Umm, you do realize that after about 120fps, differences become undiscernable, and as time passes, headache inducing, right? It's not about boosting the FPS of fast computers, but about improving performance on slower machines.
Umm, you do realize that after about 120fps, differences become indiscernible, and as time passes, headache inducing, right? It's not about boosting the FPS of fast computers, but about improving performance on slower machines.
No, 120fps is just faster, anything over 2000fps will cause headaches since that is the speed the human eye can perceive motion. (Thats why people get headaches from bluray). also, mojang has added this in 1.8. Also, it improves performance on all machines.
Quote from InuYasha86000�although it IS more than likely implemented into the Snapshots, I would like to request this topic stay open until the official release of 1.8 to confirm multi-threading is fully implemented.
Why would it not be fully implemented? Dinnerbone and searge spent months on it and they are just going to be like "Naw, i don't feel like adding it right now."
Umm, you do realize that after about 120fps, differences become undiscernable, and as time passes, headache inducing, right? It's not about boosting the FPS of fast computers, but about improving performance on slower machines.
However, when you exceed 80 (your eyes can comfortably perceive differences below this value) the differences become saturated (i.e. increasingly difficult to notice without straining your eyes.) Source: http://imageshack.us/img189/7486/img20110209141109.jpg
Technically speaking, you shouldn't be trying to restrict fps to any specific value because doing so requires additional programming instructions. Think of it like this: If a given game by design can produce ~999fps and you cap that at 120, the game's programming will need to step in and say "Hey, I need to see if you're running too fast, gimme a sec. Okay, yep, you're running too fast. Let me do some math quick so I can figure out how much I need to slow you down." This would be counterproductive to efficiency. Since that's what this entire thread is about.
Ultimately it doesn't really matter anyways. Your monitor is going to be the bottleneck in terms of fps.
With an 8-core 3 ghz cpu myself, 16gb of ram, and a GTX 560, I feel like I should not get lag.
Yet, I do because minecraft, like many other games, isn't built for multi-core rigs yet.
I'm all-in for multicore support. My rMBP has four cores and I think using at least two of them will certainly make things like loading chunks, resource packs, and opening to LAN/hosting a lot more stable. Balancing out the demands on the processor should prevent the game from bottlenecking.
Servers would benefit greatly too. Low- to high-capacity servers would be able to keep up in times of high activity.
Engineering it won't be easy though. I wonder if we would actually see it as a possibility now that Microsoft
of the League of Corporate Competition Killing and Anti-progression
could possibly lend more resources (money, staff) to make it happen.
The multithreaded chunk loading is crude and it will need a lot of optimizations in order to behave properly. Currently it works best with multi-core systems, quad-core is optimal, dual-core suffers a bit and single-core CPUs are practically doomed with vanilla. Lag spikes are present with all types of CPU.
Yep, and even more so than usual the problem with the game is poorly written code - as far as my computer is concerned the original Notch code runs infinitely better than the laggy, resource hogging mess that the game has become:
The old Notch code was straightforward and relatively easy to follow. The new rendering system is an over-engineered monster full of factories, builders, bakeries, baked items, managers, dispatchers, states, enums and layers. Object allocation is rampant, small objects are allocated like there is no tomorrow. No wonder that the garbage collector has to work so hard.
Also, even older versions are mutlithreaded because the client and server have their own separate threads, which clearly show when I compare 1.3.1 and later to older versions; the former run much smoother FPS-wise (excluding the latest version). Which is perfectly fine with me as I have a dual-core CPU, enough to handle two main threads without problems as long as shared resources (e.g. memory bandwidth) aren't bottlenecks.
I agree. Most of my other games/programs are multi-threaded, so I usually get a quad-octa core processor for that. However, when I play MC, all the other cores are a huge waste.
I am currently unaware of a way to multithread vanilla Minecraft, but for anyone using the AT Launcher you are in luck. A friend recently showed me this little trick that will improve the game performance by making it run multithreaded. This does require you to have downloaded JDK (Java Developer Kit) for this to work. Google it, you can find a download.
