running out of disk space, nor does the size of any individual world since only chunks within your render distance and around world spawn are loaded (though there is an issue with the way the game saves structure data that can affect very large worlds; periodically deleting "Mineshaft.dat" will avoid this though unless you travel around a lot in one session).
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?
Yea...Sometimes I do travel around alot in my Game Worlds; and, my Game Worlds tend to be between 4 and 8 Max Zoom-Out Maps in size.
I have like 6 to 8 Base Sites on these Game Worlds; and, after spending a few weeks with only a few Base Sites, I forget the location of some Base Sites; thus, I am wandering about like crazy trying to find Lost Base Sites.
Also, I go on World Mapping Expieditions every once in awhile; thus, I am doing a crazy amount of traveling during some Game Sessions.
I die alot because I don't use Armor; and, that adds to my Travel Distance and my Game World Travel Ventures.