I would like to ask how scale of build affect performance.
I’ve recently finished my new home, it’s bit on the bigger side of things. However, since I was about 35 % finished, I’ve started noticing some lower FPS (from 60 to 30). That FPS has not kept lowering, it pretty much stays, where it was. I have my new home, with footprint about 80 by 90 blocks, from y = 42 to y = 254, MC edit gives me 359 232 blocks. Mostly construction materials, however I have 6 water elevators (where 1 elevator is 2 vertical pipes with dimension 2×2, for up and down) and 3236 signs (to hold the water).
I can have render distance as low as 4 chunks, but the FPS is still the same.
I was searching for some answers, but have not found any.
For example, I know that my vertical animal farm with 500 to 2000 animals (depending on my mood to kill) causes insane performance drops. Obviously. Bud build? I have not even put chests and hoppers inside (which is kind of the purpose of that building).
Does anyone have experience with it?
Ask anything. HW specs, me to upload my world somewhere (ehm…where? :-D ), or anything else.
Here it is.
Arguments: -Xmx10G -Xmn8G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=100 -XX:G1HeapRegionSize=128M
Using latest (1.8.181) java.
More RAM does not mean more FPS, it's a myth. Try allocating less memory to Minecraft.
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Say something silly, Laugh 'til it hurts, Take a risk, Sing out loud, Rock the boat, Shake things up, Flirt with disaster, Buy something frivolous, Color outside the lines, Cause a scene, Order dessert, Make waves, Get carried away, Have a great day!
ConorGarland: How much exactly? Because I remember noticing big imrovements when I allocated 6G from 3G.
webrosc: Default arguments are these: -Xmx1G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M . No explicit statement about -Xmn. I assume removing that argument will be sufficient.
Say something silly, Laugh 'til it hurts, Take a risk, Sing out loud, Rock the boat, Shake things up, Flirt with disaster, Buy something frivolous, Color outside the lines, Cause a scene, Order dessert, Make waves, Get carried away, Have a great day!
ConorGarland: Here is my mod list.
Autofish 1.4 ← I'm not really using this one
globalxp-1.12.x-v1.4 ← Really nice thing to have
GodFist 1.0 [1.12] ← Really nice thing to have
hud-1.3.9-1.12 ← Absolute necessity
Inventory-Tweaks-Mod-1.12.2 ← Absolute necessity
JourneyMap-Mod-1.12.2-Unlimited ← Absolute necessity
OptiFine_1.12.2_HD_U_E2
OreExcavation-1.4.104 ← Really nice thing to have
u_team_core-1.12.2-2.0.0.82 ← Backpacks require this
useful_backpacks-1.12.2-1.3.0.11 ← Really nice thing to have
However. I've run my world in vanilla 1.13.1. The same. Really. Or at least I haven't notice any difference. Which is kind of the point.
So not using any mods is something what I've tried.
Yeah, one more (maybe not so obvious) thing: the FPS drop is occuring when I'm near my new building. I can render like 16 chunks in middle of nowhere, without problem. But when I'm in my empire, one must be careful about render distance.
majestyc2k1: Yeah. :-D I've tested 12 G. Not a good idea. :-D
Anyway. I have deleted -Xmn8G parameter and changed -XX:MaxGCPauseMillis from 100 to 50 and run the game. The memory comsuption was better, but that's the only thing I have had time to test, since it was late and I wet to sleep. I will test rest today.
But my original question still kind of remains. If you have very large structure, from ground to build limit, with 100 000's of blocks, does that affect performance?
But my original question still kind of remains. If you have very large structure, from ground to build limit, with 100 000's of blocks, does that affect performance?
Yes, mainly because there are more block faces for the game to render; in other words, a Superflat world with nothing in it only has to render 256 faces per chunk (the game performs backface culling so the faces at the bottom do not render, at least not on the GPU, which affects FPS all the time while chunk redraws, which do render all faces, only occur when chunks need to be updated), while a complex build could easily increase that to a thousand or more, especially if it has a lot of partial blocks (for example, slabs will not prevent full blocks next to them from hiding their faces), leaves on Fancy graphics, or blocks with complex models (e.g. a lot of fences can make the game run out of memory, and otherwise cause major lag spikes when updating chunks or lowered FPS when looking at them).
Also, regardless of what it contains, even if it is just air, each loaded chunk section contributes to memory usage and if all 16 are loaded (from y=0 to 255) this will use about triple the memory of a default world, which has around 5-6 loaded (max height of 80-96 blocks); this is the main reason why Amplified is more resource intensive than a normal world (as a rough calculation, the game needs about 55 MB of memory to store the data in chunks loaded on a render distance of 10 on a normal world and about 145 MB for a max height world). This is in addition to memory needed to store all the rendering information, which likely can be quite significant for complex areas (see above about fences making the game run out of memory, they do not use more memory than any other block in the chunk data so it has to be the memory required to render them) as each block face has 4 vertices which each have coordinates, brightness, color, etc; as well as spawn chunks (only loaded server-side; Optifine's "smooth world" setting unloads them unless you are nearby, in which case they otherwise may not contribute to any overhead, so building at spawn can reduce memory usage).
Most of the memory usage that you see though is due to mods and Forge; which are extremely memory inefficient since they are often not coded very well and may have memory leaks (the game really only needs about 100 MB of memory, maybe 2-3 times this on newer versions due to Mojang's own poor coding practices since 1.8; even with optimization mods Forge runs worse than vanilla by itself).
TheMasterCaver: Thank you for detailed response. Especially that middle part. That fits on my new house really well. A lot of glass, water, signs, torches, tall structure…
Regarding forge and mods: I got better FPS when using forge and optifine.
