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Redpower 2 timers / complex circuits causing poor client side performance


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This isn't a bug per se, but an issue I've experienced repeatedly and wanted to bring up. I've noticed that a surprisingly small number of Redpower timers (or other complex circuits) can cause severe client performance issues for me. I'll get frequent 'recv failed' client disconnects, rubber banding, general lagginess, etc. It doesn't seem to be server side because other users on my server experience no issues, and neither do I if I'm not near areas with enough timers / other circuits, even if those chunks are still loaded but not nearby. I also have far less pronounced issues when playing on my work computer (shh) which is much beastlier in terms of hardware and internet connection.

I tend to get a lot of lag near my materials processing base, which has 3 timers on minimum repeat and a few more on much longer repeats, with maybe a dozen other RP logic tiles. That amount is still playable... but I've tried adding between 1 to 5 more timers and sometimes get near-constant disconnects and unplayable lag, sometimes not, correlating with the number of circuits. I also tried setting up a bundled cable system with 1 timer and several AND gates which immediately fucked my shit right up, which clued me into the possible cause. Another (distant) problem area had no timers but about 16 NOT gates with a few extra logic tiles which yielded similar problems.

Just for contrast, I've built SP structures with hundreds of logic tiles stacked and combined with wireless redstone, lights, bundled cables, etc in an area about 300x300 with zero issues whatsoever.

So far the only solution I've found is to not concentrate too many RP logic tiles in a small area. Is this a known issue and / or does anyone have a solution or workaround besides 'dont use Redpower too much'?

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I also experience similar issues. It is mainly with the timers and sequencers, but upon further investigation it seems to be happening even when using vanilla minecraft timer circuits made with repeaters and torches. I believe the issue is related to the red alloy wire and trying to send pulses down it. Steady state doesn't seem to cause much lag, but pulses, even slower pulses like one pulse every half second or so, seems to cause a great deal of rubber banding and lag, if sent over red alloy wire, no matter what the source is for the timer.

I have a fairly decent computer. An Asus G53J. It is a pure gaming laptop, and handles all of the latest games, at max graphics with little troubles. But still happens to bog down in this situation. Not as much as other computers it seems, but still quite a bit.

The server I play on, is one I run, with over 20 active players. They are spread out over a fair distance, so that one persons laggy machine wont affect anyone else. I also know that this isn't a server side issue, as it seems that no one else is effected. It might be an optimization issue however in how minecraft sends data from server to client.

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