GTNH: Wand Recharge Pedestal FPS Drop
Hey guys, so I ran into a pretty annoying issue while playing GT New Horizons (GTNH), and I figured I'd share my experience. Specifically, the wand recharge pedestal was causing some serious FPS drops while actively recharging wands. Let's dive into the details, shall we?
The Problem: FPS Nightmare
Right off the bat, let me tell you, experiencing a dramatic FPS drop can seriously kill your vibe while playing any game. In my case, using the wand recharge pedestal in GTNH was causing a noticeable dip in my frames per second. I'm talking a loss of over 100 FPS – yikes! This was happening even without any shaders enabled, so it wasn't just a visual effect issue. The game would run smoothly until I placed a wand onto the pedestal to recharge it. Boom! FPS tanked. The moment the wand was removed, or once the charging process completed, the FPS would return to normal. It's like the pedestal was sucking the life out of my performance.
I'm not the only one experiencing this issue, which makes me believe it's a real problem. I'm using the daily 173 version of the modpack, playing in single-player mode. I’m running Java 25, for those of you who are wondering about my setup. It's not the end of the world, since wands don't usually take forever to charge, but the FPS drop is still something that impacts my gameplay.
This FPS drop is the crux of the problem, and it severely impacts the enjoyability of a game. The most basic thing in any game is to actually be able to play the game smoothly. Any kind of lag or drop is unacceptable. What makes this issue worse, is that it is tied to a core mechanic, something every single player is going to be using. It’s something that is going to affect everybody who plays GTNH.
It's a pretty niche issue that can happen. When you are playing a heavily modded game, like GTNH, it's not unheard of that you have problems with the game's performance. It's a good thing that you can easily solve this problem. It’s something the devs can fix or something that can easily be ignored.
Potential Cause: Particles and Vis Relays
Now, I'm no expert, but based on my observations, I have a hunch about what might be causing this issue. My thinking is that the particles generated by the vis relay interface or the vis relay itself could be the culprit. It's possible that these particles are interacting poorly with the wand recharge pedestal, causing the game to struggle. Maybe there's too much processing happening, or perhaps some kind of conflict between the particle effects and the pedestal's internal workings.
This is where my understanding ends. The real solution can only come from the developers themselves. They could try removing these particles from going to the wand recharge pedestal specifically. Maybe they could optimize the way the particles are handled, or perhaps tweak the pedestal's code to better handle the influx of particles. These are, however, just suggestions.
It's also possible there is a different reason for this. This is a very niche issue that the developers will have to investigate on their own. If they were able to identify the source of the problem, they can then find a solution.
I want to emphasize that this is just a hypothesis based on my experience. The actual cause could be something entirely different. Further investigation would be needed to pinpoint the exact reason behind the FPS drop.
Why It Matters: Gameplay Impact
Even though the issue might seem minor, the FPS drop does impact the gameplay experience. It's disruptive. It takes you out of the moment, and it can be frustrating, especially when you're trying to do something specific, like recharge a wand mid-combat or during a critical crafting operation.
Smooth gameplay is essential for a good gaming experience. When you’re experiencing lag, it takes you out of the immersive experience of the game. It can make the game hard to play. If the lag is too heavy, it can make you consider giving up on the game all together. If you are experiencing this problem, and you are experiencing a lot of lag, make sure you report the issue.
My Proposal: Particle Management
As I mentioned before, I'm not a developer. My proposed solution is based on a theory. If the particles are indeed the problem, maybe the devs could prevent them from interacting with the wand recharge pedestal. That could be a quick fix to alleviate the FPS drops. It could involve modifying the code to prevent particle effects from rendering near the pedestal, or perhaps optimizing the way the particles are handled to reduce their impact on performance.
Another possibility is to optimize the way the wand recharge pedestal handles the vis relay interface/vis relay's particle effects. This could involve reducing the number of particles, simplifying their rendering, or optimizing the pedestal's internal processing to handle the particle load more efficiently. Ultimately, the goal would be to reduce the performance impact of the particle effects without completely removing them.
Final Thoughts
This FPS drop issue with the wand recharge pedestal is a minor inconvenience, but it's something that could be easily fixed by developers. The developers could simply test the game with different particle settings. If the game improves when you are using different particle settings, then that will provide further evidence to help them solve the problem.
I hope this detailed explanation of the problem helps the developers find a solution. It is important to report any kind of problem you find. It’s even more important to provide as much detail as you can so the developers can understand what is going on. I believe it’s a good idea to test multiple things and see what works or doesn’t work. If you're experiencing similar issues, feel free to chime in, and let's hope for a smoother, lag-free GTNH experience in the future!