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Massive fps drop on big render distances with threaded chunk updates enabled

Open iocmet opened this issue 10 months ago • 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)

iocmet avatar Feb 16 '25 23:02 iocmet

Try adding Neodymium Unofficial to the pack

FalsePattern avatar Feb 17 '25 20:02 FalsePattern

Already did and nothing changed https://github.com/user-attachments/assets/7cc1d307-8166-4050-afa9-287ac7d68dbb

iocmet avatar Feb 17 '25 22:02 iocmet

Make sure you're not running out of VRAM

FalsePattern avatar Feb 17 '25 22:02 FalsePattern

I don't Image

iocmet avatar Feb 17 '25 22:02 iocmet

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

MrFuzzihead avatar Apr 11 '25 18:04 MrFuzzihead

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.

FalsePattern avatar Apr 11 '25 18:04 FalsePattern

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.

FalsePattern avatar Apr 11 '25 18:04 FalsePattern

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

MrFuzzihead avatar Apr 12 '25 20:04 MrFuzzihead

We're currently working on rewriting the renderer, it will be fixed in the next major update.

FalsePattern avatar Apr 23 '25 10:04 FalsePattern