Mob Lag Busting [Minecraft Myth Busting 70]
Minecraft Myth Busting Playlist â-» https://www.youtube.com/playlist?list=PL7VmhWGNRxKi1ikLc2b_pi6EIGOCdF10d In this episode of Lag Busting we look at mobs and find out the differences between.
Tags: 18, and, busting, legends, madness, minecraft, myth, mythbusters, myths, xi, xisuma
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Jan 1st, 2015
20 Responses to “Mob Lag Busting [Minecraft Myth Busting 70]”
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January 1st, 2015 at 7:44 AM
Now test every single mob again with invisibility.
January 1st, 2015 at 7:45 AM
Wow! With every second of the video I can literally feel the enormous
effort it must have taken to test all of this… Thanks +xisumavoid! The
information about the impact of particles on blazes could come in very
handy for me should I decide to use my blaze farm again in the future.
January 1st, 2015 at 7:49 AM
I’ve made a list of mob in order of lag factor
1.58: Slime
1.46: Skeleton (with bow)
1.28: Ghast
1.25: Iron Golem
1.14: Mooshroom
1.11: Endermen (Particles on)
1.09: Cave Spider
1.02: Elder Guardian, Horse, Magma cube (Particles on), Rabbit, Spider,
Squid, Witch & Zombie Pigmen
0.98: Snow golem
0.93: Sheep
0.85: Silverfish & Wither Skeleton (with nothing)
0.79: Creeper, Wolf & Zombie (with nothing)
0.73: Cow & Villager
0.68: Endermite (Particles on), Ocelot & Pig
0.64 Chicken
January 1st, 2015 at 7:52 AM
You forgot about 2 things.
1. – Shaved sheep. Does it make a difference?
2. Slimes create particles while landing. Turn particles off and test it
again, because I want to compare slimes with magma slimes, to see if
textures make any difference.
Also, Take one mob, like magma slime, and edit it’s textures to be entirely
white; I wonder if that would make any difference. You might want to make a
rainbow slime as well ;)
January 1st, 2015 at 7:54 AM
6:15 thats why my pc went to 10 fps when i spawned 700 dwarves with the
lotr mod as thye had tones of armour
January 1st, 2015 at 7:56 AM
How come youre still using Java 7 Xisuma?
January 1st, 2015 at 7:56 AM
Hey X,
I noticed that you penned in the enderman using flowing water. I am
wondering how much of the lag was due to the flowing water. Another
interesting test would be to see how many player avatars it takes to lag.
Might be useful information for servers.
January 1st, 2015 at 8:01 AM
Xisuma, thanks so much for making these episodes! They are really useful,
fun to watch and its amazing how much time you put in to them! Keep up the
good work as always!
January 1st, 2015 at 8:03 AM
Aw man the second I catch up he doesn’t want to do them weekly anymore
January 1st, 2015 at 8:07 AM
I think the sound-distance thing is another example where the game is
poorly optimized. The code for calculating / making the sounds and the
rendering code must have some common resources that is not threadsafe. That
means the sound- and the render code have to wait for each other in turn,
rather than run (truly) simultaneous. I would actually file that as a bug.
This slowdown should at least not appear when the game sounds / mob sounds
are turned off completely, as the thread for making these sounds should not
run.
January 1st, 2015 at 8:11 AM
how about the branch mark for the chicken???
January 1st, 2015 at 8:13 AM
Spawn a slime size 1? no problem. spawn a slime size 100? prepare for lag.
spawn a slime size 200? crash.
January 1st, 2015 at 8:15 AM
you didn’t test the slime with particles off :,(
January 1st, 2015 at 8:17 AM
+xisumavoid This is my first time suggesting an episode actually. I hope
you read this because it can contribute to a ton of people including
yourself.
When you tested villagers I was surprised, mainly because of my encounters
with villagers and lag. I thought since they had inventories and can trade,
it’d be a lag causer, but then again, those are only data.
The reason villagers are tied to lag is villages themselves, the doors and
areas in which they cover affect all villagers in the radius, and since
villagers are on a timer to get inside at night, that is an extra process
the game has to handle.
I once had 400 villagers in a closed space, and once I added doors and
defined houses the server got extremely laggy to the point where I killed
300 villagers and a few golems.
Overall, I think myth busting needs an episode dedicated to villages, not
just lag in them. Would that be a good idea? I’m curious to know and so are
a lot of other people.
January 1st, 2015 at 8:20 AM
All your minecraft videos do like 500x better then your different games
January 1st, 2015 at 8:27 AM
January 1st, 2015 at 8:31 AM
When you have 800+ fps, none of this stuff really matters.
January 1st, 2015 at 8:32 AM
*Hey guys ! I have some things to share ! First a problem that I have
because of the lag caused by entities and then a think to test)*
Guy I’ve got a big problem… So if anyone can save me xD
So in one of my worlds, where I play so much w/ command blocs, I made a
mistake, and so now I have 10k XPOrb (ok big mistake, I forgot to put
“@e[type:!XPOrb]” instead of “@e” so …
Well now it’s a bit laggy (and my computer is not one of the bests ones)
and I can’t even open the chat to write “/kill @e[type:XPOrb]”…
So I’m a lil’ bit stuck…
If you have a thing to help me…
*also* I think you may test the XPOrb lag, cuz’ I think there made big
troubles, because of their movment (I mean, the game has to calculate the
motion w/ the position of the player…)
January 1st, 2015 at 8:38 AM
Here’s a few questions:
1. Do leaves get destroyed when they are next to a slime block which is
moving? (Because, normally, leaves get crushed by pistons)
2. Mobs spawn at light levels 7 and below. Does the chance of a spawn
increase when the level decreases or does it stay the same from levels 7-0 ?
:D
January 1st, 2015 at 8:40 AM
U forgot bats i think