#ImmediatelyFast Discussion Thread
1 messages · Page 1 of 1 (latest)
Maybe gains of 5 FPS in my main base. More gains (maybe 10-20) in less-travelled areas, but it's basically imperceptible seeing as those areas already had 80+fps. Maybe someone with a 120hz monitor could report differently. I'm going to try disabling Iris to see if it makes an improvement, as I saw it mentioned on the modpage that Iris has minor conflicts with it.
it's most effective for areas with tons of entities
and iris has its own entity rendering, so that might make the difference.
With Iris off, I'm getting 50-70 FPS in the middle of this: https://i.imgur.com/1c8KODD.png
dozens of villagers. Do you need a more stressful test? Ive got a conjurer spawner set up.
hahah.... ah. i'm a bit too small-scale i see
well I'll keep playing with it on and iris off, and let you know if i get any issues.
I've gotta head out for now, ill be back in an hour or so
this is the best i could do. Hitting 30-40 FPS with this mess. https://i.imgur.com/XeIpTTU.png
thanks
I think I’ll be a really good candidate for this, been getting a lot of entity lag
Will try soon
Should I remove iris or leave it?
remove if you don't use shaders
will run with/without iris and on a normal world + one with tons of entities
ill keep a track of fps metrics and report back
that'd be great
without mod + iris:
- normal exploration yielded about 80-100 fps when chunk loading and flying, and 160~ fps when standing still or within generated chunks. https://spark.lucko.me/FOsflbx1Ga
- fps dropped to about 30~ at 100~ zombies. https://spark.lucko.me/7iBlkEnjxl
without mod + no iris:
- flying yielded 50-70 fps, standing around was 110~ fps. https://spark.lucko.me/eRgXeLisTK
- 200 entities dropped to 20-30 fps. https://spark.lucko.me/OI9fzAeViR
with mod + iris:
- exploration yielded 160~ fps in normal regions, falling to 80-100 in large structure/entities. effectively the same https://spark.lucko.me/ALbm6wZXBR
- crammed around 180~ zombies, fps around 50~ (surprising since I had iris). https://spark.lucko.me/oYx8TjlPq1
with mod + no iris:
- 80-110 fps when flying around, 160~ fps generally. https://spark.lucko.me/XnQZnXDsIa
- 200 entities was around 60-70 fps. https://spark.lucko.me/i75uJaXaYd
note: when i count entities for each test, i used the ticked/rendered entities after entityculling. profiler is probably going to show a lot more than what i report because of that.
world seed: -3144499975741441079
another thing to note, it seems the mod has a bug where cherries do not render correctly
this was seen with iris disabled and the mod activated
but not seen when the mod was disabled and iris also disabled
there could be more blocks that dont render correctly, i was only able to spot cherries
not sure how useful the spark profilers will be, i just attached them just cuz
and the world seed is there in case thats of any use
noticed minimal improvements overall, most of the improvements were when entities were crammed/a lot of them. otherwise nothing else was affected too much
also this was on a fresh instance + fresh world, default settings on everything
Thank you so much for this info! I'll definitely redirect some of this to the mod dev
no prob, glad i could help
Hey, I am the dev of ImmediatelyFast. Thanks for your extensive feedback and testing. What is the mod called that adds the block that doesn't render correctly. In order to debug it I need to get the amount of mods that could interfere down to 2 or 3
So the vanilla cherry works without problems in isolation (Only ImmediatelyFast installed). I would appreciate it if you could maybe narrow down the mod that changes the rendering of the cherries. A mod list could also be helpful
The Medieval Fantasy RPG Adventure & Exploration Minecraft Modpack everyone wants!
We also use a resourcepack which could be conflicting in some way
iirc it's the Excalibur resourcepack, I'm currently unable to check or test if that's the cause
Resource packs shouldn't be a problem I think. I will look into the issues later tho. Maybe @trail blaze wants to do more testing
Unable to recreate rendering issues in BMC
Only person to test it in medieval so far is Frontear
I didn’t notice a huge performance improvement but it is slightly more playable now and haven’t seen any bugs. I did notice underwater chests get culled unless you’re in the water
maybe you could cull entities through water at a larger distance idk, right now the chest is invisible even through a 1 block wall of water
rather strange, from testing it seems the sweet berry bush does not have problems rendering in 3/4 situations (iris+immediatelyfast, no iris+no immediatelyfast, iris+no immediatelyfast) but when we go no iris+immediatelyfast, it seems sweet berry bushes have an issue rendering
trying to isolate resourcepack issues vs a mod incompat
also i realize i called them cherries, i meant sweet berries
hopefully that was not causing confusion
and now issues are suddenly no longer reproducible
gonna tp to this coord on the same world
well now im not even sure whats happened
this was a completely fresh instance with 0 modified settings
still no settings were modified and now its apparently a-okay
ill try to reproduce it on another fresh instance
noticed you updated the mod, tho interestingly i didnt update the mod on that instance
only thing i did that could have done something was update my gpu drivers
can no longer reproduce
i suppose that's a good thing
ill add ImmediatelyFast to both fabric modpacks this week
seems good 👍