TPS running low
ExWhyZedd0 opened this issue ยท 15 comments
Describe the bug
hello, its me again. Still love your work !!
so, i tried the 1.7 ver but its make my server tps running low. when i change it back to 1.6 ver, my tps back normal.
i dont know why its happening, can you try to do something about it ?
thank you :)
Steps to reproduce
No response
Expected behavior
No response
Additional context
No response
Any updates on this @Ninty9?
They all have the tags "global.ignore.pos", "global.ignore". "ts.dl.remove", "ts.dl.light:", "global.ignore.kill", "smithed.block". It's hard to be sure but there are definitely ones at the same x and z coordinates, and considering theres 100.000 of them theres probably ones at the same position.
Also there seems to be no light blocks lingering anywhere. so they did all get removed.
Thanks for the information!
It really looks like the issue is that light entity markers are spawned outside the world, then don't actually place a light block because the area is not loaded and just don't get despawned, even though they are scheduled to be (ts.dl.remove). I also do not test for already existing markers at a specific location if no light block is present for better performance, so that would also explain why there are multiple at the same position. I'll work on a solution for this.
Hey, I have no idea if this user was having the same issue that i had, but i noticed my tps was running really low around a specific users base, and it turned out that there where 90.000 marker entities at their base. found out from the tags that they where from your mod.
Another user said that it Might be because they get unloaded as soon as they spawn due to the servers render distance being set to 6, but that's just a shot in the dark though. we're running a pretty hefty forge pack so it might be conflicting with one of the mods. The fact that there where only that many at one specific area is confusing though, although almost everyone else's base also has about 100 floating around.
We're running the 1.7.1 version, if you wanna know anything more then i'm happy to provide more info.
I made a backup before killing all the marker entities but its gonna take a bit to grab from the server, but i do remember that there where multiple markers at the same position. I'll reply with more when i figure it out.
90,000 is a bit... much. Even 100 at one base should not be normal...
A few questions:
- Are multiple markers at the exact same position?
- Are light blocks at every marker?
2.1 What are the tags of the markers where this is not the case (specifically, if they have the tag ts.dl.remove)? - Are all light blocks actually associated with something that should emit light? (Or in other words, are there light blocks somewhere where they shouldn't be)
The only cause I can think of right now is maybe a save desync like you mentioned caused by a performance optimization mod or similar, but I'm not sure.
Just a quick question, the : at the end of the ts.dl.light
tag was a typo on your end, right?
Interesting..
Well I'm still struggling to find the underlying cause of this issue, could you perhaps send over the old backup of the world including a list of the mods used for me to experiment on?
Yes, that was a typo. Something else that may or may not be important is that i had chunkloaders in the area with a large amount of markers, though im not sure what would be making the light blocks appear in that case but it might be a factor
hey, cus you ask for his world. here my world, if you want to try check it. so if someone loaded my storage room, the tps will go very low.
here the link to download it (i didnt save the file locally anymore)
https://binusianorg-my.sharepoint.com/personal/felix_marcellino_binus_ac_id/_layouts/15/guestaccess.aspx?share=ElanrE3VBQ5NpMEHQnUL0RUB-EX3PrhfpN48y4dio69Zew&e=Du9Mkz
In your case @ExWhyZedd0, the problem just comes down to the around 200 glow item frames used in the storage area, since they are treated as dynamic light sources. I did not find any difference in performance between v1.6 and v1.7, so this might have just been a coincidence with the time when you built the area. When testing the latest commit in the current dev branch - which also contains some improvements from v1.7.1 - performance got around 8 ms better but was still 12 ms worse than without Dynamic Lights on my system. I may be able to optimize the performance even more, especially for item frames, since they normally don't move, in future updates.
Since marker entity numbers stayed consistent and were nowhere near 90.000, this is not exactly the same problem as @Ninty9 experienced, but may have contributed to the bad performance of course as well. I'd still be happy to take a look at your world, @Ninty9 to see what's going on.
We're running a really modded pack but i can send you the world along with the pack if you want