![]() You can turn them off in structure config if not needed. And they are also only needed on the side that actually generates these structures so in multiplayer there's no need for them to live in the memory of clients. ![]() the compacting would mean uncompacting a the time the structure is being generated in the world which would easily for these huge structures add seconds to the time it takes for them to build.īut at the same time they are only needed in memory if you actually use them in the game - they are generated or you spawn them using creative tools. all of those 0s are actually needed as they point to the block in a map of blocks used in a structure. The same goes for compacting these arrays. If these were not loaded they would need to be loaded into memory as soon as a structure would need to generate in world and I am sure that IO operations at that point would definitely have a great impact on performance. Well this really comes down to compromise between performance and memory usage.
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