When the game is paused, it still uses lot of CPU
Linked Issues
Created Issue:
When the game is paused, it still churns the CPU
When I go to the pause menu in SSP the game continues to use excessively exercise the CPU. In shift+F3 "gameRender" climbs to 96.6%. In task manager the CPU usage only drops from about 30% to 24%. When I shut off the game and continue to type this message, the CPU Usage has dropped to between 2% and 5%.
Can you please allow the game to be paused without sucking down this much power? Nothing is happening on the screen that would cause this much usage.
Environment
Widows 7
java version "1.7.0_09"
Java(TM) SE Runtime Environment (build 1.7.0_09-b05)
Java HotSpot(TM) 64-Bit Server VM (build 23.5-b02, mixed mode)
AMD FirePro M8900(Fire GL) Mobility Pro 2GB
Windowed game.(not full screen)Feed The Beast Mod Pack
relates to
Widows 7
java version "1.7.0_09"
Java(TM) SE Runtime Environment (build 1.7.0_09-b05)
Java HotSpot(TM) 64-Bit Server VM (build 23.5-b02, mixed mode)
AMD FirePro M8900(Fire GL) Mobility Pro 2GB
Windowed game.(not full screen)Feed The Beast Mod Pack
When I go to the pause menu in SSP the game continues to use excessively exercise the CPU. In shift+F3 "gameRender" climbs to 96.6%. In task manager the CPU usage only drops from about 30% to 24%. When I shut off the game and continue to type this message, the CPU Usage has dropped to between 2% and 5%.
Can you please allow the game to be paused without sucking down this much power? Nothing is happening on the screen thatwouldcause this much usage.
Widows 7
java version "1.7.0_09"
Java(TM) SE Runtime Environment (build 1.7.0_09-b05)
Java HotSpot(TM) 64-Bit Server VM (build 23.5-b02, mixed mode)
AMD FirePro M8900(Fire GL) Mobility Pro 2GB
Windowed game.(not full screen)
When the game is paused, it stillchurns theCPUWhen the game is paused, it still uses lot of CPU
Is this still an issue in the most recent versions (currently that is 1.12.2, or 18w02a) of Minecraft? If so, please update the affected versions and help us keeping this ticket updated from time to time. If you are the owner/reporter of this ticket, you can modify the affected version(s) yourself.
I am currently going to keep a profile on latest snapshots.. Currently none out beyond 1.6.2 that is visible.
The bug will remain there from the looks of it. Even if the bug is not fixed. Could we get a option in the options to disable animated background on main menu screen... It will help me at least. I will continue update the bug report even if that is implemented..
It seems to affect Windows only. My friend has a mac and it does not effect him. I have tested it on 2 other window's computers.
EDIT:
MC-5805 When the game is paused, it still churns the CPU << I don't think it relates that well. It is only effected in the main menu (Start single player, Multiplayer and such)
My cpu does not even say it is at 100% when this occurs.
jvisualvm profile dump. Looks like a LOT of the idle loop is spent continually saving files.
it's logical because even though nothing is moving, all the chunks are still loaded. just like when you are on a huge map like enterprise-D. nothing is moving but it still sucks up all your ram. it's either this or no pause at all. because what you're asking is pretty much the same as the save and quit button.
I vote for not a bug
I, too, believe this is an invalid/works as intended. The chunks are still loaded, but mobs are in a "paused" state.
I would imagine this to be a glitch(maybe caused because the game now thinks it is always in multiplayer) and I, myself have experienced this "lag" glitch and my fps seems to be stable when you stay still but as soon as i move it drops from about 120fps to 1fps and it it is quite annoying so please mojang if you are reading this, I am sure most people would appreciate this glitch being fixed, also i am reporting this using 1.5.1 so the glitch is still in the game
O.k., I understand what you're saying. I, too, get that. I thought this was something that is normal. Some programs have spikes like this, but it is not as severe as you are telling me now.
yeah, i dont know if it would have anything to do with my mac's specs but it lags really badly, i do think its normal but it seems to have escalated since 1.5, but it doesn't annoy too much as the lag spikes only last for about 30 seconds but it really is just a convenience thing and it would be nice to get it fixed.I do agree that it is normal for programs to lag but it is really severe(on my computer at least) and it can, at times, be annoying
The ingame menu is pausing and unpausing cpu as described in
MC-6890.This issue is relative to this. But it seems that
MC-6890is now affecting more than the main menu now.Is this still a concern in the current Minecraft version 1.7.2 / Launcher version 1.3.4 ? If so, please update the affected versions in order to best aid Mojang ensuring bugs are still valid in the latest releases/pre-releases.
This ticket is incomplete without the requested information, no response has been received within a reasonable time and we are assuming the issue has been resolved. Should your issue return please submit a new complete ticket with all available information.
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Confirmed for
1. 6%-10% of the CPU for 2 Chunks Renderdistance (With some blocks, also command blocks, redstone...)
2. 4%-7% of the CPU in an empty chunk... (really empty, created it as preset: 3;minecraft:air,minecraft:air;1 ) also 2 Chunk Renderdistance
3. 2%-3% only for the F3 menu
4. only 7%-8% more CPU to keep 12 Chunks loaded instead of 2
And also, shouldn't this chunk loading also happen in the memory part of the graphic card
Also when just having the start menu open it needs 3-6% CPU so please explain me that...
Mods please.... Hello?
Reopened.
Confirmed for
I see the percentage of "fpslimit_wait" slowly climb to about 62% when paused, even on laptop with 21 chunks render distance. "gameRenderer" takes up about 30%, but still way less than when not paused. Maybe it's something because the game keeps running when you are in pause screen on a server?
Oval From 49% to 36% is a drop of 26.531%. Alternatively 13 percentage points, not 13 percent.
Can confirm in 20w51a.
We will look to improve this down the line, but the game is not expected to stop processing completely when paused.