Minecraft PC IP: play.cubecraft.net

foomini

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Nov 25, 2021
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linktr.ee
Because they are running on 10 year old PC's. When all they have to do is spend like $150 to upgrade the GPU and another $100 for the CPU.


CPU's: Ryzen3(3200G), Ryzen5(3400G)
Compatable Motherboard(if needed): For 3000CPU's
GPU: Gigabyte1650,
Total Cost: L - 263.49 or 351.48 | H - 397.97

CPU: A8-6600k
Motherboard(If Needed): MSI A55M-E33 FM2+
GPU: GT 1030(EVERY 940 I found was the same price as this one)
Total Cost: $288.08 (USD not tax)
if a poor mf like me can afford a pc/laptop good enough to run newest minecraft bedrock then what's stopping them
 

Awabbatt

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Nov 14, 2020
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When all they have to do is spend like $150 to upgrade the GPU and another $100 for the CPU.
"all they have to do"
Most of them are 14 or 15 and cant afford 250$ just to upgrade their pc



That being said, I don't disagree with the decision anymore, its been 4 months since they re-enabled support and they cant support it forever (btw 86x works just like .100)
 

DarkStray

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Sep 17, 2019
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Most of them are 14 or 15 and cant afford 250$ just to upgrade their pc
Who bought there PC's tho

That's the point I am saying. that 250 on that PC would last it another 2-3 years. Compared to the one they have now for another week.
And compared to a brand new $1500 computer it's a lot better.
And half those 14 year olds got phones, they don't even need one omegalul. easy $500 right there
 
Jan 7, 2016
143
58
113
Tiphon, The Frontier
Please vote for this: https://bugs.mojang.com/browse/MCPE-98861
Minecraft is unplayable with this bug. I just want to play ahhhh :(
That's why I still use 1.16.100....
Universal Windows Platform apps are the most absolute crap. Microsoft claims Windows is the best OS for gaming, but they deleted the real Exclusive FullScreen mode ("Disable fullscreen optimizations" inside Properties -> Compatibility is just a placebo since Windows 10 2004, you need to mess with regedit To fix it and GameDVR values which gets restarted every shutdown). Now, they force 2 LAYERS of Vsync; inside the App, and through the Desktop Window Manager. If you disable the Vsync setting inside the game you're toggling the internal Triple (off) / Double (on) buffer.

And about switchable graphics, the "workaround" itself its a big fresh sh•• (simple dma pulls through pcie injecting video into igpu framebuffer keeping busy the cpu's L3 cache + RAM (lower tREFI more impact) resulting in a lot of latency, driver overhead, hardware interrumptions and power consumption...) Imagine how much bad is the Microsoft implementation. Yeah, DWM mirroring and a lot of other weird stuff.

Accept it. Every game downloaded through Microsoft Store / Xbox App sucks. Just don't use it. Avoid switchable gpu """technologies""". Sticking with G-sync capable laptops or AMD CPU + NVIDIA GPU is a good way to filter these horrible hardware.
 

foomini

Member
Nov 25, 2021
36
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Eastern Europe
linktr.ee
Universal Windows Platform apps are the most absolute crap. Microsoft claims Windows is the best OS for gaming, but they deleted the real Exclusive FullScreen mode ("Disable fullscreen optimizations" inside Properties -> Compatibility is just a placebo since Windows 10 2004, you need to mess with regedit To fix it and GameDVR values which gets restarted every shutdown). Now, they force 2 LAYERS of Vsync; inside the App, and through the Desktop Window Manager. If you disable the Vsync setting inside the game you're toggling the internal Triple (off) / Double (on) buffer.

And about switchable graphics, the "workaround" itself its a big fresh sh•• (simple dma pulls through pcie injecting video into igpu framebuffer keeping busy the cpu's L3 cache + RAM (lower tREFI more impact) resulting in a lot of latency, driver overhead and power consumption...) Imagine how much bad is the Microsoft implementation. Yeah, DWM mirroring and a lot of other weird stuff.

