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m (Tweak text about 4GB memory limit as generally that doesn't seem to apply any more) |
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''Why this helps: it means the server part of the game (which generates and runs the world) and the client part of the game (which draws the chunks and animals and everything else you can see) can each run separately in their own memory space, without conflicting with each other and with reduced lag spikes. | ''Why this helps: it means the server part of the game (which generates and runs the world) and the client part of the game (which draws the chunks and animals and everything else you can see) can each run separately in their own memory space, without conflicting with each other and with reduced lag spikes. On some machines (depending on OS version and other factors) you'll also be less likely to run out of memory at high view distances - in some cases .NET framework gives the game a maximum of 4GB of RAM on each instance: in single player, that 4GB has to be shared between the internal server and the client. With a dedicated server, the server has its own 4GB and the client has its own 4GB. More memory is good!'' | ||
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