It can to an extent. Sodium adds a slider that allows you to allocate more threads to rendering chunks which does make high render distance usable. I run 64 chunks with shaders regularly and it runs fine if you're not flying because of the additional threads being used through sodium.
@@le9038 dont get me wrong, it's not perfect, but terrain generation on high core count CPU's is so much faster, and the game normally runs way better when everything is already loaded and you're just fully loaded a lot more often with that option
Well bedrock edition is multithreaded and it's the reason why it suffers from bugs, bcz even the mob behaviours and redstone make use of multiple threads causing it to glitch out the game. You may have heard ppl complaining about bedrock redstone being random. Well guess what you have it.
At 1:51 those frame time spikes align with memory usage drops. That suggests the multi treaded JVM garbage collection wasn't able to complete before the memory allocated to the "new generation" was exhausted. This would cause a single threaded full garbage collection which is a "stop the world" event, meaning all other threads get paused. I like what you are trying to do, but the JVM garbage collection and generation sizing is probably going to need to be tweaked to cope with a 4.6GB/s allocation rate.
@@Ahptt More memory wouldn't help that, it's an issue with java that minecraft is using, it simply pauses everything while it waits for the huge amounts of memory to load. More memory would actually make it worse.
There is a setting in Sodium/Rubidium under Performance to increase the amount of cores used for chunk rendering. Not sure if that actually works but who knows
Gosh you are so underrated... i expected you to have thousands of subscribers but to see this video only getting 2 thousands views is insane you deserve more then that, you will go far broski, you gained a Subscriber for sure.
Fyi for normal usage I recommend sticking to max 31GB of RAM allocated as compressed OOPs in Java means that 31GB and 48GB of RAM are pretty much equivalent to each other.
You basically dont need more than 8gb for mc, unless you do what was done in this video. Even Greedycraft with 500 mods runs on 10gb with normal settings.
Came for the crazy chunk distance, stayed for the sick dwm rice. actually awesome dude, just discovered your channel, and am now going through and watching your old videos.
man i WISH i could do this. i cant play with more than 10 render distance most times and it gets so much in my way. specially when flying around with an elytra. good video tho this is excellent quality work and i hope you grow more and more!
You can also use the settings file to go wild until the game keeps crashing, about 4,000,000 chunks is the limit for my i9 and 64GB, so I can only imagine how far your machine will go.
@@Ahptt im sittng here with a cool 64 gb so i would find if you leant me a spare 128gb or better yet a spare threadripper or something from my 5900x :)
@@Ahptt remember that without mods minecraft utilizes 1 core of the cpu so for now the 13900k and a very large amount of ram is going to work pretty well, you could install a multicore mod and then check if you got better framerates
I will be making another video with 512GB of ram and a threadripper CPU. Let's see just how far I can make it with these mods, and other generous improvements to my process some have offered in the comments section already.
Jeez I didn't realize you had so few subs, I'm happy this video blew up and I hope you're now inspired to continue working on new videos and accomplish even more, subbed.
Try using Linux's swap feature, which allows you to use an SSD for extra RAM. You will need to turn down swappiness to around 5 or smth to make it not lag that much.
@@Ahptt, ayooo that's nice. If you experience any performance issues with this setup, try running the SSDs in RAID 0 (with fragments being as small as possible), which basically combines 2 into 1, so it's 2x faster. People usually hate RAID 0 cause of data corruption, but we don't care coz it's not like if it's gonna contain any important data.
This was a really cool video! Great job! Though I do have a question. Around 4:10 you mentioned you had a ton of performance mods to get this to work properly, and I'm wondering what mods you used for performance. I mean, if you can render hundreds of chunks and not immediately crash then I can only imagine how well the performance would be on a regular Minecraft world.
You should try running a Paper server on your computer and joining it locally instead of a singleplayer world. Paper has multithreaded chunk generation, so maybe that'll help your R9 5900X keep up.
Nice video, looking forward to your 512GB video! My most viewed video is also taking Minecraft RD to the extremes. I only got 64GB in my PC so waiting for an older server I bought to ship out that has 384GB of DDR3. I'm planning to try to use Chunky with it to get an image of the entire Greenfield City map. Not sure if it'll be quite enough, but guess we'll see. :)
there is also a software limit that minecraft itself can handle before it crashes. This is also the reason why if you allocate more memory than needed to minecraft it can decrease performance
Never heard of that? I allowed almost my entire RAM to be used for minecraft to get better performance which made the fps a little better but caused more micro lags Any tips on how I could build on this limit mechanic?
@@honzahavlas4061 that microlag is what im talking about. I think theres way to go around it using multithreading or other things but theres not really any point in fixing or working around it since minecraft doesnt really take many resources
Hello! nice video! Just be careful of your CPU temps if you have a static OC on. You dont have the CPU throtling when loading all those chunks, so you might brake your CPU. I nearly did it so be care m8 :D
@@Ahptt someone is porting the vulkan renderer to replace openGL so maybe we will eventually be able to do more, but currently breaks every single performance mod.
