Java Minecraft FPS cap file size is typically around 50 MB.
Java Minecraft FPS cap file size is typically around 50 MB.
Tickrate is separate from frame rate in MC Java, not sure what you mean... If your game is unstable, it's likely a problem on your side. Do you really understand what 1% lows are? I'm sorry you don't agree with reality. https://youtu.be/uzp8z1i5-Hc?si=-TAD5c64ZpK45VFp&t=381
Ah then client overwrites the file how annoying, looks like old trick doesn't work anymore well if maybe if you set that to read only but regardless mod will still help like optifine. Have fun!
comparing 60 to 200 fps <=> comparing 200 to >1000. by the way, you're hitting into USB polling rate limits here. minecraft javca *is* a very inconsistent game, if that's news to you, you should look into it more. do you? you get an update about the enemy's location 20 times per second, button presses are processed 20 times per second, arrow positions get processed 20 times per second. there is zero competitive advantage to running your game faster than the polling rate of your average gaming mouse. i did google polling rate.. and i found you being wrong.. irony, isnt it?
Optifine seems really poor lately, probably leading to worse outcomes... I think Optifart doesn’t affect the FPS limit slider at all.
He covers everything in the video; it’s best to watch it. USB polling doesn’t matter much. That really shifts my perspective. Mods like Optifine or Sodium aim to enhance Minecraft’s rendering, and they do a decent job. Optifine is old but still functional. The 1% low frames are actually based on average frame rates during polling; they drop when the game runs smoothly. This tends to follow a logarithmic pattern since CPU performance fluctuates more noticeably at lower speeds. A lower tickrate means fewer updates, making it tougher to keep up with opponents. Fortnite uses a very slow tickrate, but pros adjust their frame rates accordingly. High frame rates let you spot movement faster, and quick response times help you react quicker online. Mouse polling only matters when you need to react. You could tell CS experts they’re all wrong for using 500Hz panels in a 64Hz game—especially at LAN events!
So you're saying running such high frame rates makes sense only in games that already run smoothly, not in those that struggle with low performance. Yes, but these are games targeting 64 frames per second and possibly up to 500 fps—far from the 20 fps games that hit Java stack issues. The USB polling rate also plays a role; even if you could theoretically see motion clearly, your mouse can't send updates fast enough, causing choppiness. What I'm saying is, if you want smoothness in Minecraft JE, don't aim for more than 240 frames—it's about dealing with the game's tendency to lag when anything happens.