Play with identity based caching and lazy caching for slower computers
SHsuperCM opened this issue ยท 3 comments
Caching the cit on the itemstack should yield much better performance in theory.
Findings:
Specs:
CPU: i5 9600KF @4.8GHz
GFX: RTX 2080 Super
Loaded:
CITs: 5843
Packs: 8
Running with 2 chunk render distance in a flat world looking directly up and
into a chest that has unique cit items and non cits items scattered.
Observations:
REALTIME vs EVERY TICK caching:
Added ~10 fps in the dev environment(running in debug mode).
More than EVERY TICK caching:
Not noticeable but boost is there, got an extra ~2 fps on average between every tick vs every 100 ticks.
I don't believe high caching intervals would be necessary on mid to high end pcs.
Dont have a lower end pc to test this on sadly but in theory, the more cits there are + the slower the cpu, the more effective higher cache intervals should be.
If anyone stumbles across this issue and would like to make a findings report, feel free to do so. Use the format above and run in a clean setup(no background tasks or unpredictable things happening in the game, preferably with low render distance).