• 1

    posted a message on Laughable performance for unknown reason.
    Quote from Strat00s»

    Just watch this, and you'll see my problem.

    (look at GPU usage).


    I see no problem. It looks exactly as I would expect for a high-end machine. My own runs similarly, though not quite as well as yours. You don't seem to be having any trouble running Minecraft on optimum settings.

    The only time my GPU is being used is when I look at the ground.

    Actually, it appeared to be getting used a lot more when you look at the horizon, which makes sense because the game saves on GPU cycles by unrendering terrain that is outside of your view. It doesn't do it perfectly; you can often see terrain disappear when it's still inside your view.

    Also, RAM is not the issue, because I even went to the extreme and allocated 12Gb of it and still the same result. Low freaking FPS and utilization only when looking at the ground or at the sky.

    Also is interesting, that when I go underground (like 20 blocks above bedrock, my CPU stress is at a minimum (one core is not even used) and GPU on 30ish%

    RAM won't help you. Another person already explained that you maybe should use less RAM, but the main reason it won't help you is because you're looking at a GPU issue, not a CPU issue. If you had more VRAM, then you could keep more textures and polygons loaded into memory, but just as with RAM, it wouldn't make your GPU go faster and might even bog your system down when it over-uses the memory.


    Going down into caves causes less memory usage and processing because it unrenders the terrain up above. It's actually one of the suggestions for people having difficulty running Minecraft: go into the caves to increase your framerate.

    How come, that PC which can run any game above 100FPS stable, can't (almost) run Minecraft?

    So if someone can explain why is this happening, you are a GOD.




    This is quite easy to explain. The main problem here is that you seem to be under the impression that Minecraft isn't a high-end game. You play a polygon-adventure game in which all of the environments have been carefully tailored to make your graphics card look cool, and with that 1080Ti you can just barely run things on max settings without a framerate drop.


    Well Minecraft is an entirely different kind of game. It runs on a different rendering technology, and graphics cards aren't even optimized for this sort of game. It's rendering blocks, not polygons. Also, when you turn up the render distance slightly, the number of displayed blocks goes up by the square of the difference, unlike in your polygon-adventure games where a doubling of the detail level causes less than a doubling of the performance needs. Also, Minecraft is poorly optimized for the high-end. With low settings it'll run fine on a 10 year old laptop with default hardware and no 3D acceleration. But with high settings it can and will test the highest machine you can get your hands on. Blocks in the distance render exactly the same as when they are near, whereas most games reduce the texture and polygon resolution of distant objects.


    Again, your results look fine and are probably what anyone else would experience running similar specs with similar in-game settings. You'll be fine at 16 chunk render distance, really. You won't even notice how near the edge is to you unless you're in a tall scout tower or flying.

    Posted in: Java Edition Support
  • 1

    posted a message on Ships, Pirates, & More | Ocean Improvements Part 3/3 (Updated Jan. 13th, 2018)

    I like this idea, and I vote Wolftopia for Möjang developer.

    Posted in: Suggestions
  • 1

    posted a message on Balance the Mending Enchantment
    Quote from InterludeDude»

    The 3rd paragraph provides a intelligent and sensible solution to the problem of tools barely getting XP. But what axe/shovel blocks specifically give XP?


    Support.


    According to the wiki, none at all. The closest you can get is breaking wood or clay and smelting it in a furnace.
    Posted in: Suggestions
  • 3

    posted a message on The Trash Button

    It's called fire, lava, and cactus. Also you can throw stuff somewhere you don't normally travel and forget about it until it despawns.

    Posted in: Suggestions
  • 1

    posted a message on Balance the Mending Enchantment

    Currently, there is an imbalance with Mending. It works really well with armor but very poorly with tools. The way it works is simple: sometimes when you get experience, all of your equipment which is currently equipped or in use will be partially repaired. This includes all armor pieces and anything selected or in the off hand. It doesn't work very well for tools because most tool actions don't result in experience gain, and most experience-gaining actions don't repair the tools since they aren't selected. Your sword or bow can do just fine because you're usually using them while gaining experience. Armor has it even better: it's repairing no matter what you're doing as long as you get experience from it. Armor is repairing when you're doing combat with hostile mobs, but it's also repairing when you collect ore or pull stuff from the furnace.


