Sodium

Sodium

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Chunk updating on NeoForge

Bercasss opened this issue ยท 5 comments

commented

Bug Description

Well I just launched NeoForge Beta with Sodium renderer for the brand new Minecraft version 1.21.3. I noticed there's an issue compared to the same Minecraft version with Sodium renderer for Fabric: Well the Fabric version's chunk rendering/updating is noticeably faster than NeoForge, I don't really know the reason, I play at 32 chunks, no hardware change, I also tried cranking the
NeoForge chunk update threads all the way up to 12, definitely faster but still does not reach the outstanding chunk loading speed of the mod's Fabric version (Fabric mods: Fabric API & Sodium; NeoForge mods: Sodium)

Laptop Ryzen 5500U with Radeon graphics
8 GB RAM in total
2 GB allocated for VRAM
5.8 GB system RAM
5,608 MB of memory allocation for Minecraft

Reproduction Steps

Well it's not really a bug, but a disparity between two different bases for the same Minecraft version. The easiest way to notice it is to crank up the render distance, it also took a bit saving the world, which is odd, but I tested it once, so it could be something else than Sodium itself

Log File

latest.log

Crash Report

crash-2024-10-24_10.58.28-client.txt

commented

You are allocating all of the system's available memory to Minecraft -- don't do this, you will trash performance.

commented

I can't reproduce this. I measured world load times on dev with fabric and forge using this patch and they showed very similar timings. Your configuration is probably wrong or something else is interfering.
world_load_measurement.patch

commented

@douira Maybe it is wrong... but I provided every config I changed there and the resources I'm using. Also Fabric and NeoForge for 1.21.3 were still in beta when I engaged in the test, I think the specific version is at the log file I provided there, it could also be a Fabric or NeoForge issue

commented

You are allocating all of the system's available memory to Minecraft -- don't do this, you will trash performance.

@jellysquid3 Well I did this because I didn't want any game freezes related to RAM, it'd interfere with the frame rate and would be difficult to measure and get a consistent FPS average. Normally I play with 4GB of ram allocated to the game, which is still a lot compared to what I actually have in my setup, but I don't really do anything when I'm playing, so I do this to make the system resources tend to prioritize the game, and only the game

commented

That not how the things work.