2024-12-15 01:10:09|Myriagame |source:minecraft skins
Barbal rendering excluding
The barbaric rendering is eliminated (later called this module) is an optimized module in rendering. Its role is similar to the optimization of the physical rendering mechanism (3058) and the physical rendering mechanism optimization (3629).And this module can eliminate some invisible blocks.Suitable for more integrated packages and more physical modules.Because the instantiated function of the graphics card is used, the graphics card device cannot be run on the graphics card device that does not support the OpenGL 3.3 version.This module occupies a part of the graphics card operations to reduce the CPU's elimination calculation and block compile calculation overhead. The use of equipment with good graphics card performance is theoretically better.Need to test it by yourself.
Module version 0.4 version began to use the color device to assist calculation cover, and the performance and elimination performance were better.0.4 The performance of the previous version is poor.After version 0.4, replace the physical square Mixin method, and no longer conflict with the visual performance detection.
Functional expression
This module is designed to alleviate the problem of reducing the efficiency of rendering efficiency in the integrated package and excessive entity.You can skip the rendering of the entities, entity blocks and blocks blocked by non -transparent blocks, non -translucent blocks.
As long as any entity and entity block is visible in vision, it is determined as obstructed, and this rendering is canceled to achieve the purpose of improving the number of frames.Only a wall, a fence, and a half -brick are also judged to be blocked, which is more time -time.
For blocks, this module can eliminate the invisible blocks in the field of vision. The common scenes are: blocks in the woods, inside houses, behind the mountain, and underneath.The exclusion performance of the block is more aggressive than Optifine and Rubidium (Embeddium).In many buildings and multi -mechanical areas with many modules and near the mid -term, this module can better increase the minimum frame number.
Using it with Rubidium (Embeddium) or Optifine can play a role in 1+1> 2.
Discovery
Because this module is currently in the middle stage of development, there will be some problems, and the specific performance is:
Because the module uses the core color device function and is more sensitive to the design of the rendering pipeline, errors may occur when using some modules that modify the rendering pipeline.
Module settings
This module has a data monitoring panel (top) and the configuration menu (below)
The former calls out by the default X key, and the latter calls out by the default R key.
Part of the project description of the data monitoring panel:
FPS: Frames show that because the monitoring panel is still added with an additional part, it will also bring additional overhead, which may slightly reduce the number of frames.
Remove the entity: Whether to open the entry and entity block to eliminate the function.
Remove block: Whether to open the block to eliminate the function.
Deep sampling rate: The zoom value of the deep texture of the solid block in the scene is set to 5%by default value, and you can try to adjust to 20%or 50%.After the introduction of HZB to eliminate the function, the higher value can remove the distant blocks faster and reduce the overhead of the graphics card.
Removal of entity: In the current scenario, the comparison display of the total number of entities/entities is excluded.
Removal time consumption: Each frame is removed from the time used.
Block entity exclusion: In the current scenario, the comparison display of the total number of squares/block entities is removed.
The time time consumption time is consumed: the time used for the use of the entity of the block is eliminated.
The physical exclusion diagram is time-consuming: update the time consumed by the physical exclusion of the physical exclusion in each frame. It performs well at 10 μs-500 μs. More than 1000 μs will cause the screen stuttering. You need to modify the update and delay value.
Block removal: In the current scene, the comparison display of the total number of block/block is eliminated.
Substation time consumption: Each frame is removed.
Block removal diagram renewal time consumption: Each frame is updated to the blockage of the block, the time consuming is performed well at 10 μs-500 μs, and exceeding 1000 μs will cause the screen stuttering. You need to modify the update and delay value.
Configuration menu description:
Remove the entity: control the elimination switch of the entity and entity block.
Remove block: Control the block switch of the block.
Removal diagram update delay: delay the elimination of the number of frames updated, the default is 1, please set it according to the time consumption of the block and the entity exclusion diagram, and increase the delayed number of frames to reduce the speed of the block and affect the visual effect.When the time -consuming time of eliminating the picture continues to exceed 1000 μs, you can try to increase the delayed value. Generally, only the module that enables the light and shadow or uses other graphics card overhead will cause the time to remove the diagram.Good performance.
Deep sampling rate: Deep sampling rate: slider adjustment percentage, default 5%, set to 5%by default value, you can try to adjust to 20%or 50%.After the introduction of HZB to eliminate the function, the higher value can remove the distant blocks faster and reduce the overhead of the graphics card.
The frequency of eliminating physical updates: slider adjustment value is 0-20, default 5%, and the number of updates per second to control the physical animation will reduce some AI modules or high overhead entities.It will affect the calculation of data, and play in the middle of the server can be opened with confidence.Check Texture: For debugging, it is used to check deep texture and block, and entity to eliminate texture.
DEBUG: It is available only under the original MC. It has two states two states. After opening, the visibility of the detection of entities, blocks, and blocks will be stopped. At the same timeIt is not visible to see which entities, blocks, and blocks are judged.
The texture graphics description (the development needs, there is no need to view it if it is used only, you need to debug the panel and Check Texture function at the same time):
The left side is the depth texture (Z-Buffer Texture), which reduces the resolution by 50%from bottom to top, and uses the core color device rendering to reduce the maximum Z value within the pixel range during sampling.
The upper right corner is to eliminate the texture of the entity and display the physical state according to the color block.Blue is outside the cone; red is inside the cone, but it is blocked; green is inside the cone without being blocked; white is an excessive entity and continues to rendering.Use the core color device rendering and instantiated rendering.
Below the texture of the entity is to eliminate the texture of the block, which is the same as the color block that is eliminated by the entity.
Precautions and use instructions
After simple testing and compatibility, this module can be compatible with Rubidium (Embeddium) and Optifine.
Optifine and Rubidium (Embeddium) block exclusion calculation has been done quite well. The block of the block of this module is not responsible for increasing the number of frames for daily use.If the problem occurs in use, close it directly.
The Mixin method of the same as the visual performance detection (Observable) below the 0.4 version is below. It will cause conflicts during startup and cannot be used at the same time.
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