Here is how you do it:
Download JDK 1.7 (1.8 will not run any current modded version of Minecraft that I am aware of)
Click on the settings tab.
Within that, now click on Java/Minecraft.
There should be an option saying, "Java Path". Paste this in there: C:\Program Files\Java\jdk1.7.0_75
Replace the numbers at the end with the specific version of Java you have downloaded if they are not version 1.7.0_75
Next there should be a box titled "Java Parameters". Paste the following: -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:+CMSIncrementalPacing -XX:ParallelGCThreads=4
The above number "4" is the number of threads which you want to allocate to the game. My PC has 4 as an i5 quad-core. If you have an i7 quad-core you can allocate up to 8 seen as hyperthreading is technically adding a second thread for every core. You can do any number as longer as your processor supports it (Don't do something like 47032493, it just won't work. Also don't use decimals like 2.5).
Hope this helps. I know someone has probably already found a solution, but as of now (2/2015) I am unaware of anything besides the included VBOs which if I am correctly informed just allows for hyperthreading of a single core.
This would be great because I always play on the snapshots and optifine takes time to update so my fps drop by at least 20 when using snaps (even a drop of 75 fps on one of the corrupted ones)
The Meaning of Life, the Universe, and Everything.
Join Date:
1/3/2015
Posts:
572
Location:
de_piranesi
Minecraft:
SkeletonGamer
Xbox:
I don't want
PSN:
Neither
Member Details
Ultimate support
Rollback Post to RevisionRollBack
-Pixel Format Not Accelerated Problems in Windows 10 Reasons-
1.Old Intel CPU (2nd Gen and older) and these aren't ready for Windows 10.Please downgrade to an older version
2-Slow/Intel GPU (But sometimes Intel GPU just work fine from 3rd Gen CPU or newer on Win10)
3-Update Drivers (recommended for Dedicated GPU but not always for Intel's)
[This signature isn't to critisice Intel/Microsft or any thing of this sort, I am criticising You and You idiotness for not checking the requirements for Windows 10] (If you are annoyed of the ammount of the thread with a "Pixel Format Not accelerated" problem, plz Share this signature
Yep, complete waste. Best selling game in the world and my i7 4790k runs on par with an old i3. Bad coding. Just to make it worse, Notch spent 70 millino on a new house in Beverly Hills while he and Mojang could have been writing off new code to improve performance. It's just sad this game will forever run like horse crap because of lazy programming. I have 3 cores and 4 threads just sitting almost idle while my computer gets below 120fps with the shaders mod.
I think none of us would have bought Minecraft had we seen how much of a jerk the creator really is.
OFFICIAL POSTING/REPLYING GUIDELINES
UNOFFICIAL POSTING GUIDE (PRT)
UNOFFICIAL REPLYING GUIDE (FTC)
No, 120fps is just faster, anything over 2000fps will cause headaches since that is the speed the human eye can perceive motion. (Thats why people get headaches from bluray). also, mojang has added this in 1.8. Also, it improves performance on all machines.
Why would it not be fully implemented? Dinnerbone and searge spent months on it and they are just going to be like "Naw, i don't feel like adding it right now."
You have a source for that? Because the human eye can process, at minimum, 250fps. Possibly much higher. Source: http://www.100fps.com/how_many_frames_can_humans_see.htm
However, when you exceed 80 (your eyes can comfortably perceive differences below this value) the differences become saturated (i.e. increasingly difficult to notice without straining your eyes.) Source: http://imageshack.us/img189/7486/img20110209141109.jpg
Technically speaking, you shouldn't be trying to restrict fps to any specific value because doing so requires additional programming instructions. Think of it like this: If a given game by design can produce ~999fps and you cap that at 120, the game's programming will need to step in and say "Hey, I need to see if you're running too fast, gimme a sec. Okay, yep, you're running too fast. Let me do some math quick so I can figure out how much I need to slow you down." This would be counterproductive to efficiency. Since that's what this entire thread is about.
Ultimately it doesn't really matter anyways. Your monitor is going to be the bottleneck in terms of fps.
