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Receiving/updating map chunks creates huge CPU usage #3561
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Maybe related with #3166? |
@RobertZenz I don't think so. 3166 is about game mods that change node metadata often, and happens in mapblocks that are already loaded. What @gravgun seems to complain about is mesh generation lag, deflate overhead or something. |
Not necessarily a bug, apparently every time the crack animation moves to a new frame there is a mesh update for the whole block, making a good case for not using the crack animation. Also removing or adding nodes causes lighting updates. |
@paramat you can play the networked multiplayer release if you want, its small and simple as you like it. |
I've noticed that problem too. |
Solution to it was made quite long time ago but was rejected. |
est31 =P I support the option of disabling the crack animation. |
l thought the crack animation, like the selection box, is put into a free mesh…
me neither When l load a few chunks in singleplayer mode and then press r to activate full viewing range, minetest freezes and l need to kill it from terminal. |
Any way to make it render as separate mesh overlayed on top of target block? |
@Fixer-007 Which is the most sensible and logical thing to do, that isn't done. |
i think this one can be closed. the engine has changes many and we don't have the mod context. |
I agree, closing. |
The situation is indeed much better, as can be seen on the graph below (relative to 100% use of my 2virt×2phys core Intel 3317U; timescale 1s/pixel), with the central span being digging, surrounded by idling. |
Thanks for the retest. |
Digging and also placing nodes (i.e. updating) creates high and relatively long-lasting and intensive CPU spikes, not causing slowdowns but high CPU heat-up. In the same fashion, moving around in an already-generated world and loading/receiving map chunks (vanilla LAN server) ends up in ~75% CPU hog on the client.
Graph obtained with the Multiload XFCE plug-in, 350 ms update interval. Brown is IOWait, Red is kernel time, Blue is userspace time. 16 iron ore nodes were dug with a diamond pickaxe.
The spikes are seemingly caused by new map chunks display (changing head orientation).
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