That is not true. OptiFine could be part of the issue. How would you know unless you updated? And what reason could you have for not wanting to update it?
That is not true. OptiFine could be part of the issue. How would you know unless you updated? And what reason could you have for not wanting to update it?
But I do have the latest version... I was just on a different account on the video and its complicated
This seems to be a common error:
Can't keep up! Did the system time change, or is the server overloaded? Running 194056ms behind, skipping 3881 tick(s)
Please don't give out bad java arguments. People will just come back complaining that something else is wrong.
-Xmx is the maximum memory pool, whereas Xms is the initial memory pool. Don't wanna allocate 100% of RAM...
Well, that depends on the arguments that I use; I use -Xmx768M -Xms768M myself and adding -Xms768M definitely make a difference; without it garbage collection runs far more often until the JVM allocates most of the memory anyway after a while (I do not use the incremental garbage collector or other arguments since it reduces general performance (in fact, so does Java 8, at least in 1.6.4; I disabled autoupdates (viruses? Never got one) and have Java 7 selected in my main profile); a freeze for a second every once in a while is far more preferable, plus 1.6.4 doesn't allocate objects at the insane rate that 1.8+ does, which Mojang updated the default arguments for. The default (so-called "throughput", since it aims to maximize throughput between GCs) garbage collector doesn't run until all the allocated memory is used, dropping memory back down to around 200 MB, without Xms it initially allocates as little as 250 MB). Of course, I wouldn't recommend using it if you allocated 4 GB with the default arguments and the game only used 500 MB, maybe -Xms512M in that case.
Also, I highly doubt the OP's issue is memory related since they don't get lag in singleplayer; in all of my experiences, such as blowing up a huge amount of TNT, the game starts to get frequent freezes (0 FPS) until it completely locks up and crashes with a "out of memory error: Java heap space" crash. Vanilla doesn't need more than 1 GB anyway, no matter what the "MOAR RAM!" crowd says - unless you use a render distance above 16 chunks, which is not even available in vanilla unless you allocate at least 2 GB - on the other hand, Optifine bypasses this limitation.
Also, high render distances (if you are using them) are mainly for taking screenshots, not general gameplay, which requires an incredibly powerful computer to play in; as seen here even with a "super" computer you'll have to wait 30+ seconds for the game to become playable (the report itself is actually marked "works as intended", a rather poor choice but it reflects the fact that they do not intend such a high render distance to be used during normal gameplay):
[Mojang] Grum (Erik Broes) added a comment - 21/Aug/14 6:28 AM Stop having silly high distances (32) and expect things to load instantly if you have a subpar computer (you basically need a super computer and even then you are going to sit and wait 30+ seconds for the data to generate).
That sounds like the OP's issue; the poor internal server just can't handle generating and/or updating thousands of chunks; this is also mainly a CPU issue, not disk I/O; even when loading already generated chunks Resource Monitor clearly shows that chunk loading is CPU-bound by far on my computer, with a standard 7200 RPM hard drive (which still takes only 10 seconds to copy an entire 250 MB world to the same drive, i.e. 500 MB of reads and writes. A single region file is a bit over 5 MB on average and holds about as many chunks as are loaded on 16 chunk render distance). SSDs and the like are mainly important for servers which have to handle many players. Note that the number of chunks loaded is exponential; 2 loads 25 chunks, 16 loads 1089, and 32 loads 4225 (see table) - so it is easy to max out your computer's capabilities.
This is actually what I see in 1.8 myself, even on a rather low render distance, although it doesn't slow down and freeze, just very slow chunk loading and server lag (when they said they greatly improved it; by contrast, with Optifine on an older version I have never seen chunks failing to load or render during normal gameplay, even when on a boat or minecart. Also, I only see the "can't keep up" warnings when I teleport into new chunks, or once after generating a new world, or if zombies can't reach me, which was a severe problem back in 1.6.x; I took a patch from Forge to fix it though).
Well, that depends on the arguments that I use; I use -Xmx768M -Xms768M myself and adding -Xms768M definitely make a difference; without it garbage collection runs far more often until the JVM allocates most of the memory anyway after a while (I do not use the incremental garbage collector or other arguments since it reduces general performance (in fact, so does Java 8, at least in 1.6.4; I disabled autoupdates (viruses? Never got one) and have Java 7 selected in my main profile); a freeze for a second every once in a while is far more preferable, plus 1.6.4 doesn't allocate objects at the insane rate that 1.8+ does, which Mojang updated the default arguments for. The default (so-called "throughput", since it aims to maximize throughput between GCs) garbage collector doesn't run until all the allocated memory is used, dropping memory back down to around 200 MB, without Xms it initially allocates as little as 250 MB). Of course, I wouldn't recommend using it if you allocated 4 GB with the default arguments and the game only used 500 MB, maybe -Xms512M in that case.
Also, I highly doubt the OP's issue is memory related since they don't get lag in singleplayer; in all of my experiences, such as blowing up a huge amount of TNT, the game starts to get frequent freezes (0 FPS) until it completely locks up and crashes with a "out of memory error: Java heap space" crash. Vanilla doesn't need more than 1 GB anyway, no matter what the "MOAR RAM!" crowd says - unless you use a render distance above 16 chunks, which is not even available in vanilla unless you allocate at least 2 GB - on the other hand, Optifine bypasses this limitation.
