D for Game Development
Kapps via Digitalmars-d
digitalmars-d at puremagic.com
Fri Jul 31 14:40:50 PDT 2015
On Thursday, 30 July 2015 at 21:27:09 UTC, deadalnix wrote:
> On Thursday, 30 July 2015 at 15:10:59 UTC, Brandon Ragland
> wrote:
>> It's a dog because Java is a dog. But that's not because of
>> the GC.
>>
>> It's not really that bad either, I can open up Minecraft at
>> any time and have it sit in the background quietly using
>> ~800Mb ram and virtually no cpu time.
>>
>> Either your kid has tons of mods in their Minecraft or your
>> computer is a bit dated.
>
> Now compare that kind of resources consumption with any game
> based on Quake III engine. While you are at it, compare the
> graphisms. Still not convinced ? Measure latencies, which are
> critical for most games.
People always compare things to Minecraft when discussing if
garbage collection is feasible in a game. Which is annoying,
because I'm sure Minecraft's allocations would make most people
sad. It's not a fair comparison.
Some quotes:
"Minecraft 1.8 has so many performance problems that I just don't
know where to start with. Maybe the biggest and the ugliest
problem is the memory allocation. Currently the game allocates
(and throws away immediately) 50 MB/sec when standing still and
up to 200 MB/sec when moving. That is just crazy."
But that was just a one off thing for 1.8 I believe, the normal
is much better:
"How did that work in previous releases? The previous Minecraft
releases were much less memory hungry. The original Notch code
(pre 1.3) was allocating about 10-20 MB/sec which was much more
easy to control and optimize."
10-20 MB of garbage every second. That's just ridiculous to think
of in a language like D. And that was long ago, it's probably
worse now. Luckily D has things like ranges and other ways of
improving this.
Source:
http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1272953-1-8-7-optifine-hd-d6-fps-boost-hd-textures-aa-af?page=2111#c43757
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