top of page

Shared Interests Group

Public·55 members

INCREDIBLY Boost FPS In Minecraft 1.16 'LINK'



If you are not getting the most out of Minecraft on your PC, you should consider downloading the Optifine 1.16.5 mod. It will help your setup run the game better at higher framerates, give some options that are not usually available for the player, and give a general boost to performance. If you have downloaded the mod, and are looking for the best settings, consider the following.




INCREDIBLY Boost FPS In Minecraft 1.16


Download File: https://www.google.com/url?q=https%3A%2F%2Furluso.com%2F2ugKER&sa=D&sntz=1&usg=AOvVaw00DM-rHLtVV7iZSA0codFl



You do realize that "MaxGCPauseMillis" tells the JVM that it can completely stop the process for that long? 2000 ms = 2 seconds of complete freeze-up, so no wonder it isn't helping. Even 50 ms is really too long given that at 60 FPS a frame is 16.6 ms, I don't use the default JVM arguments at all and have very smooth and stable performance on my heavily modded version even with a much higher render distance, and never notice GC lag spikes, which is nearly always the cause of lag spikes (on a smaller scale stuttering is mainly caused by chunk updates, and is directly proportional to the complexity of geometry), even if you say that changing memory allocation had no effect (it shows 100% allocated so it has reached the limit at some point, and this is generally when significant lag spikes occur):Note that only 368 out of 499 MB (-Xmx512M) has been allocated, with about 100 MB collected per GC cycle, which directly influences the duration of GCs:A more extreme example from an older version (TMCWv5 added hundreds of new blocks/items/mobs/etc yet had no noticeable impact on performance or memory usage); a "Mega Forest" biome contains huge trees up to 64 blocks tall with thousands of leaves each, with smaller trees forming several lower canopy layers, plus there were significantly more passive mobs due to the surrounding biomes:A VisualVM profiler from a situation similar to the above; the allocation rate is only 2-3 MB/s (Vsync was enabled to limit FPS; object allocation rate increases with FPS and when moving, but even then it still gets nowhere close to what vanilla 1.8+ can do when standing still):What is really needed are massive optimization mods, and unfortunately, the optimization of newer versions/mods is hopeless (I've never actually run them but somebody recently mentioned on Reddit how well TMCW performs compared to newer versions, noting that even with lots of optimization mods 1.16 still ran worse, especially in smoothness. There is absolutely no sane reason for the game to need gigabytes of RAM, that's just because of how badly the game is coded, drowning the JVM in short-term allocated objects, as noted here (1.8 was when all this started, TMCW is based on 1.6.4). I'm not sure what the best mods for 1.16 are and the best one I knew for older versions, targeted specifically at reducing memory usage, FoamFix, hasn't been updated (even then, it notes that vanilla still outperformed a Forge installation with no other mods so Forge itself has major performance issues).For newer versions it appears that Sodium is the best one but it appears to be mainly a client-side FPS boosting mod, and server-side performance is a much bigger issue here (unless there are a lot of entities that are not displayed in the debug screen it shouldn't be that bad, my example shows 2.7 ms ticks with 450 entities/tile entities. However, villagers do not show up under my mob counts, and presumably, 1.16's mob counts (I also don't show persistent mobs, only ones that count towards a mob cap), and "E:" does show over 300 client-side entities so there are probably a lot more (entities are only sent to the client if they are close enough) - you've just reached the point where there is too much for the game to handle, unless it started recently (mods like entity culling only mask the issue by reducing client-side rendering load with no effect on server-side tick load; it would help to know exactly what you've done, e.g. large amounts of villagers, or lots of tile/block entities, generally meaning most blocks with a GUI or special functions beyond a basic block).


You do know that in singleplayer lag spikes affect more than just ticks, right? My example of 512 FPS means that the frame time is about 2 ms and any framerate lag will be far more noticeable than tick lag, and based on the OP's screenshots they certainly have FPS lag, with as little as 0-1 FPS:When running with 60 fps, one frame takes about 16 ms. In order not to be noticeable, the garbage collection should run in 10-15 ms maximum. [and even less depending on your peak FPS; if you get 60 FPS without a limit then the game needs all 16 ms to render each frame; likewise, if your baseline tick is 50 ms there is no time left - it should be much lower, as in my examples of -and-modding-java-edition/minecraft-mods/1272953-optifine-hd-fps-boost-dynamic-lights-shaders-and?comment=43757Also, I didn't even quote you so why do you think I'm replying to you in particular, and in either case the OP did not get any improvement. I suspect that the OP doesn't have "tick lag" at all - the high tick time is simply a symptom of general lag as both the server and client are lagging at the same time (they should take a screenshot when there is no lag; and yes, I've seen plenty of cases of only one type of lag to know the difference - both together generally point to a garbage collection issue, or something that lags both sides, like too many entities. Actually, it could be that they are running low on system RAM and forcing their computer to page to disk, which will again cause general lag - a general rule is to never allocate more than half your available system RAM (which means less than 4 GB with 8 GB installed; Minecraft uses more memory than you allocate to it since the JVM itself, and external libraries like OpenGL, need memory for themselves, then add in the OS and other applications and processes and you very well could be needing over 8 GB).


But what are Sildur's shaders? Sildur's Shaders is an extension of the GLSL shader mod for Minecraft, now part of Optifine. Vibrant shaders completly revamps the lighting system of minecraft and adds advanced effects like volumetric lighting, bloom, ambient occlusion and reflections. While still maintaining high performance. Enhanced default does what the name indicates, instead of completly revamping the style of the game it maintains the vanilla look and adds shadows, reflections and even godrays. It's very lightweight and highly customizable, so even the worst potato is able to run it. Fabulous shaders is a shaderpack/resourcepack that uses mojangs inbuild shaders function and require the fabulous setting from 1.16+ to work. My shaderpacks are designed to work on all graphics cards and computers, including Macs, while still delivering a great graphical experience. 041b061a72


About

Welcome to the group! You can connect with other members, ge...
bottom of page