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Minecraft Java raises recommended memory to 16GB ahead of Vulkan transition

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Re: Minecraft Java raises recommended memory to 16GB ahead of Vulkan transition

#61
post #42
post #38

Earlier quoted context omitted.

It's only a change on paper, in reality it was unrealistically low for a long time

Is that ever since 1.8 made the whole game engine vastly less efficient? The game used to run with 256MB.

> The game used to run with 256MB.

These are system requirements - not how much the game actually uses.

Re: Minecraft Java raises recommended memory to 16GB ahead of Vulkan transition

#62

Earlier quoted context omitted.

1.6.4 released in 2013. I'm pretty sure I had 8 GB back then, possibly 16 GB. I can't imagine how poorly that ran.

He is probably referring to Beta 1.6.x. I remember running 1.7.3 in 2011-2012 on a potentially 1 or 2GB RAM machine and some Nvidia 7xxx series card (7600?). It worked fine on Linux.

Nope, it was actual 1.6.4 (and probably beyond that too). It wasn't amazing but consistent 30fps with some ATI card from the time. It had a Pentium D of some sort, can't remember exactly what.

Re: Minecraft Java raises recommended memory to 16GB ahead of Vulkan transition

#63
post #49

Earlier quoted context omitted.

Wasn't that the Bedrock edition? Or "Minecraft Education Edition"? An alternative C++ version, anyway. I can't imagine Java Minecraft ever to have run well on a mid-range Raspi.

Well it did used to run on early Raspis. Maybe you don't realise how much less efficient it's gotten? It used to run fine in 256MB with small render distance. So how did they break that? * run both server and client when in singleplayer - doubles memory use * turn byte block IDs into object pointers - octuples memory use for blocks * make all game content into JSON object trees with huge amounts of indirection - adds…

Are you referring to Minecraft Pi Edition that came with Raspberry Pi OS back in the day? The one made in C++ instead of the original Java edition?

> run both server and client when in singleplayer - doubles memory use

When did this change? It's been like that for as long as I can remember. It's actually a very common thing for games to do because it requires less code. Also it doesn't actually double memory use - game content can be shared, textures/meshes/audio is only on the client, etc. The chunk and entity data would need to be duplicated but they should be smaller.

Re: Minecraft Java raises recommended memory to 16GB ahead of Vulkan transition

#64
post #4

If the new requirements are a dealbreaker for anyone, Mineclonia is a lightweight open-source alternative that runs on much weaker hardware and feels close to Minecraft.

I'm fascinated with how that game is almost entirely written in Lua.

[deleted]

Re: Minecraft Java raises recommended memory to 16GB ahead of Vulkan transition

#65
post #4

If the new requirements are a dealbreaker for anyone, Mineclonia is a lightweight open-source alternative that runs on much weaker hardware and feels close to Minecraft.

I'm fascinated with how that game is almost entirely written in Lua.

The underlying voxel game engine is written in C++.

https://github.com/luanti-org/luanti

Re: Minecraft Java raises recommended memory to 16GB ahead of Vulkan transition

#66
post #60

I highly recommend using the open source Sodium and Lithium mods to improve performance. And I hope you're not still using OptiFine! https://github.com/CaffeineMC/sodium https://github.com/CaffeineMC/lithium

I don't use OptiFine but care to explain to someone not in the loop why they should avoid OptiFine?

OptiFine's developer is sort of known for not wanting to open up his project and accept outside help. A lot of people are turned off by that but personally I think it is whatever.

The biggest thing is that it is a mess of horribly unoptimized code, hobbled together over more than a decade. In some newer versions, OptiFine can actually perform worse than vanilla. Their rendering changes also cause many issues with other mods, and since it is closed source, developers can't fix them.

Fabric or NeoForge running a handful of mods is vastly superior. It has been a bit but I would recommend looking at Fabulously Optimized as plug-and-play alternative | https://github.com/Fabulously-Optimized/fabulously-optimized

Re: Minecraft Java raises recommended memory to 16GB ahead of Vulkan transition

#67
post #32
post #11

Earlier quoted context omitted.

don’t know why you’re getting downvoted, they gave legacy users literal years to migrate

It would have been better if they hadn't required you to migrate at all. And a lot of people, including me, ran into issues during the migration process. Thankfully I was able to get it sorted out after contacting support, but other people weren't so lucky.

Just want to chime in as an anecdote who could not migrate. I attempted to migrate within the deadlines, yet the system refused to work. Contacted support and they were no help, in spite of my receipt and presumably, Notch’s log of my purchase.

But hey, trillion dollar company tried hard. Nothing more could have been done.

Re: Minecraft Java raises recommended memory to 16GB ahead of Vulkan transition

#68
post #12

Earlier quoted context omitted.

As one of the Devs responsible for the technical part of that transition: thank you. We tried real hard to give users the best possible experience, but I think it has nevertheless been the least appreciated piece of code I have ever written. So it's nice to finally hear some positive accounts from users! So, again, just thanks for saying this.

I truly think you folks did the account transition in the most user-friendly, considerate way you possibly could. There was SO MUCH TIME to migrate and SO MANY WARNINGS about it needing to be done. I'm sorry you haven't been appreciated for it. Well done!

As if giving users more time to accept bad terms before the rug pull is commendable.

"It needing to be done"?

I didn't accept any terms with MS and I haven't received any refund or whatever other compensation.

Re: Minecraft Java raises recommended memory to 16GB ahead of Vulkan transition

#69
post #63
post #49

Earlier quoted context omitted.

Well it did used to run on early Raspis. Maybe you don't realise how much less efficient it's gotten? It used to run fine in 256MB with small render distance. So how did they break that? * run both server and client when in singleplayer - doubles memory use * turn byte block IDs into object pointers - octuples memory use for blocks * make all game content into JSON object trees with huge amounts of indirection - adds…

Are you referring to Minecraft Pi Edition that came with Raspberry Pi OS back in the day? The one made in C++ instead of the original Java edition? > run both server and client when in singleplayer - doubles memory use When did this change? It's been like that for as long as I can remember. It's actually a very common thing for games to do because it requires less code. Also it doesn't actually double memory use - ga…

1.3, not beta 1.3. Chunk data was traditionally the biggest part of Minecraft's memory use until they added a bunch more garbage.

Re: Minecraft Java raises recommended memory to 16GB ahead of Vulkan transition

#70
post #65

Earlier quoted context omitted.

I'm fascinated with how that game is almost entirely written in Lua.

The underlying voxel game engine is written in C++. https://github.com/luanti-org/luanti

Yes, the engine handles shaders, networking, DBMS backends (Sqlite, Postgres,... to store "worlds"), entities (mobs/items/vehicles...) to name the obvious things, but the logic of the game (weather, mob AI, user/world interaction, inventories, forms and other dialog box, custom world generation) and other other functions (area protections in multiplayer, account management, chat moderation, ...) are done with Lua 5.1 JIT generally.

The API also gives access to things like image saturation, light intensity, strength of volumetric lighting/bloom/exposure, fog distance, so you can enhance weather effects by altering them - per player; OTOH, rain/snow has to be done with particle spawners by weather mods, and figuring out if the player is inside a building, under cover, or outside in the open is difficult.

One can also hook it with external services, e.g. instant messaging.

[1] https://content.luanti.org/packages/?type=mod&page=1&tag=com... (couldn't find a more accurate category in ContentDB; it's "complex" because downloading and installing a mod or a game with Luanti is a couple of clicks).

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