Ersatz
- Ersatz
- ersatz
- Europe/Stockholm
- Yes
- No
I tested this out on 2 worlds, one is a custom map, and the other was your downloadable world. I tried out what you explained and this post with the default resource pack and can confirm in both worlds I was having the same problem.
I then switched to my custom maps resource pack which has over 600+ sounds, and 1024x textures. By default the pack causes the fps graph to fluctuate between yellow and orange which is normal because it's been doing the same since 1.8.8.
Next I tested this in my custom map which at all times has 86 marker armor stands that I use for placeholders for /setblock. I can confirm also that in my custom map world that I have the same problem once I reach 1024 entities.
What made me wonder if this was a bug was when I implemented some new systems in my map. To clarify, I have a system to keep track of a all the non marker armor stands in every level to make sure they are not in the world if I don't need them. I found that if I summon in 64 armor stands that have a model in their head slot (the model is literally a plane!) the fps graph will start going into red, and if you spawn 512 of them, the graph looks the same as if you have 1024 of them. This is also with them being marker armor stands too on a no collision team set to never. I also don't think it could be the amount of model elements because I have a model that has around 1800 elements that does not cause any performance issues when in the world.
I also tested in the default resource pack with a single model in it (plane), and in the world you provided. I noticed that at 512 entities, the graph is completely red and the game is running at 30fps. Also when you look away from the armor stands (if there are under 1024 of them), your fps goes back to normal.
This makes me think that in 1.9, they changed how entities are rendered, and the number of models in the world will also lower the limit.
In case you are wondering what PC specs I tested this on:
i5-3570k 3.4ghz
16GB ram
GTX 770
Confirmed for 1.11. Hopefully this gets fixed soon.