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trying to increase my ram, will it give me more fps on minecraft?


ImpoliteSand868
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I'm wanting to test turning my usb into vram, I want to see how much fps that'll give me in minecraft.

People say it'll increase pc performance and I just wanna test it.

I know ram doen't do much, so I may save up to buy a gaming laptop. but I wanna get as much as I can.

Currently I got Optifine, performant, and some other performance mods that give me 30+ on multiplayer and 60+ on single player worlds.

I have a toshiba satellite c55-b5100 and it is a cheap laptop for gaming.  and the cpu isn't very fast but I can still play good.

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Turning USB into RAM would be extremely slow and inefficient. I don’t expect it to increase your computer’s gaming performance.

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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39 minutes ago, DavidM said:

Turning USB into RAM would be extremely slow and inefficient. I don’t expect it to increase your computer’s gaming performance.

ok, but would it increase my pc's overall performance? I heard to do this Windows's readyboost is a good option, and it makes me able to allocate more ram to minecraft.

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18 minutes ago, ImpoliteSand868 said:

ok, but would it increase my pc's overall performance? I heard to do this Windows's readyboost is a good option, and it makes me able to allocate more ram to minecraft.

It probably won’t.

From a system’s perspective, RAM is used as runtime memory storage mainly due to its high speed compared to disk. Turning disk storage into VRAM defies this purpose. Yes, doing this will allow you to load large resource packs that was previously too large for your allocated memory, but expect the FPS to drop by 4-5 times even when not using resource packs (given that your game actually applies the extra “memory”).

 

Unless you are doing stuff like data science, and want to, say, load larger batches of data at a time, then there is no point in using USB as RAM.

Edited by DavidM

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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1 hour ago, DavidM said:

It probably won’t.

From a system’s perspective, RAM is used as runtime memory storage mainly due to its high speed compared to disk. Turning disk storage into VRAM defies this purpose. Yes, doing this will allow you to load large resource packs that was previously too large for your allocated memory, but expect the FPS to drop by 4-5 times even when not using resource packs (given that your game actually applies the extra “memory”).

 

Unless you are doing stuff like data science, and want to, say, load larger batches of data at a time, then there is no point in using USB as RAM.

I'm doing it already though. It seems to work a little better for me if i don't run any other apps. Maybe getting a faster usb would help it though. I get sometimes 100+ fps on a normal world now, granted I haven't opened it up to LAN so no other players are on there. 

I've got a pc that was from 2015/2014 and it has only one graphics card, intel hd graphics, I'm gonna save up for a budget gaming laptop, but this pc works really well if I know how to make it work good with minecraft. Only thing I have noticed is it likes to crash minecraft bedrock editon from the store.

Edited by ImpoliteSand868
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16 minutes ago, ImpoliteSand868 said:

It seems to work a little better for me if i don't run any other apps.

That's good. However such effect varies heavily on setup may not happen on all devices. USB RAM is always significantly slower than normal.

 

16 minutes ago, ImpoliteSand868 said:

Also DavidM, do you know any apps or good youtube to tutorials on updating old mods from 1.13? I've seen some but they aren't for the mod I talked about in my last forum post, just throwing this in.

I wouldn't recommend any YouTube videos on the topic. Your best bet is to learn modding and update them yourself (make sure to contact the author for permission).

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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19 hours ago, DavidM said:

That's good. However such effect varies heavily on setup may not happen on all devices. USB RAM is always significantly slower than normal.

 

I wouldn't recommend any YouTube videos on the topic. Your best bet is to learn modding and update them yourself (make sure to contact the author for permission).

Well, I'll just have to learn a little bit of making player editing mods with custom windows, sliders for limb sizes, morphs to animals, then eventually post my own on curseforge. I want to know how to edit the body size, but I don't know what programs to use, I've heard of Something like MCCreator which requires no coding, at least most of it, but its only available for 1.12/13 and not for 1.15.

Edit: I found a tutorial on how to set up a modding workspace for making mods, I'm trying to learn how to at least make a slider to change player size to baby.

Edited by ImpoliteSand868
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4 hours ago, ImpoliteSand868 said:

MCCreator

Please don't use that abomination. MCreator would fail you immediately once you decide to do more than "add a custom stick item into the game".

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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51 minutes ago, DavidM said:

Please don't use that abomination. MCreator would fail you immediately once you decide to do more than "add a custom stick item into the game".

I've actually just started using it. I mean, its not much for "The best Minecraft mod maker" - MCreator.

But it is accessible, and easy to use, they just really need to add a lot more features to it. Like the ability to make custom player model gui's but hey, at least now I got 100+ blocks I didn't need. 