    I set mending on all of my equipment. It is all diamond and has Unbreaking II or III. In practice, I find that my armor repairs itself much faster than it gets damaged even in direct combat. It even manages to stay in good repair during combat which causes the armor to take heavy damage, such as when I'm fighting silverfish or guardians. My sword and bow also repair themselves just fine. But my pick, axe, and shovel seem to gain almost nothing at all from mending during normal use. Even when I'm caving and ores are the majority of what I'm gathering, my pick repairs barely faster than it breaks. Things I use the axe or shovel for never yield experience. I set up an experience farm which I use to repair my tools, but as I can only repair one at a time (whatever I put in the off hand), it winds up being very tedious and I get so many enchantment levels by the time even one tool is repaired that I finally just spend diamonds to repair the others on the anvil. My level will easily go into the 50s before even one tool is repaired.



    One possible solution to this is to make everything with Mending on the hotbar repair from experience, so that your tools and armor alike will constantly gain from it even if you don't have the tools selected at all times. I like that solution but I'd like to go deeper. The issue then would be that mending is perhaps too powerful, as everything would generally stay repaired as long as you're gaining experience on a regular basis. When combined with Unbreaking, it would become trivially easy to maintain your tools, weapons, and armor. My solution is to reduce the rate of repair overall but have it be increased in certain situations. Weapons and armor would repair best from experience gained through combat, while tools would repair best when you gather experience from breaking blocks. Since the vast majority of experience from blocks comes from pick blocks, the three tools (pick, axe, shovel) should all gain the full bonus from all block experience. The overall difference this would make to Mending is as follows:

    1.) armor would repair the same in combat, but less from breaking blocks

    - armor repairs a bit less overall

    2.) weapons would repair the same in combat, but now can also repair when you break blocks

    - weapons repair slightly more overall

    3.) tools would repair more overall, but especially when you're gaining experience through breaking blocks

    - tools repair a lot more overall


    I would also make it a bit harder to fit enchantments on equipment. I currently have unbreaking 3, efficiency 3 or 4, and mending on all three tools plus each has an extra attribute: fortune 3 on the pick, silk touch on the shovel, and sharpness 3 on the axe. My armor has unbreaking 3 (2 on the helmet) along with a protection attribute. In addition to this my helmet has respiration 3, and my boots have depth strider 3 and feather falling 4. They all have mending. My sword has sharpness 4, unbreaking 2, looting 2, and mending. I haven't worked any of these to their max level yet. It seems like there's room to have pretty much perfect equipment in every slot. I'd definitely make some of these enchantments cost more levels, at least that way if you have unbreaking with mending, you have to give something else up. That would further balance mending by making it cost more than finding your third librarian who sells the book virtually indefinitely for 20 emeralds each.

    Posted in: Suggestions
  • 1

    posted a message on Any way to get rid "fish eye" with FOV?

    You can't get rid of the "fisheye effect" because it isn't an effect. What you see IS what it really looks like. You can't squeeze more stuff into your visible range without squishing things to make room for it.


    The illusion is caused by displaying a 3D world on a flat screen. It is a composite product of how the image is written onto the screen and then how our brain interprets the screen image and it is present at all view angles even if you don't notice.


    You can train yourself to stop seeing it simply with practice. I play on 90º view angle and it looks fine to me now because I've been playing on it for many hours. I still occasionally notice that objects are a different apparent size depending what direction I look at them, but most of the time I don't notice. Your brain is constantly adjusting what you see into a satisfactory image. You see in strong "fisheye" effect at all times since you have a peripheral view of around 160º, but your brain gets used to it and so you don't notice it. It's particularly difficult to notice it with our own eyes because we've never seen our own vision any other way, so we have nothing to contrast it with. All you're noticing is that the game doesn't look the same on a screen as it would in real life. It just takes time to adjust.

    Posted in: Discussion
  • 1

    posted a message on Ocean Improvements Part 2/3: Sea Content (Updated)

    I did post a suggestion recently about giving access between the nether and the end. Maybe something similar could be proposed, allowing passage between the deep ocean and the end? It should probably be accessed from the end to prevent players getting to the end too fast, also I imagine it connects out to the outer lands so you need to kill the dragon first before you can get the access. But perhaps you discover portals in the end which when lit will take you to a strange shipwreck that contains ender items and blocks, hinting about a failed invasion...

