Entity Culling Fabric/Forge

Entity Culling Fabric/Forge

80M Downloads

Passengers

andreasdc opened this issue · 48 comments

commented

Mod doesn't hide passengers riding on hidden players like stacker

commented

Are you maybe looking for the Spigot plugin? Or can you post an image of the issue?

commented

Are you maybe looking for the Spigot plugin? Or can you post an image of the issue?

mod*

commented

Then I can't quite follow your issue. Entities riding on players are not hidden?

commented

Exactly.

commented

Not only not hidden, but bugged.

commented

Can you please show a picture/video of that? Normally each entity on the stack should be culled on its own.

commented

But thinking about it, are you perhaps using the 1.3.1 build instead of 1.3.0?

commented

EntityCulling-Fabric-1.3.1 1.17

commented

Ok then I might have an idea to what this is. If you are playing on a server that actively does that, you can for now disable tick culling in the config/use 1.3.0.

commented

On 1.3.0 I don't see this problem. Do you add entity track limit?

commented

It skips ticking entities you can't see. The issue is that when they are stacked and the "main" entity moves away while hidden, the others probably hang back in the air. Will have to modify that riding entities never get skipped.

commented

@tr7zw how to check if it's working? Will increasing sleepDelay help?

commented

It skips ticking entities you can't see. The issue is that when they are stacked and the "main" entity moves away while hidden, the others probably hang back in the air. Will have to modify that riding entities never get skipped.

Wouldn't it be better to hide riders too?

commented

@tr7zw how to check if it's working? Will increasing sleepDelay help?

What do you mean? This needs to be fixed in the next release, you can just turn of the feature or use the 1.3.0 that doesn't yet contain that.

commented

I wanted to see if they actually hide, I changed delay to 1000 and now it's noticable. I was asking will increasing this delay help in performance?

commented

You can use the debug setting for that, it binds the culling to the player instead of the camera, so you can use F5 to look around corners.

commented

And you can increase the delay if you don't have many cpu cores. The culling happens async, so as long as the cpu has any other headroom, it will not negatively impact the performance.

commented

debugMode false still shows on f3 informations

commented

Had multiple final presentations for University lectures this week, now I'm done with that and can take a look.

commented

@tr7zw sure, good luck ❤️

commented

@tr7zw do you plan to fix this tick culling? I would want to cull entites, but not when they are bugged in place :D

commented

@tr7zw i'm testing it right now, still bugged.

commented

So normal entities update their position correctly, living entities via their movement tick except when they are riding another entity... awesome. Guess for now I'll just whitelist riding entities?

commented

@tr7zw like the best effect would be to hide riding entitie too, right?

commented

Hide != ticked. For example, I always tick the vehicle of the player, no matter the visibility. Since I still don't know the exact setup that you have there without a screenshot(or how the bug looks like), I can just guess fix it^^. I'll quickly make a commit where riding entities always have a full tick no matter what.

128 shouldn't be replaced with value from config?

Well yes and no. That value is the hard cutoff to quickly skip too far away entities. Technically that value should be the entity view distance form the settings menu.

commented

https://github.com/tr7zw/EntityCulling-Fabric/actions/runs/1016009138
Basically, that should make stacked entities behave like in 1.3.0.

commented

Hide != ticked. For example, I always tick the vehicle of the player, no matter the visibility. Since I still don't know the exact setup that you have there without a screenshot(or how the bug looks like), I can just guess fix it^^. I'll quickly make a commit where riding entities always have a full tick no matter what.

128 shouldn't be replaced with value from config?

Well yes and no. That value is the hard cutoff to quickly skip too far away entities. Technically that value should be the entity view distance form the settings menu.

I have 128 on the server.
Shouldn't riding entities also be hidden when their vehicle is hidden?

commented

Shouldn't riding entities also be hidden when their vehicle is hidden?

No. If you stack 10 entities and only see the top 5, only they should be visible.

I have 128 on the server.

128 is the vanilla default entity view distance, so for 99% of people this wont be an issue anyway that you can't crank it to 200+

commented

Shouldn't all riders be invisible?
Yes but if distance is 128, doesn't that make small space between hide server and 128?

commented

Shouldn't all riders be invisible?

why would they?

commented

To not stay bugged on last position the vehicle was :D

commented

To not stay bugged on last position the vehicle was :D

Invisible mobs are still 100% there and updated. Just during render they get skipped.
Now the tick culling with the version I linked above is modified so riding entities never get ticked skipped, at maximum render skipped.

commented

Yes but when tick culling happens riders stay in the last place vehicle was, the best thing would be to hide them and show when vehicle is visible.

commented

Yes but when tick culling happens riders stay in the last place vehicle was, the best thing would be to hide them and show when vehicle is visible.

Thats why tick culling for riders doesn't happen anymore with that build. So they wont get stuck behind in the air.

commented

Exactly, but they should be also hidden along with the vehicle

commented

Exactly, but they should be also hidden along with the vehicle

No, each of them should be checked on their own^^

commented

How checked?

commented

I guess you don't want rider to be stuck and bugged in the air where vehicle was last seen

commented

Just try the latest build, you'll see^^

commented

All right

commented

Yes I checked, you don't hide riders

commented

Why wouldn't they be hidden^^?

commented

They should be hidden

commented

Honestly, join the discord and show me there what the heck you mean^^

commented

give me link bro

commented

https://github.com/tr7zw/EntityCulling-Fabric/actions/runs/1015796246
Please give this build a try, it fixed at least the #31 issue.