My problem isn't that much with memory consuption. It's with very low FPS.
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I would like to ask how scale of build affect performance.
I’ve recently finished my new home, it’s bit on the bigger side of things. However, since I was about 35 % finished, I’ve started noticing some lower FPS (from 60 to 30). That FPS has not kept lowering, it pretty much stays, where it was. I have my new home, with footprint about 80 by 90 blocks, from y = 42 to y = 254, MC edit gives me 359 232 blocks. Mostly construction materials, however I have 6 water elevators (where 1 elevator is 2 vertical pipes with dimension 2×2, for up and down) and 3236 signs (to hold the water).
I can have render distance as low as 4 chunks, but the FPS is still the same.
I was searching for some answers, but have not found any.
For example, I know that my vertical animal farm with 500 to 2000 animals (depending on my mood to kill) causes insane performance drops. Obviously. Bud build? I have not even put chests and hoppers inside (which is kind of the purpose of that building).
Does anyone have experience with it?
Ask anything. HW specs, me to upload my world somewhere (ehm…where? :-D ), or anything else.
Post a screenshot with F3 enabled and your JVM arguments. But I can already tell you that signs degrade performance.
Here it is.
Arguments: -Xmx10G -Xmn8G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=100 -XX:G1HeapRegionSize=128M
Using latest (1.8.181) java.
More RAM does not mean more FPS, it's a myth. Try allocating less memory to Minecraft.
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Moderatoralso set -xmn back to its default
ConorGarland: How much exactly? Because I remember noticing big imrovements when I allocated 6G from 3G.
webrosc: Default arguments are these: -Xmx1G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M . No explicit statement about -Xmn. I assume removing that argument will be sufficient.
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Moderatoryour game is using 31% of the 10G allocated, so using math......
allocate 4G
webrosc: Problem is in what you cannot see in static screen. It fluctuates, going as high as 9G.
Previous screen was taken in random time, I can take different one, if you'd like.
Remove some mods to decrease memory usage.
ConorGarland: Here is my mod list.
Autofish 1.4 ← I'm not really using this one
globalxp-1.12.x-v1.4 ← Really nice thing to have
GodFist 1.0 [1.12] ← Really nice thing to have
hud-1.3.9-1.12 ← Absolute necessity
Inventory-Tweaks-Mod-1.12.2 ← Absolute necessity
JourneyMap-Mod-1.12.2-Unlimited ← Absolute necessity
OptiFine_1.12.2_HD_U_E2
OreExcavation-1.4.104 ← Really nice thing to have
u_team_core-1.12.2-2.0.0.82 ← Backpacks require this
useful_backpacks-1.12.2-1.3.0.11 ← Really nice thing to have
However. I've run my world in vanilla 1.13.1. The same. Really. Or at least I haven't notice any difference. Which is kind of the point.
So not using any mods is something what I've tried.
Yeah, one more (maybe not so obvious) thing: the FPS drop is occuring when I'm near my new building. I can render like 16 chunks in middle of nowhere, without problem. But when I'm in my empire, one must be careful about render distance.
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Curse PremiumAnother thing: DO NOT allocate more than half of the PC system RAM. The PC requires memory too.
"We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far."
majestyc2k1: Yeah. :-D I've tested 12 G. Not a good idea. :-D
Anyway. I have deleted -Xmn8G parameter and changed -XX:MaxGCPauseMillis from 100 to 50 and run the game. The memory comsuption was better, but that's the only thing I have had time to test, since it was late and I wet to sleep. I will test rest today.
But my original question still kind of remains. If you have very large structure, from ground to build limit, with 100 000's of blocks, does that affect performance?
Yes, mainly because there are more block faces for the game to render; in other words, a Superflat world with nothing in it only has to render 256 faces per chunk (the game performs backface culling so the faces at the bottom do not render, at least not on the GPU, which affects FPS all the time while chunk redraws, which do render all faces, only occur when chunks need to be updated), while a complex build could easily increase that to a thousand or more, especially if it has a lot of partial blocks (for example, slabs will not prevent full blocks next to them from hiding their faces), leaves on Fancy graphics, or blocks with complex models (e.g. a lot of fences can make the game run out of memory, and otherwise cause major lag spikes when updating chunks or lowered FPS when looking at them).
Also, regardless of what it contains, even if it is just air, each loaded chunk section contributes to memory usage and if all 16 are loaded (from y=0 to 255) this will use about triple the memory of a default world, which has around 5-6 loaded (max height of 80-96 blocks); this is the main reason why Amplified is more resource intensive than a normal world (as a rough calculation, the game needs about 55 MB of memory to store the data in chunks loaded on a render distance of 10 on a normal world and about 145 MB for a max height world). This is in addition to memory needed to store all the rendering information, which likely can be quite significant for complex areas (see above about fences making the game run out of memory, they do not use more memory than any other block in the chunk data so it has to be the memory required to render them) as each block face has 4 vertices which each have coordinates, brightness, color, etc; as well as spawn chunks (only loaded server-side; Optifine's "smooth world" setting unloads them unless you are nearby, in which case they otherwise may not contribute to any overhead, so building at spawn can reduce memory usage).
Most of the memory usage that you see though is due to mods and Forge; which are extremely memory inefficient since they are often not coded very well and may have memory leaks (the game really only needs about 100 MB of memory, maybe 2-3 times this on newer versions due to Mojang's own poor coding practices since 1.8; even with optimization mods Forge runs worse than vanilla by itself).
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?
TheMasterCaver: Thank you for detailed response. Especially that middle part. That fits on my new house really well. A lot of glass, water, signs, torches, tall structure…
Regarding forge and mods: I got better FPS when using forge and optifine.
My problem isn't that much with memory consuption. It's with very low FPS.