Replies: 4 comments 2 replies
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Please send a full spark report, a screenshot of parts of it aren't too helpful in determining bottlenecks |
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Paper generally does not provide support cracked servers. (Offline Mode + Skins restorer) |
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Would something like this help or cause more issues?
So it no longer uses recursion and uses a loop instead and it doesnt check the same blocks over and over again. |
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Is your world pre-generated? I've only ever seen fluid ticking being that much of an issue during world generation. And thats easily fixed by pre-generating the world. I don't think its worth making large changes here, as this really seems to be an edge case. Fluids taking more time than entities or chunks in a spark report is something I've never seen before in years of looking at performance reports. |
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Is your feature request related to a problem?
Paper 1.21.1 57 build
Liquid spread performance is terrible, always has been. Is there nothing that can be done? That spark screenshot was captured with 200+ ticks over but I am sure you are already familiar with the performance of liquid spread.
Describe the solution you'd like.
I dont know how liquid slope distance is calculated but it doesnt seem like its very efficient, also I am pretty sure it cannot be moved away from the main thread?
Describe alternatives you've considered.
I tried ticking liquids less often, it works but it looks weird as it feels like it lags.
Other
No response
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