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50 minutes ago, ImpoliteSand868 said:

I've actually just started using it. I mean, its not much for "The best Minecraft mod maker" - MCreator.

But it is accessible, and easy to use, they just really need to add a lot more features to it. Like the ability to make custom player model gui's but hey, at least now I got 100+ blocks I didn't need. 

It is not a feature-related problem. If you learn programming in the future, you will realize why creating mods with MCreator (and mod makers in general) is a bad idea.

The reasons of this has been repeated at least 100 times on this forum. Do a forum search if you are interested in finding out why.

Edited by DavidM

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

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1 hour ago, DavidM said:

It is not a feature-related problem. If you learn programming in the future, you will realize why creating mods with MCreator (and mod makers in general) is a bad idea.

The reasons of this has been repeated at least 100 times on this forum. Do a forum search if you are interested in finding out why.

OK, well, I'll just use it to make simple things, like blocks.

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  • 3 weeks later...
On 4/28/2020 at 9:48 PM, ImpoliteSand868 said:

OK, well, I'll just use it to make simple things, like blocks.

 

On 4/28/2020 at 8:47 PM, DavidM said:

It is not a feature-related problem. If you learn programming in the future, you will realize why creating mods with MCreator (and mod makers in general) is a bad idea.

The reasons of this has been repeated at least 100 times on this forum. Do a forum search if you are interested in finding out why.

OK, DavidM, you were right, I'm only able to make very simple mods, like just blocks. I like the idea, but it really needs some fixes, so have both it and eclipse. but I'll use eclipse more for the mod development.

