Move to a different place, repeat the procedure and you can triangulate the location with too many entities. Additionally, primary source of both forms of lag is excessive number of entities, the entry 'E:' marked in magenta, displaying entities within view range of the player, and a total present in the loaded chunks.īy turning around and observing the first number of the E entry you can see when an area with an excess of entities enters your field of view. There are two main factors, client-side rendering - framerate drop, frames per second, "FPS", marked in yellow on the screenshot below (debug screen, press F3), and server-side lag (even in single-player, your game just launches a local server) - time it takes to calculate a game tick, milliseconds per tick, MSPT, marked in red.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |