However, any modpack containing the mod will need to follow BBM's modpack policy Config to control the amount of RAM atan2 cache uses.Reduce wondering distance when not near players.Disable Visual AI code when not near players.For a server with 25 people on constantly this resulted in a gain from 5 to 7 tps. Threw some testing with VisualVM result have shown a 50% to 80% decrease in CPU usage by the AI code. The custom version stores some data that makes it faster to get the angle for a location. How this works is MC's look helper code is replaced with a custom version. This is the main feature of the mod and can greatly improve CPU performance at a small cost to RAM. Visually this can cause the entities head to not rotate sometimes but mostly goes unnoticed.Ĭonfig to replace EntityLookHelper with a more efficient version, config is enabled by default As almost every entity on the map will use this when not doing anything important. This can improve performance for servers will large populations. Setting the config to true will cause entities to no longer use the 'look idle' AI code. However, for the CPU this frees up a lot of usage caused by entities.Ĭonfig to disable AI look random, config is not enabled by defaultīy default the config is set to false and will not do anything. This AI segment handles the coded AIs use to rotate their head towards a nearby entity.Visually this will cause a few odd issues. When changed to true it will remove an AI segment called EntityAIWatchClosest. See feature list for exacts.Ĭonfig to disable AI Watch Closest Entityīy default the config is set to false and will not do anything. This has the result of reducing CPU time at the cost of an ignorable amount of RAM. Most of the performance comes from caching heavily calculated values. It depends on the feature and version of Minecraft. How does this mod work for fixing performance? However, if you enabled the other disable configs it should be fine. You're not going to see much of an improvement in the AI code. What will happen if I disable the EntityLookHelper replacement? Yes, though it may not do much to improve fps. Yes, the mod is coded to function without it being client sideĬan this be installed on the client only? Thus, the impact of this mod is much lower than in older versions.Ĭan this be installed on the server only? With the last few versions, the rotation fix was implemented in addition to other fixes. Newer versions of MC implement fixes for the AI. I installed but didn't see a large gain as promised? After many hours, I found my solution and created this mod. This resulted in a lot of resource and insight into different areas. So rather than taking that approach, I decided to improve how the AI's function. Even with testing, it didn't show a major solution to the problem. At first, I thought "lets reduce the spawn rate of mobs on the server" this lead to a complaint about mob farming. I found that as a server's population grows so does the amount of entities and other resources. Focusing down on how it was designed to work and how it lent to performance problems. Rather than going after the mods installed I started to look at Minecraft itself. Most server owners and developers will try to attack this problem by trimming mods. As any experienced server owner will know a server's CPU clock time is eaten away by mods all trying to fight over resources. Handling common problems such as too many animals, performance hits from swarms of zombies, and simple remove tasks skipped by larger AI improvement mods.ĪI Improvements was born out of the need to improve server performance for large heavily modded servers. Picking up the slack for the base game and improving it for a modded ecosystem. Simplified AI modification mod focused on performance and low-level modifications to AIs in the game. Make sure to test your results to see if you require it. Note: It is not expected this mod improves performance in all cases. Note: If you have performance issues not covered feel free to make a request.
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