I play MC on various low-end PC (1gig ram, first generation of Atom cpu with ntegrated 3d graphics) and I'm happy with the experience despite an obviously low fps rate.
I tried the last snapshot, thinking that the the chunk culling algorithm may improve the overall performance.
However, the game turns out to be unplayable.
Every chunk takes a couple of seconds to load,
Every single action on the MC word takes a couple of seconds to be synced with the server.
A lot of lag spikes
The good new is that this regression in optimization is easily testable on a high-end computer. Just limit the fps rate at 10 in options screen. Also limit the render distance at minimum for more spectacular chunk loading lag.
Summary
What I expected to happen was...:
When I limit the frame rate to 10fps via the option screen in single player mode, my single player game should work at a low framerate but with everything else as reactive as possible: chunk loading, client/server synchronisation, etc.
What actually happened was...:
When I limit the frame rate to 10fps in single player mode, client/server communication messed up. Chunk loading lags. Chunck updates lags.
Steps to Reproduce:
1. Set the frame rate and the render distance to its minimum value
2. Play a single player game.
3. Notice that chunck loading and updating lags in much more proportion than the frame rate limitation.
Related issues
Comments


Yes Mikkel, the CPU of my 3 netbooks are very weak (Atom first gen or Celeron). I'm aware that 10 fps is logical in such a context and I'm used to it.
However the game was still relatively playable until 1.7.10. Not Now anymore because of some additional delay (I guess in client/server messaging) as soon as the client FPS is not high enough.
No offense but I feel like you're missing the point. On my last computer: Lenovo Z580 with plenty of ram, CPU and GPU horsepower, I can still reproduce the bug. If I choose to limit the frame rate to 10 fps via the options screen, a single player game looks like I'm connected to a remote server in North Corea.
I'm going to edit the issue description so to better reflect this anomaly.

System does not meet minimum system requirements. Netbooks are not meant to be used for Gaming.

wait wait, just a minute. Did you read the problem is the same on a high-end pc?

Partially "Won't Fix", since setting the frame rate some something lower than 30 just doesn't make sense. I am unable to reproduce the chunk loading and lag spikes part, since 10 FPS is basically lag itself.

I can reproduce this right now on my PC with this week snapshot. When setting the frame rate to 10, it should only affect the screen refreshing rate. A low screen refreshing rate is not supposed to alter the game logic itself as long all the computer resources are available: disk, ram, cpu...
Instead, when one breaks dirt blocks here and there, the block is destroyed on the client part, and then *seconds after* on the server side (the block eventualy disappears and turns into an item). Same thing with chunck loading, when the player is running, chunck fails to be loaded immediately ; only seconds after it should have been. Limit the scope limit to the minimum so to evidence the phenoma.

For your information, the same client/server sync obvious delay in a single player game also occurs when the frame rate is set at 20fps. I guess that a 20 fps frame rate may be encountered on many machines fitting the minimum requirements.

For anyone wondering, this bug is a duplicate of MC-62166

Do not limit the FPS or put it in unlimited
What is your CPU? If it is slower that 1.5 Ghz HDD drive it makes sence performance is so little
Do you have VBOs on or off? If you have a decent GPU turn VBOs on. It loads chunks with a little help by the GPU, if the CPU can't keep up.
Vsync may also cause a limit of 10 FPS. On my computer it limits it about 30-60 FPS even though i can get 400+ FPS
Hope you find this usefull and good luck playing Minecraft stable!.