
Massive fps drop on big render distances with threaded chunk updates enabled
iocmet opened this issue ยท 9 comments
With threaded chunk updates
https://github.com/user-attachments/assets/762f4a0a-5328-409a-8b8b-55b27c0b9191
Without
https://github.com/user-attachments/assets/582513e2-97f8-447a-8879-27969296f444
Tested with only FalseTweaks (3.9.0), FalsePatternLib (1.5.9), UniMixins (all-0.1.19), Optifine (U_E7)
Already did and nothing changed
https://github.com/user-attachments/assets/7cc1d307-8166-4050-afa9-287ac7d68dbb
Have tested with threaded chunk updates enabled and also enabling experimentalNeodymiumThreading to no avail. FPS was still severely limited. With threaded chunk updates disabled and experimentalNeodymiumThreading enabled FPS was as usual, high
Just wanted to add that I also experience this (with neodymium installed as well) exactly as @iocmet posted in the above video. Terrain looks very glitchy on turning and fps is severely reduced
with Neodymium installed, open falsetweaks.cfg and set experimentalNeodymiumThreading
to true. This is slightly less compatible with some modded blocks, but it should fix the stuttering at extremely high render distances. Make sure you read the comment above the config option.
Just wanted to add that I also experience this (with neodymium installed as well) exactly as @iocmet posted in the above video. Terrain looks very glitchy on turning and fps is severely reduced
The terrain flicker is normal if you're running at very high render distances, that's the multithreaded camera check. Low framerates make it more obvious, you can either enable the experimental threading option with neodymium to fix it, or set your render distance to something lower.