Less lag tips

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Wagon153

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Jul 29, 2019
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Also, one of the things my players taught me on my server, build your base in a mystcraft void or island biome. Less blocks to render equals better FPS for the client. Also, each age/dimension can run in different CPU on a machine that has multiple cores. So you can get two performance boosts on this one.
Only in 1.8*
 

Henry Link

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Dec 23, 2012
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This is not true unless you use TickThreading, MC is a single-core process.
All I can tell is that it does happen. My server is running on a Xeon E3 (4 cores/8threads). And I am getting almost even distribution of the CPU time across the cores. This is with about 1/2 of my player base playing in their own Mystcraft worlds. Before I did the server reset about 3 months ago I had fewer players but they were all playing in the overworld (server hardware/software is the same) and it was lag city. My understanding of why this works is that the main/master game loop must be in a single thread. However, it can spawn the game loops for each world in a separate thread.
 
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FTB_Time

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Jul 29, 2019
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I always run my world on a server, so my puny computer with its Intel Pentium and midgrade graphics card doesn't have to do much more then rendering.
By server, are you running the server on your own computer or hosting it?? - or are using a public server??
 

triblades

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Jul 29, 2019
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On my DW20 1.6.4 server:
I use the outdated thread tip with different Java parameters: http://forum.feed-the-beast.com/threads/jvm-arguments-for-modded-minecraft-updated-12-30-13.28994/
(50% -> 40% on my dual core with hyper threading)

Then I still had very high CPU usage and used the Opis mod to see why. It was some weird 1200 eggs just lying somewhere. Weird, as I'm the only admin and it was in the middle of nowhere on a tree in a perfect circle.
That, and ChickenChunks Chunkloaders. I edited the config file to set the maximum time of user-less chunkloaders to 3 days or so ánd set the maximum force-loaded chunks to 50.
THen mu usage got down to an acceptable max. 10 percent. :cool:

I checked TickThreading and it looks promising on the outside, but it's not stable on 1.6.4 and Thermal Expansion isn't supported (read: guaranteed crash)

Edit:
And don't forget that the Ender-Thermic Pump, EnderQuarry and such ony chunkload the few chunks it actually needs.
BC pumps and quarry's auto-chunkload themselves, so removing them when not needed helps too! Probably more stuff auto-chunkloads, so read up on the mods you use.
 
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Quesenek

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Jul 29, 2019
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The first thing I would do to get rid of lag would be to run off of a server. I don't know if it is the massive amount of mods in the packs or something else, but running monster in singleplayer for example on a superflat creative world is lag city without doing a thing.

The second thing is to play in fullscreen (on windows its f11). Fullscreen always clears up framerate lag for me but doesn't stop low FPS.

The third would be to add the amazing JVM arguments posted above.