That's a serious question btw. I've only been looking through this section for a few days and half the threads here have you and your posts with that crap. The game clearly isn't satisfying you. Move on to something else. There are plenty of other games that offer challenges.
Until you read 100% of my threads, you don't need to talk. That's a serious statement. You don't know anything about my feelings towards the game in detail.
Go back to Alpha, 1.2 Play for a long time. Then come back, and we can talk.
Rollback Post to RevisionRollBack
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
Until you read 100% of my threads, you don't need to talk. That's a serious statement. You don't know anything about my feelings towards the game in detail.
Go back to Alpha, 1.2 Play for a long time. Then come back, and we can talk.
sorry, i played alpha 1.2 lot and i still think you've been whinning too much. maybe you really should move on, meet new games, etc.
I've had no lag whatsoever with the Snapshots.. The closest thing to that is the glitchy boats.
NPCs, arrows, maps, boats, minecarts, etc all lag. Basically all entities lag now as a result of the client having to sync up with the server. I haven't even touched on the chunk generation lag/chunks not saving at all issue.
The great part is everyone will experience this, regardless of what setup they have. All input must be synced to the server, sure it's not immediately noticeable, but it's much less enjoyable playing when everything isn't as fluid.
I have no problem with never updating Minecraft again, I love new content as much as the next person, but these server-to-client sync issues cannot stand.
Don't be so presumptuous, as long as a server is necessary in connecting to the client there will always be lag, there is absolutely no way around it. The best we could hope for is making as many action client-side as possible, it won't fix the input lag, but it would at least make it less noticeable.
I especially like the part where you seem to be completely oblivious to one simple fact: The routines haven't changed, just the way the program communicates between them. The last 2 snap shots brought the server code into the main process, which immediately ended the need for a second JVM to host the server process. The next step is optimizing the channels used for sharing data so the local client can access them smoother, while still leaving them exposed for remote clients to sync to.
The performance problems we're seeing right now are obvious side effects from the extra overhead that hasn't been cut out yet. First it was 2 processes and the netcode.... now its just 2 routines in a single process, and the netcode being the main bridge. Optimize the netcode, and make data sync more efficient, and most of the remaining overhead is rendered negligible.
I'm pretty sure that's just a bug, although I'm not certain.
No it's not, as single player is now acutely a lot multiplayer. (Think about it, would it make sense that if 1 person presses pause then the hole sever pauses, no.)
NPCs, arrows, maps, boats, minecarts, etc all lag. Basically all entities lag now as a result of the client having to sync up with the server. I haven't even touched on the chunk generation lag/chunks not saving at all issue.
The great part is everyone will experience this, regardless of what setup they have. All input must be synced to the server, sure it's not immediately noticeable, but it's much less enjoyable playing when everything isn't as fluid.
I have no problem with never updating Minecraft again, I love new content as much as the next person, but these server-to-client sync issues cannot stand.
I can certainly see where you are coming from. Personally I have little if nonexistant lag, however simply because I am not experiencing it doesn't mean it isn't a problem. My hope is that merging SSP and SMP will result in MC becoming better as a whole. I'm also bracing myself a little because honestly I see MC getting worse before it gets better. There are going to be hurdles, trials and tribulations but once its out of the woods I feel its going to be an overall change for the better.
I've had no lag whatsoever with the Snapshots.. The closest thing to that is the glitchy boats.
Until you read 100% of my threads, you don't need to talk. That's a serious statement. You don't know anything about my feelings towards the game in detail.
Go back to Alpha, 1.2 Play for a long time. Then come back, and we can talk.
"The oceans of minecraft are vast and nearly endless... and we just have a floating little box to traverse across them..." - doctorseaweed2
sorry, i played alpha 1.2 lot and i still think you've been whinning too much. maybe you really should move on, meet new games, etc.
NPCs, arrows, maps, boats, minecarts, etc all lag. Basically all entities lag now as a result of the client having to sync up with the server. I haven't even touched on the chunk generation lag/chunks not saving at all issue.
The great part is everyone will experience this, regardless of what setup they have. All input must be synced to the server, sure it's not immediately noticeable, but it's much less enjoyable playing when everything isn't as fluid.
I have no problem with never updating Minecraft again, I love new content as much as the next person, but these server-to-client sync issues cannot stand.
I especially like the part where you seem to be completely oblivious to one simple fact: The routines haven't changed, just the way the program communicates between them. The last 2 snap shots brought the server code into the main process, which immediately ended the need for a second JVM to host the server process. The next step is optimizing the channels used for sharing data so the local client can access them smoother, while still leaving them exposed for remote clients to sync to.
The performance problems we're seeing right now are obvious side effects from the extra overhead that hasn't been cut out yet. First it was 2 processes and the netcode.... now its just 2 routines in a single process, and the netcode being the main bridge. Optimize the netcode, and make data sync more efficient, and most of the remaining overhead is rendered negligible.
What the heck are you talking about? No it's not, as single player is now acutely a lot multiplayer. (Think about it, would it make sense that if 1 person presses pause then the hole sever pauses, no.)
I can certainly see where you are coming from. Personally I have little if nonexistant lag, however simply because I am not experiencing it doesn't mean it isn't a problem. My hope is that merging SSP and SMP will result in MC becoming better as a whole. I'm also bracing myself a little because honestly I see MC getting worse before it gets better. There are going to be hurdles, trials and tribulations but once its out of the woods I feel its going to be an overall change for the better.