From what I can tell, since the game essentially runs 2 programs, it utilizes multi-core processors more efficiently now.
This is mostly speculation, I have no hard evidence to back this up.
If this is true though, that means that multi-core computers are boosted by this while single-cores suffer. Honestly though, did you expect to play any resource intensive game on a single-core processor?
So I went from 24a to 26a and I have noticed a large increase in performance.
(Not that I had bad performance before...)
However, I notice that fires are not going out. (Client problem, for they are gone when I log out and back in) ANYWAY, those fires are causing lag...
Probably something to do with my puter, since I don't see this problem listed elsewhere...It just started with 24a though...
That fire glitch exists in 1.2.5 multiplayer, it's there, it happens with everyone too. You can even break the block below the fire to make it disappear, but as soon as you put the block back, the fire does too. Yeah, for now just log out and log back in if is happens.
That fire glitch exists in 1.2.5 multiplayer, it's there, it happens with everyone too. You can even break the block below the fire to make it disappear, but as soon as you put the block back, the fire does too. Yeah, for now just log out and log back in if is happens.
An easy way is to put a block on top of it and it kils the fire, then remove the block again.
They were working fine for me, but then I noticed more lag in 26, so that's curious. Hm. Still playable, though, even if a little annoying. Could maybe be due to the biome I am currently playing is a jungle (what with all the trees and such).
Jungles are by far the most resource heavy biome, so that's probably it.
As for me, I haven't compared my FPS' yet but I can tell the game is a lot better performance wise. Although we still have those nasty chunk errors all over the place and I hope they get rid of them for good before the final release.
Seems to come and go. I've been pretty steady for a while now (playing right now, that is).
I had this weird bug in 25a that would lag my game if I tried to drop an item, there would be about a 1-2 second lag before the item would drop and afterwards every action in the game would have that delay for about a minutes. Thankfully this has been fixed
However, chunk errors and seeing through the ground is still happening.
I don't know about the chunk errors, but I suspect 'seeing through the ground' is a rendering error. It seems like it usually goes away immediately if I pop into the video settings and flip Advanced OpenGL off...or on. Doesn't matter. Although...maybe I'm wrong, I don't remember seeing it at all up until the current string of snapshots (that is, since 1.2.5). Kind of weird if SMP had entirely different rendering code too.
However, chunk errors and seeing through the ground is still happening.
Super Hostile maps I've completed: Spellbound Caves (Yeah, I pretty much suck.)
This is mostly speculation, I have no hard evidence to back this up.
If this is true though, that means that multi-core computers are boosted by this while single-cores suffer. Honestly though, did you expect to play any resource intensive game on a single-core processor?
Mostly moved on. May check back a few times a year.
So I went from 24a to 26a and I have noticed a large increase in performance.
(Not that I had bad performance before...)
However, I notice that fires are not going out. (Client problem, for they are gone when I log out and back in) ANYWAY, those fires are causing lag...
Probably something to do with my puter, since I don't see this problem listed elsewhere...It just started with 24a though...
Praise be to Spode.
Hmm, I didn't remember seeing it. Though I confess I have not played that version in awhile...
I was thinking about re-starting the 1.2.5 server, but then I remembered I was lazy!
An easy way is to put a block on top of it and it kils the fire, then remove the block again.
It gets a result.
Seems to come and go. I've been pretty steady for a while now (playing right now, that is).
It gets a result.
I don't know about the chunk errors, but I suspect 'seeing through the ground' is a rendering error. It seems like it usually goes away immediately if I pop into the video settings and flip Advanced OpenGL off...or on. Doesn't matter. Although...maybe I'm wrong, I don't remember seeing it at all up until the current string of snapshots (that is, since 1.2.5). Kind of weird if SMP had entirely different rendering code too.