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But does not collide with entities if (onGround) { // onGround is only true if the particle collides while it is moving downwards... this.remove(); // this.setExpired() is probably this.remove() } if (yo == y && yd > 0) { // detect a collision while moving upwards (can't move up at all) this.remove(); } if (this.age++ >= this.lifetime) { // this.maxAge becomes this.lifetime this.remove(); } } private final IAnimatedSprite sprites; // contains a list of textures; choose one using either // newParticle.selectSpriteRandomly(sprites); or newParticle.selectSpriteWithAge(sprites); } FlameParticleData.java /** * Based on TheGreyGhost's MinecraftByExample * The particle has two pieces of information which are used to customise it: * * 1) The colour (tint) which is used to change the hue of the particle * 2) The diameter of the particle * * This class is used to * 1) store this information, and * 2) transmit it between server and client (write and read methods), and * 3) parse it from a command string i.e. the /particle params */ public class FlameParticleData implements IParticleData { public FlameParticleData(Color tint, double diameter) { this.tint = tint; this.diameter = constrainDiameterToValidRange(diameter); } public Color getTint() { return tint; } /** * @return get diameter of particle in metres */ public double getDiameter() { return diameter; } @Nonnull @Override public ParticleType<FlameParticleData> getType() { return ParticleRegistration.flameParticleType; } // write the particle information to a PacketBuffer, ready for transmission to a client @Override public void writeToNetwork(PacketBuffer buf) { buf.writeInt(tint.getRed()); buf.writeInt(tint.getGreen()); buf.writeInt(tint.getBlue()); buf.writeDouble(diameter); } // used for debugging I think; prints the data in human-readable format @Nonnull @Override public String writeToString() { return String.format(Locale.ROOT, "%s %.2f %i %i %i", this.getType().getRegistryName(), diameter, tint.getRed(), tint.getGreen(), tint.getBlue()); } private static double constrainDiameterToValidRange(double diameter) { final double MIN_DIAMETER = 0.05; final double MAX_DIAMETER = 1.0; return MathHelper.clamp(diameter, MIN_DIAMETER, MAX_DIAMETER); } private Color tint; private double diameter; // Comments from the TheGreyGhost // --------- these remaining methods are used to serialize the Particle Data. // I'm not yet sure what the Codec is used for, given that the DESERIALIZER already deserializes using read. // Perhaps it will be used to replace the manual read methods in the future. // The CODEC is a convenience to make it much easier to serialise and deserialise your objects. // Using the builder below, you construct a serialiser and deserialiser in one go, using lambda functions. // eg for the FlameParticleData CODEC: // a) In order to serialise it, it reads the 'tint' member variable (type: INT) and the 'diameter' member variable (type: DOUBLE) // b) In order to deserialise it, call the matching constructor FlameParticleData(INT, DOUBLE) public static final Codec<FlameParticleData> CODEC = RecordCodecBuilder.create( instance -> instance.group( Codec.INT.fieldOf("tint").forGetter(d -> d.tint.getRGB()), Codec.DOUBLE.fieldOf("diameter").forGetter(d -> d.diameter) ).apply(instance, FlameParticleData::new) ); private FlameParticleData(int tintRGB, double diameter) { this.tint = new Color(tintRGB); this.diameter = constrainDiameterToValidRange(diameter); } // The DESERIALIZER is used to construct FlameParticleData from either command line parameters or from a network packet public static final IDeserializer<FlameParticleData> DESERIALIZER = new IDeserializer<FlameParticleData>() { // parse the parameters for this particle from a /particle command @Nonnull @Override public FlameParticleData fromCommand(@Nonnull ParticleType<FlameParticleData> type, @Nonnull StringReader reader) throws CommandSyntaxException { reader.expect(' '); double diameter = constrainDiameterToValidRange(reader.readDouble()); final int MIN_COLOUR = 0; final int MAX_COLOUR = 255; reader.expect(' '); int red = MathHelper.clamp(reader.readInt(), MIN_COLOUR, MAX_COLOUR); reader.expect(' '); int green = MathHelper.clamp(reader.readInt(), MIN_COLOUR, MAX_COLOUR); reader.expect(' '); int blue = MathHelper.clamp(reader.readInt(), MIN_COLOUR, MAX_COLOUR); Color color = new Color(red, green, blue); return new FlameParticleData(color, diameter); } // read the particle information from a PacketBuffer after the client has received it from the server @Override public FlameParticleData fromNetwork(@Nonnull ParticleType<FlameParticleData> type, PacketBuffer buf) { // warning! never trust the data read in from a packet buffer. final int MIN_COLOUR = 0; final int MAX_COLOUR = 255; int red = MathHelper.clamp(buf.readInt(), MIN_COLOUR, MAX_COLOUR); int green = MathHelper.clamp(buf.readInt(), MIN_COLOUR, MAX_COLOUR); int blue = MathHelper.clamp(buf.readInt(), MIN_COLOUR, MAX_COLOUR); Color color = new Color(red, green, blue); double diameter = constrainDiameterToValidRange(buf.readDouble()); return new FlameParticleData(color, diameter); } }; } FlameParticleFactory.java /** * Based on TheGreyGhost's MinecraftByExample * On the client side: * When the client wants to spawn a Particle, it gives the FlameParticleData to this factory method * The factory selects an appropriate Particle class and instantiates it * */ public class FlameParticleFactory implements IParticleFactory<FlameParticleData> { //IParticleFactory private final IAnimatedSprite sprites; // contains a list of textures; choose one using either // not sure if i still need this // newParticle.selectSpriteRandomly(sprites); or newParticle.selectSpriteWithAge(sprites); // this method is needed for proper registration of your Factory: // The ParticleManager.register method creates a Sprite and passes it to your factory for subsequent use when rendering, then // populates it with the textures from your textures/particle/xxx.json public FlameParticleFactory(IAnimatedSprite sprite) { this.sprites = sprite; } @Nullable @Override public Particle createParticle(FlameParticleData flameParticleData, ClientWorld world, double xPos, double yPos, double zPos, double xVelocity, double yVelocity, double zVelocity) { FlameParticle newParticle = new FlameParticle(world, xPos, yPos, zPos, xVelocity, yVelocity, zVelocity, flameParticleData.getTint(), flameParticleData.getDiameter(), sprites); newParticle.pickSprite(sprites); // not quite the newParticle.selectSpriteRandomly(sprites) that was used. return newParticle; } // This is private to prevent you accidentally registering the Factory using the default constructor. // ParticleManager has two register methods, and if you use the wrong one the game will enter an infinite loop private FlameParticleFactory() { throw new UnsupportedOperationException("Use the FlameParticleFactory(IAnimatedSprite sprite) constructor"); } } FlameParticleType.java /** * Based on TheGreyGhost's MinecraftByExample * Simple class used to describe the Particle */ public class FlameParticleType extends ParticleType<FlameParticleData> { private static boolean ALWAYS_SHOW_REGARDLESS_OF_DISTANCE_FROM_PLAYER = false; public FlameParticleType() { super(ALWAYS_SHOW_REGARDLESS_OF_DISTANCE_FROM_PLAYER, FlameParticleData.DESERIALIZER); } // get the Codec used to // a) convert a FlameParticleData to a serialised format // b) construct a FlameParticleData object from the serialised format public Codec<FlameParticleData> codec() { return FlameParticleData.CODEC; } } The flame_particle.json, which is located in resources/asset.MyMod/particles, that references the flame.png, located in resources/asset.MyMod/particles/textures/particles { "textures": [ "MyMod:flame" ] }  
    • How did you figure out the texture changing? I looked at your code and I can't seem to replicate your solution.
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