Also, high render distances (if you are using them) are mainly for taking screenshots, not general gameplay, which requires an incredibly powerful computer to play in; as seen here even with a "super" computer you'll have to wait 30+ seconds for the game to become playable (the report itself is actually marked "works as intended", a rather poor choice but it reflects the fact that they do not intend such a high render distance to be used during normal gameplay):
That sounds like the OP's issue; the poor internal server just can't handle generating and/or updating thousands of chunks; this is also mainly a CPU issue, not disk I/O; even when loading already generated chunks Resource Monitor clearly shows that chunk loading is CPU-bound by far on my computer, with a standard 7200 RPM hard drive (which still takes only 10 seconds to copy an entire 250 MB world to the same drive, i.e. 500 MB of reads and writes. A single region file is a bit over 5 MB on average and holds about as many chunks as are loaded on 16 chunk render distance). SSDs and the like are mainly important for servers which have to handle many players. Note that the number of chunks loaded is exponential; 2 loads 25 chunks, 16 loads 1089, and 32 loads 4225 (see table) - so it is easy to max out your computer's capabilities.
This is actually what I see in 1.8 myself, even on a rather low render distance, although it doesn't slow down and freeze, just very slow chunk loading and server lag (when they said they greatly improved it; by contrast, with Optifine on an older version I have never seen chunks failing to load or render during normal gameplay, even when on a boat or minecart. Also, I only see the "can't keep up" warnings when I teleport into new chunks, or once after generating a new world, or if zombies can't reach me, which was a severe problem back in 1.6.x; I took a patch from Forge to fix it though).
Wut
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That is not true. OptiFine could be part of the issue. How would you know unless you updated? And what reason could you have for not wanting to update it?
But I do have the latest version... I was just on a different account on the video and its complicated
This seems to be a common error:
Can't keep up! Did the system time change, or is the server overloaded? Running 194056ms behind, skipping 3881 tick(s)
That means the computer is under load, aka needs to be powered don't for a bit
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Don't what, use it? Its been 3 hours and I am still having the same issue. Also, I applied for your SMP.
Well, that depends on the arguments that I use; I use -Xmx768M -Xms768M myself and adding -Xms768M definitely make a difference; without it garbage collection runs far more often until the JVM allocates most of the memory anyway after a while (I do not use the incremental garbage collector or other arguments since it reduces general performance (in fact, so does Java 8, at least in 1.6.4; I disabled autoupdates (viruses? Never got one) and have Java 7 selected in my main profile); a freeze for a second every once in a while is far more preferable, plus 1.6.4 doesn't allocate objects at the insane rate that 1.8+ does, which Mojang updated the default arguments for. The default (so-called "throughput", since it aims to maximize throughput between GCs) garbage collector doesn't run until all the allocated memory is used, dropping memory back down to around 200 MB, without Xms it initially allocates as little as 250 MB). Of course, I wouldn't recommend using it if you allocated 4 GB with the default arguments and the game only used 500 MB, maybe -Xms512M in that case.
Also, I highly doubt the OP's issue is memory related since they don't get lag in singleplayer; in all of my experiences, such as blowing up a huge amount of TNT, the game starts to get frequent freezes (0 FPS) until it completely locks up and crashes with a "out of memory error: Java heap space" crash. Vanilla doesn't need more than 1 GB anyway, no matter what the "MOAR RAM!" crowd says - unless you use a render distance above 16 chunks, which is not even available in vanilla unless you allocate at least 2 GB - on the other hand, Optifine bypasses this limitation.
Also, high render distances (if you are using them) are mainly for taking screenshots, not general gameplay, which requires an incredibly powerful computer to play in; as seen here even with a "super" computer you'll have to wait 30+ seconds for the game to become playable (the report itself is actually marked "works as intended", a rather poor choice but it reflects the fact that they do not intend such a high render distance to be used during normal gameplay):
That sounds like the OP's issue; the poor internal server just can't handle generating and/or updating thousands of chunks; this is also mainly a CPU issue, not disk I/O; even when loading already generated chunks Resource Monitor clearly shows that chunk loading is CPU-bound by far on my computer, with a standard 7200 RPM hard drive (which still takes only 10 seconds to copy an entire 250 MB world to the same drive, i.e. 500 MB of reads and writes. A single region file is a bit over 5 MB on average and holds about as many chunks as are loaded on 16 chunk render distance). SSDs and the like are mainly important for servers which have to handle many players. Note that the number of chunks loaded is exponential; 2 loads 25 chunks, 16 loads 1089, and 32 loads 4225 (see table) - so it is easy to max out your computer's capabilities.
This is actually what I see in 1.8 myself, even on a rather low render distance, although it doesn't slow down and freeze, just very slow chunk loading and server lag (when they said they greatly improved it; by contrast, with Optifine on an older version I have never seen chunks failing to load or render during normal gameplay, even when on a boat or minecart. Also, I only see the "can't keep up" warnings when I teleport into new chunks, or once after generating a new world, or if zombies can't reach me, which was a severe problem back in 1.6.x; I took a patch from Forge to fix it though).
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?
Wut
Bump
- What are system specs
- Optifine