Uups - next question: where can I find the complementary server-stuff to v.1.5.1 ...?
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Very interesting to know more about the limiting factors of "voxel-based"-stuff (I've never heard about that before).
My MacBook2008alu core2duo with 2.4GHz does run latest Minecraft at good speed.
If I do understand everything right, then a single core MacBook CoreDuo/Lion with comparable processor-speed of 2.xGHz would have same performance too.
Those machines are available at about 150-200€ (my MB came at 250€ 1.5y ago...)
Yeah, the only reason I knew about it is because of a friend who sells computers and games the rest of the day. It wasn't until I read about it that I actually understood why. There isn't an easy laymans explanation but for those who are still interested and from what I gather. Voxel is like a 3d bitmap that contains X, Y, and Z coordinates. Now bitmap is an image format that states the height*width*length and then provides information to what is in each hwl coordinate, from there, you might have more hwl coordinates for subobjects such as rocks to describe what they look like. Your processor handles all these coordinates one at a time (unless the game is multi-core) and at each coordinate it processes the subobjects inside one coordinate at a time, luckily in the case of minecraft, it's just putting a premade-templated block inside of the coordinate.
This falls under the bad design of loops and big o notation O(n^2). Which basically states if you have 10 objects inside each of 10 areas you'll have to loop through the 10 areas, then loop through the 10 objects so 10 to the 10th power or 10,000,000,000 calculations. (or 10 seconds on a 1 Ghz machine).
32-bit games process numbers up to 2,147,483,648
64-bit games process numbers up to 18 billion and some change which is why No Man's Sky has *over* 18 billion unique planets.
But going back to Minecraft, the maximum world size if I remember correctly is 256 high, 256 long, 256 wide. Why does this matter? You have to process information at each of the coordinates, so start at (0,0,0) and build up and out (0,0,1) (0,1,0) (0,1,1) (1,0,0) (1,0,1)... (256, 256, 256). Basically it will have to process 16,777,216 squares then process another 16,777,216 times just to add the data (image object of dirt, water, tree bark, tree leaves, lava, etc.) to the square. One this happens, it has to keep track of everything within your view bubble. This means if you can see 80 blocks out, you can see 80 blocks up, and 80 blocks down (even if it's blocked by objects) Think wire-frame. So your computer is constantly drawing these objects, not a problem for a GPU, but traversing these objects requires CPU and that is one of the reasons why you see lag on lower performing systems. Memory is one thing but when you have to crunch many (80^3) objects (or 512,000) every second, there might be some bottleneck considering memory retrieval is about 10 nanoseconds, processor speed is 1 billion calculations a second (or 1 per nanosecond), then the processor also has to relay this information out to the GPU so now we are up to another 512,000 object calculations going to the GPU for a total of 1,024,000 calculations per second (1 Mhz), now include how much data is being sent in each object. If each object is 1 kb in size which might be about right, that's 1 billion calculations per second + the overhead of the OS. The GPU isn't sweating but you'll be getting your money's worth out of a single core of your CPU.
This is not official and is open for edits by someone more inclined in the actual processing done by Minecraft. Just an overview of how your computer handles that data.