Accept it. Every game downloaded through Microsoft Store / Xbox App sucks. Just don't use it.
that's more like a you problem since for me mc works perfectly... no need to be a sass lord either
 
Jan 7, 2016
143
58
113
Tiphon, The Frontier
that's more like a you problem since for me mc works perfectly... no need to be a sass lord either
That's more like you arent latency sensitive (i dont want to be rude but usually bad/casual players) or you have a high refresh rate screen.

1000ms / 60hz (or fps, the same) = 16,66666666666667ms

if you have vsync on (double buffer) it takes 50ms to reach your screen:

16,66666666666667 from the timeframe + 2 more frames buffered (16,666blabla again x 2) = 50ms

50ms assuming you keyboard and mouse has 0ms of input lag (typically 8-9ms for mouses, 1,2ms for keyboards).

now 144:

1000ms / 144hz = 6,944444444444444ms x 3 = 20,83333333333333ms

Very close to 60hz without no vsync experience.
 

DarkStray

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Sep 17, 2019
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That's more like you arent latency sensitive (i dont want to be rude but usually bad/casual players) or you have a high refresh rate screen.

1000ms / 60hz (or fps, the same) = 16,66666666666667ms

if you have vsync on (double buffer) it takes 50ms to reach your screen:

16,66666666666667 from the timeframe + 2 more frames buffered (16,666blabla again x 2) = 50ms

50ms assuming you keyboard and mouse has 0ms of input lag (typically 8-9ms for mouses, 1,2ms for keyboards).

now 144:

1000ms / 144hz = 6,944444444444444ms x 3 = 20,83333333333333ms

Very close to 60hz without no vsync experience.
I will get a video to show you the difference between 10 years of hardware

edit:
 
Last edited:
Jan 7, 2016
143
58
113
Tiphon, The Frontier
That's more like youre not latency sensitive (i dont want to be rude but usually bad/casual players) or you have a high refresh rate screen.

1000ms / 60hz (or fps, the same) = 16,66666666666667ms

if you have vsync on (double buffer) it takes 50ms to reach your screen:

16,66666666666667 from the timeframe + 2 more frames buffered (16,666blabla again x 2) = 50ms

50ms assuming you keyboard and mouse has 0ms of input lag (typically 8-9ms for mouses, 1,2ms for keyboards).

now 144:

1000ms / 144hz = 6,944444444444444 x 3 = 20,83333333333333

I will get a video to show you the difference between 10 years of hardware

edit:
Im talking about my own experience with an intel i7-8700k 5.1Ghz (uncore 4.8GHz, C-States disabled), 64GB 3466 DDR4 13-18-18-33, GTX 1080 FE with shuntmod... and more games than Minecraft like Sea of Thieves or Back 4 Blood.
 

DarkStray

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Im talking about my own experience with an intel i7-8700k 5.1Ghz (uncore 4.8GHz, C-States disabled), 64GB 3466 DDR4 13-18-18-33, GTX 1080 FE with shuntmod... and more games than Minecraft like Sea of Thieves or Back 4 Blood.
I see no input lag depending on refresh rate of the monitor. Unless the monitor Latency is bad (Mine is Less than 1ms if I choose the option)
But latency has nothing to do with refresh rate latency.

Like you can't really tell a difference between 60hz or 120hz unless there is very fast movement. But input lag would feel the same if your latency is bad. but if it was 1ms they'd feel the same.
 
Jan 7, 2016
143
58
113
Tiphon, The Frontier
I see no input lag depending on refresh rate of the monitor. Unless the monitor Latency is bad (Mine is Less than 1ms if I choose the option)
But latency has nothing to do with refresh rate latency.

Like you can't really tell a difference between 60hz or 120hz unless there is very fast movement. But input lag would feel the same if your latency is bad. but if it was 1ms they'd feel the same.
WITH VSYNC... bruh. But theres a plus of latency without Vsync in lower framerate because the gaps inside each frame anyway. A little imperceptible, because are low jumps like 16,66666666666667ms (60hz) vs 8,333333333333335ms (120hz). Youre def wrong, just cap your fps to "20" or something, open the inventory and move your mouse over some item and look the text globe moving out of sync behind the mouse. Try to do some PvP now. Now raise it to your refresh rate and repeat. You will interpret it as latency and its due the nature of your brain (your brain/eyes/senses works at more speed than 20hz? 60hz? and theres a lot of "arm/mouse/keyboard events" behind a queue waiting for the next frame to see they realized. Now imagine saving and keeping 2 more frames behind (or more) for a buffer (Vsync) plus another Vsync layer (Desktop Window Manager / Forced no-bordered fullscreen, another 2 or 3 frames) over the game render engine .

