Affects Version/s: Minecraft 14w31a
Fix Version/s: None
Environment:linux on Atom netbook ; windows xp on Atom netbook ; window seven 64 bits on high-end laptop
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.
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.