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Bug
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Resolution: Fixed
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1.17.1, 21w40a, 1.19
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None
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Confirmed
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Networking
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Important
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Platform
If a client with a lower render distance (say 2chunks) connects to a server with a higher render distance (say 32chunks), the server will send the entire 32chunk render distance to the client. Even tho the client is only at 2chunks.
This causes an excessive amount of wasted bandwidth, cpu time and lag, then to only be discarded on the client.
People with slower internet connections will often Time out before all the chunks are sent to the client. Even if they are able to play fine once connected.
Can cause fps lag on lower end clients
The client already sends its render distance to the server, so only server side changes need to be implemented
An optional feature to add, would be to limit the amount of chunk packets sent to the client based on the client's (and server's) max bandwidth/ping