Forgiving Void

Forgiving Void

15M Downloads

1.12 FPS Hit

Zygus42 opened this issue · 5 comments

commented

ForgivingVoid_1.12-1.0.2
forge-1.12-14.21.1.2428-installer-win

Standing in a newly created vanilla world with no other mods and doing nothing costs about 100fps compared to not having your mod on. I'm guessing that there's something you're checking for too often.

commented

There is no expensive operations happening until the mod actually teleports you back into the sky. Whatever lag you've been experiencing must have been due to external factors or different conditions (e.g. different world generation or options).

commented

1.12 with no other mods installed and using Re-create to test on identical Creative map. No movement on my part after spawn - just standing there looking in the same direction. Only difference is your mod. Tested multiple times to confirm. There's nothing that I can see happening in the logs that would indicate why.

commented

Even though as I said the (very simple) code does not do anything that would get anywhere close to dropping FPS (especially not on the level you're describing), I decided to try and reproduce your issue.

Same Forge version, Vsync disabled, Maximum Framerate Unlimited. Same creative flat world with no structures generated. Framerate checked after initial world generation was done (approximately when the tutorial pops up). Both times, I got between 200 and 250, no matter if the mod was installed or not.

Finally, I also temporarily added profiling code:

[00] levels - 98.09%/98.09%
[01] |   New World - 99.82%/97.91%
[02] |   |   tick - 98.34%/96.28%
[03] |   |   |   mobSpawner - 48.38%/46.58%
[03] |   |   |   entities - 39.28%/37.82%
[04] |   |   |   |   regular - 98.86%/37.38%
[05] |   |   |   |   |   tick - 97.77%/36.55%
[06] |   |   |   |   |   |   travel - 35.48%/12.97%
[07] |   |   |   |   |   |   |   move - 53.81%/6.98%
[07] |   |   |   |   |   |   |   rest - 25.26%/3.28%
[08] |   |   |   |   |   |   |   |   unspecified - 99.80%/3.27%
[08] |   |   |   |   |   |   |   |   ForgivingVoidFall - 0.20%/0.01%
[07] |   |   |   |   |   |   |   unspecified - 20.93%/2.71%

The falling event handler takes 0.01% of the total processing time. It was likely being called by mobs spawning and slimes jumping. It's probably rounded up as well.

[00] connection - 1.65%/1.65%
[01] |   unspecified - 71.53%/1.18%
[01] |   travel - 17.65%/0.29%
[02] |   |   rest - 38.36%/0.11%
[02] |   |   unspecified - 35.93%/0.10%
[02] |   |   move - 25.70%/0.07%
[01] |   livingEntityBaseTick - 2.75%/0.05%
[01] |   entityBaseTick - 2.73%/0.05%
[02] |   |   unspecified - 89.83%/0.04%
[02] |   |   portal - 10.17%/0.00%
[01] |   ai - 2.36%/0.04%
[02] |   |   newAi - 52.12%/0.02%
[02] |   |   unspecified - 47.88%/0.02%
[01] |   push - 1.16%/0.02%
[01] |   keepAlive - 0.69%/0.01%
[01] |   headTurn - 0.68%/0.01%
[01] |   ForgivingVoidTick - 0.39%/0.01%

The actual tick handler takes 0.39% of the processing time the connection is taking (1.65%). Again, after rounding up, 0.01% of the total processing time.

After looking over the code, testing it out for myself and running it on a profiler, I can pretty confidently say my mod has nothing to do with your FPS issues.

If you want to try out the profiling yourself, build 3 on my Jenkins contains the code for Minecraft's /debug command to pick it up.

commented
commented

I can't give you support for general performance problems. It sounded like it was only my mod causing issues initially, but if you're experiencing the same thing with other mods, it just solidifies the belief that it's an issue on your end, not the mod's end.

If you have concerns about your JVM arguments I suggest checking out this post by cpw:
https://www.reddit.com/r/feedthebeast/comments/5jhuk9/modded_mc_and_memory_usage_a_history_with_a/