Thanks for saying that so i didn't have to
Edit: FULL SUPPORT
Yet, I do because minecraft, like many other games, isn't built for multi-core rigs yet.
Servers would benefit greatly too. Low- to high-capacity servers would be able to keep up in times of high activity.
Engineering it won't be easy though. I wonder if we would actually see it as a possibility now that Microsoft
of the League of Corporate Competition Killing and Anti-progression
could possibly lend more resources (money, staff) to make it happen.
And unless you have a quad-core CPU it has become very laggy for many people, as Optifine's creator says:
Yep, and even more so than usual the problem with the game is poorly written code - as far as my computer is concerned the original Notch code runs infinitely better than the laggy, resource hogging mess that the game has become:
Also, even older versions are mutlithreaded because the client and server have their own separate threads, which clearly show when I compare 1.3.1 and later to older versions; the former run much smoother FPS-wise (excluding the latest version). Which is perfectly fine with me as I have a dual-core CPU, enough to handle two main threads without problems as long as shared resources (e.g. memory bandwidth) aren't bottlenecks.
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?
Check out my youtube series!
https://www.youtube.com/playlist?list=PLwbCPoffphygwz1HEHLYSR0lt9E80HvxW
Please click or they will die!
Optifine is also not compatible with all mods so your not always able to use it's amazing power.
site••Philippines Top Journal
Here is how you do it:
Download JDK 1.7 (1.8 will not run any current modded version of Minecraft that I am aware of)
Click on the settings tab.
Within that, now click on Java/Minecraft.
There should be an option saying, "Java Path". Paste this in there: C:\Program Files\Java\jdk1.7.0_75
Replace the numbers at the end with the specific version of Java you have downloaded if they are not version 1.7.0_75
Next there should be a box titled "Java Parameters". Paste the following: -XX:+UseConcMarkSweepGC -XX:+UseParNewGC -XX:+CMSIncrementalPacing -XX:ParallelGCThreads=4
The above number "4" is the number of threads which you want to allocate to the game. My PC has 4 as an i5 quad-core. If you have an i7 quad-core you can allocate up to 8 seen as hyperthreading is technically adding a second thread for every core. You can do any number as longer as your processor supports it (Don't do something like 47032493, it just won't work. Also don't use decimals like 2.5).
Hope this helps. I know someone has probably already found a solution, but as of now (2/2015) I am unaware of anything besides the included VBOs which if I am correctly informed just allows for hyperthreading of a single core.
Why no? Support!
Ultimate support
With OptiFine I run fine, running 8 threads, but, +1! I need 4 cores in Vanilla!
CPU Cooler: NZXT Kraken X61 106.1 CFM
Thermal Compound: Arctic Silver 5
Motherboard: Asus X99-DELUXE ATX LGA2011-3
RAM: Corsair Vengeance LPX 32GB (4GBx8) DDR4-2666 MHz
SSD: Samsung 850 Pro Series 256GB
SSD 2: Samsung 850 EVO-Series 1TB
Graphics Cards: Gigabyte GeForce GTX 980 Ti 6GB (2-Way SLI)
Case: Corsair 750D ATX Full Tower
PSU: EVGA SuperNOVA 1300 G2 1300W
OS: Windows 8.1 Pro x64 (Will upgrade to Windows 10)
Displays: x3 Asus VG248QE 24-Inch @ 144 Hz
Keyboard: Razer Blackwidow Chroma
Mouse: Logitech G502 Proteus Core
Headset: Astro A50 Wireless
Yep, complete waste. Best selling game in the world and my i7 4790k runs on par with an old i3. Bad coding. Just to make it worse, Notch spent 70 millino on a new house in Beverly Hills while he and Mojang could have been writing off new code to improve performance. It's just sad this game will forever run like horse crap because of lazy programming. I have 3 cores and 4 threads just sitting almost idle while my computer gets below 120fps with the shaders mod.
I think none of us would have bought Minecraft had we seen how much of a jerk the creator really is.
While I'd love to see this, I'm pretty sure that it would need some major code overhauls for it to work.
50% Support.