I hope to get this 'bug' some more attention by adding my observations.
Chests require a bit of optimising. They have become heavier and heavier on client FPS as new updates come out. 1.15.2 is terrible with large amounts of chests, getting closer and closer to unplayable now compared to 1.14.4 and previous versions.
In my SMP server (just for me and one other) my storage room/s contain about 2000 chests only (1000 double chests) and seeing as they are all in the same area, they are all rendered at the same time. Obviously it was important to take the world into single player for testing to remove any effects from running it on a server - there was no difference between them, however. My testing conditions included a 6 chunk render distance that allowed all the chests to be loaded, and nothing much else.
Test 1: I began by recording my FPS with everything normal (all 2000 chests) from a single point with all chests in my rendered FOV. This granted only 35FPS.
Test 2: I replaced every single chest with air. This granted 52FPS.
Test 3: I replaced every chest with hoppers. This granted 48FPS.
Test 4: I replaced every chest with barrels. This granted 49FPS.
Test 5: I replaced every chest with single chests (as they are normally all double chests). This granted 36FPS.
Now this is all good proof of the effects chests cause in a real world situation. Here are the same tests in a brand new superflat world, also in 1.15.2. My testing conditions included, again, a 6 chunk render distance, and a 20x20x20 cube of 8000 blocks.
Test 1: All air blocks. This granted 142FPS
Test 2: All single chest blocks. This granted 20FPS
Test 3: 50% (4000) single chest blocks. This granted 37FPS
Test 4: All double chest blocks (4000 double chests). This granted 18FPS
Test 5: All hoppers. This granted 125FPS
Test 6: All barrels. This granted 142FPS
From what I have learnt, chests are alike hoppers and barrels in that they are block entities, however, they have some differences. Barrels are full blocks, hoppers are non-full blocks, and chests are animated non-full blocks. I'd assume that it is a lot more demanding for the game to render an animated, non-full block, than other block entities.
I hope to get this 'bug' some more attention by adding my observations.
Chests require a bit of optimising. They have become heavier and heavier on client FPS as new updates come out. 1.15.2 is terrible with large amounts of chests, getting closer and closer to unplayable now compared to 1.14.4 and previous versions.
In my SMP server (just for me and one other) my storage room/s contain about 2000 chests only (1000 double chests) and seeing as they are all in the same area, they are all rendered at the same time.
Obviously it was important to take the world into single player for testing to remove any effects from running it on a server - there was no difference between them, however.
My testing conditions included a 6 chunk render distance that allowed all the chests to be loaded, and nothing much else.
Test 1: I began by recording my FPS with everything normal (all 2000 chests) from a single point with all chests in my rendered FOV.
This granted only 35FPS.
Test 2: I replaced every single chest with air.
This granted 52FPS.
Test 3: I replaced every chest with hoppers.
This granted 48FPS.
Test 4: I replaced every chest with barrels.
This granted 49FPS.
Test 5: I replaced every chest with single chests (as they are normally all double chests).
This granted 36FPS.
Now this is all good proof of the effects chests cause in a real world situation. Here are the same tests in a brand new superflat world, also in 1.15.2.
My testing conditions included, again, a 6 chunk render distance, and a 20x20x20 cube of 8000 blocks.
Test 1: All air blocks.
This granted 142FPS
Test 2: All single chest blocks.
This granted 20FPS
Test 3: 50% (4000) single chest blocks.
This granted 37FPS
Test 4: All double chest blocks (4000 double chests).
This granted 18FPS
Test 5: All hoppers.
This granted 125FPS
Test 6: All barrels.
This granted 142FPS
From what I have learnt, chests are alike hoppers and barrels in that they are block entities, however, they have some differences. Barrels are full blocks, hoppers are non-full blocks, and chests are animated non-full blocks. I'd assume that it is a lot more demanding for the game to render an animated, non-full block, than other block entities.