I cant try to explain it better than this try to you. The more refresh rate = you will notice it less and vsync works proportionally with this. The more tryhard you are = you will notice it more. This is the reason why on eSports all people prefer the max FPS they can reach over graphics, vsync and resolution (but not pushing the machine into a GPU or CPU bound scenario, plus another things like frametimes, netcode or input rate... but thats another story).
 
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DarkStray

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Try to do some PvP now. Now raise it to your refresh rate and repeat. You will interpret it as latency
I don't actually, I played xbox for a long time. I never interpereted it as latency(the frame rates of literally 10FPS[before entity update and since 1.14.20]) I just predicted movement based on the hundreds of hours of experience I have and adjust movement in between frames.

The more tryhard you are = you will notice it more.
I already have 8k in duo eg. I know what it liek
This is the reason why on eSports all people prefer the max FPS they can reach over graphics, vsync and resolution
I am fine with 60FPS in block game because the hitboxes are quite large in close proximity. In an RPG game that is based off sword fighting I don't really care, untill I have to use the bow then aiming is impossible.

Also I have a RTX card so when playing minecraft I usually get 0.6ms to render.
With RTX on it is around 8ms. I see no difference between the 2 99.9% of the time
 

Shosii

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Oct 23, 2020
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Hello CubeCrafters 👋

This is an update to this thread regarding our removal of pre-1.16.200 versions. For the past year, we've supported all the way down to 1.16.100, and since then you have been able to join the network from that version onward. However given current circumstances, it's no longer viable for us to continue supporting 1.16 versions.

With this being said, we will be removing support for all 1.16 versions on November 30.


🤔 Why are you dropping the version?

We understand that some people may be upset with this change, however, it is no longer sustainable for us to continue supporting this version any further. We've held onto 1.16 a lot longer than we typically do any version, and initially reversed our removal of 1.16.100 & 1.16.200 due to feedback from the community. But since then, 2 new Bedrock versions have been released with 1.18 coming on the 30th, and the number of people playing on 1.16 versions has dropped dramatically. The more versions we attempt to support back, the worse the playing experience and the more difficult it becomes to maintain them.

Some of you may have noticed some obscure issues popping up on these older versions, such as the inability to break blocks at times or the lobby items being invisible. This is purely due to the nature of these versions becoming more of a technical burden and it not supporting newer systems created on our network due to its age or lack of features. The game itself is rapidly advancing, and we want to move on with it too.


❓Isn't 1.16 still very popular?

1.16 versions actually make up a very tiny number of people on our network.
On Friday, November 19 where we peaked at 23,000 players, only 266 of those were using a 1.16 version. This makes up roughly 1% of our total online players. Looking at 1.16.100 specifically which tends to have a much more vocal demand, our statistics show that within the span of a week, the highest it peaked at is around 25 out of 30,000 overall players. To put it into perspective, this makes up 0.08% of our Bedrock network.

Here is a visualization of the player count on 1.16.100:

View attachment 203448
Green = 1.16.100, Blue = 1.16.101, Yellow = 1.16.100.60
Given these numbers, it doesn't make much sense for us to continue holding back this far considering how few people actually play on this version.

🛑 How can I play on newer versions without as much lag?

We are aware that some people encounter worse performance on newer versions due to the introduction of Render Dragon, or issues such as the "pink glitch". We do, however, have a solution for that!

Following the instructions mentioned in our HelpDesk article here, you can get an x86 build of Minecraft Bedrock which does not use the Render Dragon engine. Keep in mind that you will need to be signed into an Xbox account that owns the game in order for this to work. Using this build should make the game run at a comparable rate as it did on 1.16.100.

If anyone has any questions or concerns, we're happy to answer them! 💙 Thanks for reading!
Very sad to hear its gone
 
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