I agree with Jack. It would be nice to see a major rewrite or a singular Minecraft version with pros taken from each current version, but that will probably take time. I will keep my ever-searching eyes out for it though. Probably will be hard to miss.
Teoricamente, cada Valor de "Render Dist" requer um núcleo real de um bom processador para gerar em tempo real todos os "chunks". Para 64 "Render Dist", necessita-se de um processador 64/128. Além de memórias bem rápidas para não haver "fps drop" enquanto anda no mapa
I use a mod called Distant Horizons. It uses level of detail (LOD's) commonly used in other games to mimic high render distance without turning your game into a slide show. modrinth.com/mod/distanthorizons
@@guidedexplosiveprojectileg9943 vanilla minecraft JE can't handle that, in order to achieve a playable experience with high render distance you'll need mods, this is a lot of work that could go to an update that the majority of the player base will see as an "actual update"
@@TheRian125 truth is devs are just lazy. its significantly easier to implement something with the native engine rather than a modding api. they have dont literally nothing good for years with small updates that they call "major"
@@JakeDevs are you saying that from a programmers background? is not about lazyness, minecraft is HUGE, most of the playerbase plays BE, wich already has a much better render engine than JE, its just out of scope for now ps: i strongly believe that their plan is to drop JE support and have everyone on the BE
By the way, PolyMC is not really being maintaned anymore. Most of the devs have moved to Prism Launcher (a fork), so it's recommended to switch to that.
Likely not much different as at that scale even small issue in code would bloat to showstopping scale. M$ is not interested in turning that game into simulation monster, they only want to sell realms subscription.
bedrock is a hot piece of garbage, they "optimize" by just chopping off chunks far away, most bedrock chunks arent loaded, they're just there, showing you the bare minimum, the chunk itself isnt alive, and keep in mind JVM (java) will run incredibly close to native (C/C++) code when all code compiled by JIT java is not that slow, the programming language is not the one to blame, the one to blame is minecraft incredibly messy and unoptimized rendering engine, as Notch written it back when cpu has only 2 cores
Haha! Yeah, next system is 512GB. It's honestly hilarious to me that some people don't even have 128/512GB of solid state storage and here I am with that much in random access memory.
*Minecraft Bedrock Edition: I offer you 96+ Chunks Render Distance on Vanilla at 60 FPS Constant and I'll load the all the Chunks under 4 Seconds and won't take 30 Mins to Render if you have enough RAM and Decent Midrange Hardware and I'll not Blast your PC off into the Space after Loading all the Chunks* This is Probably the Definition of Bedrock Edition's Performance as Compared to Java
@@colbyboucher6391 which is caused by the same reason it runs so much more efficiently. It utilizes a task scheduling service that works asynchronously allowing for less processing bottlenecks, but that can cause desync issues.
View distance also requires a lot of VRAM on your GPU, because rendered chunks are stored in display lists in the GPU VRAM Waiting for the 128GB VRAM video lmfao
Yeah. I can only imagine what'll happen when I build my 512GB threadripper system. Might just buy more ram cause why not and try this again with more mods and such.
@@Ahptt Sounds great, but i'm not sure vanilla will be able to utilize so much power, but who knows how it will turn out Good luck anyway, crazy ideas are always great
You are strongly advised to try bedrock, it's true it is very optimized, I play with 84 chunks at 60 fps, but there is one problem, the maximum distance there is 96 chunks, so you will have to look for a way to get around this limitation.
Minecraft looks cool when you can see into the distance, they should make a thing that makes a 2d image of the distance so that you can still see into the distance but it isnt as demanding as rendering every block in a chunk
Try the same test on bedrock. The render distance on bedrock is insane compared to java with how optimized it is. I set my render distance to 1000 and my laptop with 16gb ram only slide showed while loading the chunks in view and was semi smooth once they were loaded. I could reasonably play on a render distance of like 200+. Just imagine that with 128 gb ram
Congrats on your first really successful video, I can tell you put a lot of effort in the editing especially the intro. Btw how long have you been using linux? Im running mint for a year now and for 2 months now also arch on my laptop. 💪🐧
TBH my other videos took way more time to edit xD but I appreciate it, I've certainly tried every video to get better and more efficient. I started off with Ubuntu for 4 months, then Manjaro for 2, went on Arch for a year and have been in Void and plan on staying in it for as long as it's around. I've grown to love building my system from the ground up exactly how I want it and Void gives me that and stability with the stable rolling release method.
I paid around $400 US. Java is extremely un-optimized, so it's not the architecture's fault. I want to do another video like this when I get a threadripper system with 512 or more GB of RAM. Maybe in the future, Java will actually be optimized to modern specs, and we can see how this goes yet again xD