Playing on a singleplayer map I made a room with almost every space of the walls having an item frame on it.
Whenever I turn to the direction of the item frame room my FPS lags itself to death.
Very debilitating as I essentially can't look in that direction and work - my FPS isn't very good as it is.
Here is an example of the lag in 1.6.4 using a 1.2.5 launcher
http://www.youtube.com/watch?v=ktBUQwDY0G8
Here is an example of the lag in 1.8.1-pre4 using a 1.5.3 launcher
https://www.youtube.com/watch?v=CueUB8Z2DAw&
Seems to be worse with animated items in frames.
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While I know these are entities, there has to be a way around it. There really isnt any point in having static items like paintings and item frames as an entity.
For example, we have signs, they have custom text on them, are less than 1/4th the size of a block, and break off instantly when the attaching block is destroyed (if on wall).
A small room such as this: http://i.imgur.com/HqWLB.jpg lags the entire area of the server, with very few item frames. With the 1.4.6 update adding 3D items, I have also noticed z-fighting within the item frames items suggesting the possibility of duplicate entities within the same location, but that is unconfirmed.
This does need to be fixed or changed, because it renders a lot of uses for the item frames useless. It nearly makes a particular part of the world unplayable.
Item frames have features (turning items, 3D representations of blocks and items) that no block could ever have. Lag is not a bug, as much as it is annoying.
Sure they could, for one, you've got corner stairs the update when stairs are placed next to it to another shape or model. You also had plugins for bukkit which allow for editing signs. An entity doesn't have to be updated every tick (more or less a guess) like they have now, which is causing all of the lag. These should be set into some sort of new entity class that only updates when a player is within that chunk, or most preferably interacts with it via clicking or block update.
In addition to that, that small amount of entities still should not cause that much lag no matter what. There are plenty of other games which have higher entity counts on screen. We all know that minecraft is fairly unoptimized with its single core CPU usage and next to no GPU usage.
I'm using Mac OS and I've been doing some testing with maps and here are my results:
Default FPS: ~110-120 512
Item Frames: ~100-110 512
Maps (Max Scaling): ~4-5 FPS
Item frames don't show any amount of considerable lag despite the large amount of them however with fully scaled out maps, the game slows to a halt.
@unknown, seeing as there is a clear distinction between the item frames themselves, and maps inside them, can you create a new separate report for the maps specifically? I know that this has been done in the past, but now that 1.15 has addressed various performance issues, the developers have requested that such reports address specific problems.
New report for maps inside item frames is MC-195832.
There is a limit to how many frames you can have before the game glitches (see MCPE-152734). If the lag doesn't crash the game, the max amount of frames will glitch it.Â
Item frames, like paintings and minecarts count as entities. If you have a lot of item frames, it's like having a lot of pigs or any other mob, creating a lot of lag. I hope that helped.