mojira.dev
MC-63081

Very low FPS in highly developed chunks

Still seeing very poor FPS when in highly developed areas, even when much of the area is not visible at the time and very few chunk updates are happening.

See screenshot for F3 details.

I'm happy to answer any questions that may help identify the issue.

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Comments 7

Three things:
1. Your Java is ancient
2. Your graphics card isn't the best one.
3. ...you have 1200 entities loaded. That is about 1000 more than usual.

I get this too.

Oddly I had a rather annoying chat with AMD about bad performance with OpenGL games, especially Minecraft. Their support team blamed the games for their bad and unoptimized code, though my much older (and slower) nVidia based GPU rendered Minecraft around 10x faster! AMD even said I had to update OpenGL myself...

Now that snapshot 14w30b is making use of vertex buffer objects and a more modern version of OpenGL this would highly suggest AMD have something significantly wrong with their OpenGL implementation in their drivers.

Old GPU: Gigabyte GeForce GTX 560 Ti overclocked edition
New GPU: Sapphire AMD Vapor-X R9 280X overclocked edition

I still have the email chain available.

@Bob: I see you're running Java 1.6 there. It's very advisable you upgrade to 1.8 (or 1.7) as there were some useful graphics performance improvements in Java 1.7. Would also be worth you dropping your chunk distance to 16 and try with VBO both on/off. Your GeForce 9800 GTX+ is also 6 years old now and even pre-dates Minecraft, so I wouldn't expect very grand frame rates from that. I didn't experience very grand frame rates with GeForce 8800 GT – even with two of them in SLI.

I would say this issue may still be valid as it happens on my much more modern GPU (less than 1 year old), should I post a fresh issue on that?

1. Will update and retest. Didn't know 1.7 compatibility issues had been resolved.
2. True. But in MC 1.7.10 I don't have this problem.
3. That is contributed to by lots of zombies holding eggs below ground. But beyond that, the ticket description does say highly developed areas. Because the zombies aren't visible in that screenshot, they shouldn't be rendered. But even without them, the performance loss when compared to 1.7.10 is bug worthy.

I'm happy to provide a comparison screenshot if that would help.

Java 1.7 has been very healthy with Minecraft for some time now. I seem to remember reading support for Java 1.6 has pretty much finished here, so definitely update to 1.8_11 (or whatever the current build is).

1200 entites are simply too much

1200 entites are simply too much

The scene in that screenshot isn't exactly excessive-looking. The houses and castle have decorated interiors and exteriors with windows. It's a populated village with 30ish villagers and iron golems. It has a simple redstone street lighting system. ... and that's really it.

If there all that is what makes up 1200 entities, then that still sounds bug-like. If, however, the caves underneath these chunks are full of egg-bearing zombies, and THAT's what's inflating that entity count, then that's still a bug, but not one that's specific to the FPS optimizations that Mojang just released.

With that many entities there is a good chance your CPU is too busy to give enough attention to the code that delivers stuff to the GPU, which would mean your GPU is idle whilst waiting for this data to arrive. Remember that all those entities have to be processed with physics, A.I., and stuff like that ... every frame. This will ramp up the CPU time consumption, particularly as it's all run on one thread.

I'd definitely try again with none or nearly no entities to confirm (or de-confirm) this is a rendering bug. I'd suspect it isn't though. You could use something like SysInternals Process Explorer to monitor the consumption of CPU and GPU time to further verify this. (providing you're running Windows)

Oh, and update your Java 😉 Apparently 1.8 isn't supported, but certainly get the latest build of Java 1.7.

megashub

(Unassigned)

Unconfirmed

Minecraft 14w30b

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