Yea let's actually make the C++ edition playable first. Have you noticed how the cursor acceleration is actually like a joystick? I play on a computer for a reason, I don't want console nonsense creeping on me. Same goes for the whole UI. Also no linux version.
When it takes 30 minutes to load your mod pack and even with a RAM disk and a healthy number of fast cores on a dedicated server you're still dipping below 20 fps on some occasions, it's time for a leaner edition than java. I'm not even saying java is inherently the problem, but the java edition of minecraft is not performant and the bedrock edition is.
I understand the interest in some of the larger modpacks, but I try to stay as close to vanilla as possible and to me, if it takes more than a minute to start a server, you've got too many mods loaded.
Additionally, the server isn't multithreaded. It benefits always from having the fastest clocked CPU you can throw at it.
Client performance can be greatly improved by using Optifine.
I would love to have a more-well-built version (as I think the core of Bedrock is), but Mojang has taken some weird steps where things like redstone mechanics are severely limited compared to the Java edition... and they have no intention on fixing it. Now you've got these weird minor differences that will never merge and you'll never get those players to switch versions.
I haven't hosted modded servers in many years but a while ago the advice was to avoid (4, 8] GB (might have been 6.5 instead of 8, I don't remember, but the point is there's a dead zone) because of something weird with the garbage collection. I think it had to switch to 64-bit pointers or something. Anyway the worse garbage collection outweighed the memory advantage. I personally never hosted with more than 4gb.
IIRC more memory also increases GC time so after a certain point the GC causes such annoying lagspikes it's often better to play with less.
I’ve done testing and at some point more memory just changes how long/large the GC cycles are. More memory can cause larger hiccups when mods are leaking memory.
I played with a few of them. A server I used to run had a leaky mod that would, when a base was large, leak so much that the GC would hit twice a minute with a 5 second stall. It didn’t matter what GC was used. I never found a solution.
You don't get it, most people don't want to mod with c++. Java is more popular, runs everywhere quite easily, and isn't as hard to understand. Imagine an 12 year old trying to mod with this language, they'd be spending more time figuring out how it works than coding a mod.
It’s more a matter of doing what they promised, which is also a highly requested thing. There’s a middle manager somewhere who is being told they need to never officially support modding so they can continue to sell valueless items to children.
You’re right I hadn’t seen this. It’s pretty fresh and I’ve been off minecraft for a few years.
It’s neat, but even by previous FAQ response standards it’s horribly weak. It appears like little more than an ability to make scripts of existing vanilla commands. You can’t make/register blocks, fluids, modify terrain gen, or even trigger individual events. As a framework it isn’t useful for content creators.