And that would ocupy 2.5 gigs if im no wrong right, can i then run a client on the same machine with 512megs?
Hey Eyamaz, i was looking into Mystcraft wiki, and they put some recommended Java Arguments. Here is the link http://binarymage.com/wiki/doku.php?id=setup:memory, is this really have effects? or maybe you can add some extra arguments to your OP?
Those are very old and were created for java 6, but yes I've seen them. An example of the outdatedness is that compressedoops is on by default in 64bit java 7 (at least with oracle, apple keeps screwing up their java implementation from what I've been seeing.) How I have mine setup is more memory intensive specifically for the massive modpacks we are now seeing. There are similarities and a few JVM arguments we both use.
Oh so it is a bit useless then? Well i am using it till now and i felt slight increases in performance. Maybe values different on some arguments?
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the one jvm i dont WANT to use, but was necessary to keep JIT from running in Interpreted mode only after about a half hour of play, is the CodeCacheFlushing. It forces JIT to scan through the codecache and drop as many compiled methods as possible to free space for new methods to be compiled. this is the part that causes the hit in SSP, but is usually not even noticeable on SMP since its not working on both server and client at the same time. This is also the reason the PermSize is so high, to prevent a horribly bad lag spike that occasionally happens if the JIT decides to decompile half or more of the codecache at once. although it has only happened to me a few times, it caused me to crash with OOM:permgen because the JVM was running a moment of heavy GC, chunkloading, rendering, my production line, etc. all at once and wasnt able to resize the permgen correctly. so i avoid the possibility of that randomly occuring by setting the permsize high.
all in all, i try to avoid interpreted mode for as many methods as i possibly can. interpreted mod is an average 9.5 (IIRC) times SLOWER than running in compiler mode. The codecache limit is the real factor in what keeps MC laggy (your CPU is actually second to that, remarkable) since you cant keep all 62GB of mods (the size of the unleashed server mods folder, not including forge, coremods, or minecraft.) force compiled in an environment like Java, since the compilation of methods and classes occurs in RAM instead of on disk.
I use the same arguments for 1.4, 1.5, and 1.6. And yes, already tested on java 7u40 too
I use the same arguments for 1.4, 1.5, and 1.6. And yes, already tested on java 7u40 too