Okay, so just as Bigpak mentioned, there was a lot of crap thrown around recently. Many many people making claims about 1.8, but not a single one actually produced a standardized test to back up their claims. And you know what happens when Omicron is dissatisfied with a lack of data? He gathers data.
This was performed on a desktop PC running a 4.2 GHz Intel Haswell quadcore, 16 GB RAM, and an AMD Radeon 270X under Windows 7 64bit. Java version was 8.05 x64. Minecraft was run in windowed mode at 1843x1070 (that's just what it happened to be) on a 1920x1200 monitor. The test system turned out to be completely CPU limited in every case; the GPU never exceeded 40% load at any given time, and even that much only in short spikes.
The test involved generating a new map in vanilla 1.6.4, hopping on top of the tallest nearby tree, waiting for steady state fps (with all chunks loaded and processed while standing still) and then slowly spinning around while looking straight ahead at the horizon, averaging the observed framerates. The horizon bit and the spinning bit are important, because that is more or less a
worst case scenario for framerate. Looking straight up into the sky or straight down at the ground increased fps by more than 20-fold in some cases. And even some camera angles at horizon level are significantly better than others, depending on what is there to render. The test was done twice, once with maximum and once with minimum settings 8except view distance, which was fixed to max).
The game was then upgraded to vanilla 1.7.10, the same map loaded and the test repeated identically. The same counts for a following upgrade to vanilla 1.8, though for kicks and giggles I also tested 32 chunks view distance there.
fancy graphics, render distance far, maximum smooth lighting, maximum fps, advanced OpenGL, clouds on, all particles
1.6.4: 200 fps
fast graphics, render distance far, no smooth lighting, maximum fps, no advanced OpenGL, clouds off, minimal particles
1.6.4: 330 fps
Observations: The single most performance-changing setting is view distance. Leaving that untouched, the second most performance-changing setting is Advanced OpenGL. It accounted for easily two thirds of the performance gains between minimum and maximum settings; just turning that single thing off while leaving the rest at maximum put me from 200 to 270-280 fps while making no visual difference.
fancy graphics, render distance 16, maximum smooth lighting, unlimited fps, clouds on, all particles, 4x mipmaps, 16x anisotropic
1.7.10: 115 fps
fast graphics, render distance 16, no smooth lighting, unlimited fps, clouds off, minimal particles, no mipmaps, no anisotropic
1.7.10: 135 fps
Observations: Since 1.7.10 actually generates terrain to the full 16 chunk view distance instead of just 9 as buggy 1.6.4 did, obviously framerates are significantly lower now. Also, waiting for steady state fps took a very, very long time here. Up to 3 minutes for everything to stabilize.
The highly impactful Advanced OpenGL setting no longer exists. Being CPU limited, the mipmap and anisotropic filter settings changed absolutely nothing whatsoever about the framerate. Turning clouds off added 5 fps. Smooth lighting off raised the maximum fps but also lowered the minimum, leaving the average unchanged. Fast graphics helped a little bit, but it was barely noticable. Bottomline: if you're CPU limited in 1.7.10, the
only setting you can really turn down to noticably improve fps is view distance. Everything else is borderline irrelevant unless your GPU is very weak.
fancy graphics, render distance 16, maximum smooth lighting, unlimited fps, clouds on, all particles, 4x mipmaps, VBOs on
1.8.0: 145 fps
fast graphics, render distance 16, no smooth lighting, unlimited fps, clouds off, minimal particles, no mipmaps, VBOs off
1.8.0: 160 fps
fancy graphics, render distance 32, maximum smooth lighting, unlimited fps, clouds on, all particles, 4x mipmaps, VBOs on
1.8.0: 30 fps
fast graphics, render distance 32, no smooth lighting, unlimited fps, clouds off, minimal particles, no mipmaps, VBOs off
1.8.0: 32 fps
Observations: Whoa, getting to steady state fps on 16 chunk view distance took under 10 seconds! That's compared to 3+ minutes beforehand in 1.7.10. Huge,
huge improvement. Even though steady-state fps itself didn't improve that much, the very fact that the game doesn't spend ages on chunkloading anymore (which easily costs 40% fps) means that on average, your framerates while playing and moving around will be improved much more than the measurement here might indicate.
Minecraft turned out to be incapable of running 32 chunks view distance at standard launcher profile settings. With only 1 GB heap space allocated to java, the game ran out and froze reproducably before finishing to load all chunks. Setting -Xmx1536M (allocating 1.5GB heap space) fixed this. View distance being the single most performance critical setting remains true, and framerates took a nosedive as expected. Though 30 fps is honestly still surprisingly playable. Reaching steady state fps still took only barely half a minute despite the sheer mass of chunks to be loaded. The way this new method kicks 1.7.10's ass is just absolutely unreal.
Back to 16 chunk distance: Turning off VBOs did nothing. Turning off smooth lighting did nothing. Turning off clouds added a few fps, switching to fast graphics added a few more, but ultimately it was barely a difference worth mentioning. It really is all about view distance.
Speaking of which, going to 32 chunks at minimum settings... well, completely screwed over the graphics. The screen turned into a flickering mess of terrain tiles as soon as draw distance was set greater than 18. Turning VBOs back on fixed this; it seems this setting is absolutely critical for large view distances to work. And as expected, framerate was nearly unchanged, since the sheer load from that draw distance completely overshadows any other settings.
The TL;DR, regarding what the community expected Mojang to deliver in 1.8:
- Increased framerate? Yes, moderately so.
- Better chunk loading times? Holy crap yes! Words cannot properly describe.
- Utilizing multiple CPU cores efficiently? Well, to make the chunkloading work, maybe. And I didn't have more than one dimension active, just a singleplayer overworld. Aside from that though? Still locked into a single core as much as ever. Oh well, I'll take what I can get!
Admittedly, this is just one data point among many. I have a high-end machine, and there were no mods present (due to an obvious lack of mods for 1.8). Your mileage may vary. But if you come to tell me I'm wrong, you better bring the test data to prove it