1.1.0: FPS decreases as time continues

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thomas6886

New Member
Jul 29, 2019
3
0
0
Version:
1.1.0

What is the bug:
We have an other problem, we upgraded from 1.0.3 to 1.0.4 no problem but when we upgraded from 1.0.4 to 1.1.1 a wild problem appeared:
when you join the server everything seems fine and your fps is as it is supposed to be but as you play longer your fps starts to decrease till it eventually hits 4 to 0 fps. When you relog the problem starts all over again.

Specs host/client(both):
i7 4770k
8gigs of ram
256gig ssd
MSI gtx770 2gig

Also, on Opis nothing seems unusual,
When my fps is fine:
8d0543c653.png


When my fps is horrible:
11493fe4a6.png


I have OptiFine installed but it does this even without it.

Edit:
Code:
Exception in thread "AWT-EventQueue-0" java.lang.IndexOutOfBoundsException: Invalid index
    at javax.swing.DefaultRowSorter.convertRowIndexToModel(Unknown Source)
    at javax.swing.JTable.convertRowIndexToModel(Unknown Source)
    at javax.swing.JTable.getValueAt(Unknown Source)
    at javax.swing.JTable.prepareRenderer(Unknown Source)
    at javax.swing.plaf.basic.BasicTableUI.paintCell(Unknown Source)
    at javax.swing.plaf.basic.BasicTableUI.paintCells(Unknown Source)
    at javax.swing.plaf.basic.BasicTableUI.paint(Unknown Source)
    at javax.swing.plaf.ComponentUI.update(Unknown Source)
    at javax.swing.JComponent.paintComponent(Unknown Source)
    at javax.swing.JComponent.paint(Unknown Source)
    at javax.swing.JComponent.paintChildren(Unknown Source)
    at javax.swing.JComponent.paint(Unknown Source)
    at javax.swing.JViewport.paint(Unknown Source)
    at javax.swing.JComponent.paintChildren(Unknown Source)
    at javax.swing.JComponent.paint(Unknown Source)
    at javax.swing.JComponent.paintChildren(Unknown Source)
    at javax.swing.JComponent.paint(Unknown Source)
    at javax.swing.JComponent.paintChildren(Unknown Source)
    at javax.swing.JComponent.paint(Unknown Source)
    at javax.swing.JComponent.paintChildren(Unknown Source)
    at javax.swing.JComponent.paint(Unknown Source)
    at javax.swing.JComponent.paintChildren(Unknown Source)
    at javax.swing.JComponent.paint(Unknown Source)
    at javax.swing.JComponent.paintToOffscreen(Unknown Source)
    at javax.swing.RepaintManager$PaintManager.paintDoubleBuffered(Unknown Source)
    at javax.swing.RepaintManager$PaintManager.paint(Unknown Source)
    at javax.swing.RepaintManager.paint(Unknown Source)
    at javax.swing.JComponent._paintImmediately(Unknown Source)
    at javax.swing.JComponent.paintImmediately(Unknown Source)
    at javax.swing.RepaintManager$3.run(Unknown Source)
    at javax.swing.RepaintManager$3.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
    at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
    at javax.swing.RepaintManager.paintDirtyRegions(Unknown Source)
    at javax.swing.RepaintManager.prePaintDirtyRegions(Unknown Source)
    at javax.swing.RepaintManager.access$1100(Unknown Source)
    at javax.swing.RepaintManager$ProcessingRunnable.run(Unknown Source)
    at java.awt.event.InvocationEvent.dispatch(Unknown Source)
    at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
    at java.awt.EventQueue.access$300(Unknown Source)
    at java.awt.EventQueue$3.run(Unknown Source)
    at java.awt.EventQueue$3.run(Unknown Source)
    at java.security.AccessController.doPrivileged(Native Method)
    at java.security.ProtectionDomain$1.doIntersectionPrivilege(Unknown Source)
    at java.awt.EventQueue.dispatchEvent(Unknown Source)
    at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
    at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
    at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
    at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
    at java.awt.EventDispatchThread.run(Unknown Source)

It does say this over and over again...

Thanks in advance,

Thomas

Mod & Version:


Paste.feed-the-beast.com log:
http://paste.ee/p/7fDq1

Can it be repeated:
No, atleast we haven't found a way to do it.

Known Fix:
No
 

Axis113

New Member
Jul 29, 2019
17
0
1
The problem is likely that you have far to much ram allocated to minecraft. Reduce it to around 3 gb and it should run smother. Or was 8gb total system ram? How much is allocated if so?
 

Trisscar

New Member
Jul 29, 2019
974
0
0
*Looks at the console log, from the bottom up*
*Stops a third of the way through*
Yup, that's a lot of spam.
Does anyone more Java-experienced than I know whether the painting thing is a java thing, or a minecraft thing?
 

Slind

Well-Known Member
Mar 8, 2013
492
73
53
we had a few players reporting similar issues, in all those cases it was related to the new tesseract design, I guess it is worth a try to replace them with dimensional trans-receivers.
(only affecting a pretty small amount of players, so it is probably a hardware/driver issue, is your graphics card driver up to date?)
https://mineyourmind.net/forum/threads/placing-a-tesseract-drops-my-fps-to-4-from-40.6892/
https://mineyourmind.net/forum/threads/low-fps-making-the-game-unplayable.6948/

Another thing we experienced is a bug with the hats mod where in some places the fps drop to 0.5, the only thing we could figure out is that it is related to the hats mod from profiling. Removing all the friendly, hostile mobs and bosses didn't help.

Btw. are you guys on win, mac, linux?
 
Last edited:

linka707

New Member
Jul 29, 2019
2
0
1
hey im on win 8 and have 0 tesseracts i had a look around and found that ender io could be the problem shift F3 shows a unspecified entity to be the cause

my PC is fully updated
 

SirWill

Active Member
Mar 29, 2014
123
8
43
hey im on win 8 and have 0 tesseracts i had a look around and found that ender io could be the problem shift F3 shows a unspecified entity to be the cause

my PC is fully updated
Disable the hats mod and see if it helps.
 

Slind

Well-Known Member
Mar 8, 2013
492
73
53
Sure !

This is a Swing-related error and has nothing to do at all with any mod in this pack.
We discussed this problem while building a graphical presentation for the A*-algorithm using some Swing - same exceptions.
The bug lies somewhere deep in the Swing-code itself and maybe has something to do with the rendering of Swing lightweight components itself.
As we could tested this bug only occurs if some specific things met, like the size and scale of the window, the content of the list-etries, the color (some wired stuff but true) and some other different kinds of Swing- and non-Swing-related stuff.
Some guessed it could maybe the sorting algorithm according to the Excpetion, but we figured out its more likely the drawing-code wich displays the already sorted information wich ends in a recursive loop of re-sorting with wrong values.

As for now we couldn't figure out a fix but only just don't use Swing anymore but more newer JavaFX.





---
but funny to see how some guys wich doesn't have any glue of how to read Java-exceptions try to track down the source of this problem on a way-off path instead of just reading the lines : javax.swing.* - It's the Swing-Framework - not some of the mods ... (in fact : it's opis as it uses Swing to create this information window - but the source is not a code-error in the mod itself but rather in used gui-components provided by the SE-API).
I don't see any substantial points showing that the exception is in any way related to the low fps..