    Posted in: Suggestions
  • 2

    posted a message on So there's good news, and then REALLY concerning news...
    Quote from lehjr»

    So the question remains, what financial sense does it make to develop and maintain 2 independent code bases for the same game, especially if one of those relies on libraries outside of their development and control? Clearly Microsoft is not above abandoning platforms that don't "make the cut". Given Microsoft's past history with Java, I'm surprised they haven't tried to phase out the Java version sooner.


    Obviously Microsoft corporation does not benefit from keeping the Java edition around, precisely because it is more difficult for them to monetize it. Over-monetization has been shown to ruin titles very quickly. So we benefit from keeping Java edition around, and Microsoft is clearly making a move to sweep Java edition under the rug in order to skirt their legal responsibility for their own benefit and at our expense. You have to believe Microsoft has our interests in mind to think that's not what they intend to do.

    Now all that said, does it even matter whether or not they kill the Java version? As long as you keep your own backups, probably not. Even then, it is just a game. Last I checked, there were other games out there. many of of better quality. It's not worth worrying about. And for the cost of the game, it's quite trivial, the cost of a moderately decent meal at a restaurant, and that meal doesn't last very long.


    They've already built the game to require using the launcher just to launch the game, and the launcher can auto-install updates if you have an internet connection. Sure there's probably a way around it but you'd have to do some research and find out how. You can no longer double-click the executable because there isn't an executable in the game folder. This doesn't have anything to do with the sticker price of Minecraft, if we lose access to the Java version we may basically lose access to Minecraft as a whole. Those of us who can't afford the potentially much higher price for a version of Minecraft which is likely not nearly as fun may be cut off entirely except through pirating old versions of the game. And I can't just go out and find another game as good as Minecraft--I've tried quite a few, none even come close to measuring up so when you speak of quality I'm not sure what you mean, Minecraft at current is probably the highest quality game on the market. Quality is subjective but Minecraft does not have a single decent competitor for what it offers.


    So you're looking at the here and now, and ignoring Microsoft's reputation, their history, and failing to extrapolate into the near future about what might happen to Minecraft. You're making assumptions about how okay that future will be, when you aren't bothering to get to know the company you're trying to make predictions for.

    Posted in: Discussion
  • 1

    posted a message on What should I put in my underwater city???

    I have a fairly elaborate idea:


    Design a radial city layout with everything spanning outward from a large town circle at the center, with a great water fountain in it. Then use a glass ceiling on much of the city, especially a glass dome over the town circle, making the fountain visible from the ocean.



    Another consideration when building underwater, especially when considering how it looks from outside the structure, is to match your light sources with the surrounding materials. Glowstone goes well with cobblestone while sea lanterns go well with prismarine. There are many other great combinations as well, and you might have to experiment to find the best. I like to build tunnels or hallways with periodic light blocks along the length of the tunnel, like one set of 2-3 lights per opaque arch, while the rest is transparent glass.


    If you're building it in survival, prismarine and sea lanterns are an excellent material to show off with, as they are both great-looking and a bit scarce. You can then accent it with concrete or wool to create counter-colors for any parts you want to not be blue/green, or you can even accent it with those strong green or blue colors to bring out the appeal of the teal prismarine. But if you want a cheap bulk material that looks great, stone of many kinds (cobblestone, smooth stone, stone brick, andesite, granite, diorite) can all look great if you accent them with the right blocks. You don't want it all to be over-detailed--a flat surface works fine made entirely out of gray stone if it's accented with a bit more color. Even terracotta can be used to add color to stone, as that unsaturated red for instance will look plenty red enough against cobblestone.

    Posted in: MCXONE: Discussion
  • 1

    posted a message on Indecisive...

    I voted Evolved MC because the only criterion asked was which one seems more like survival. I haven't seen the server but from the description in the OP, it sounds like neither name is a very good fit. Melville fits your name, so it has that going for it. It also sounds small. So that might be the better choice overall. I can't think of any other names to suggest.

    Posted in: Discussion
  • To post a comment, please .