1.14 uses a single core to do, well, everything.
Completely untrue - the game has been able to use at least two cores since 1.3.1 split singleplayer into an internal server and client, and even before then it probably had at least a separate thread for file I/O, along with the JVM itself, especially for garbage collection. 1.8 multithreaded chunk rendering, dimensions, and mob AI and 1.13 multithreaded world generation and 1.14 multithreaded lighting:
As far as I can tell, 1.15 simply updated the rendering system, supposedly to make it more optimized, yet, as usual, many people have complained of the exact opposite, apparently, in part because they force a minimum number of chunk updates and set an unrealistically low target of only 30 FPS (this is sort of like how in 1.6.4 there was a "performance" setting which capped to either "Power Saver" (35 FPS), "Balanced" (120 FPS) or "Max FPS" (unlimited) with chunk updates toggled to reach these targets, so "Power Saver" would give much higher chunk updates than "Balanced" or "Max FPS"). While some people don't mind I consider a drop to 30 FPS to be unacceptable:
MC-164123 Poor FPS performance with new rendering engine
Despite all of this, it is amazing how well my own heavily modded version based on 1.6.4 performs despite only using a single main thread on each side, and even vanilla 1.6.4, which is also reflected by the system requirements:
This is in a "mega forest" biome with enormous trees reaching the clouds from sea level, yet I get close to 1000 FPS with a server tick time of only 2 ms (1/25 of the maximum allowed) and a memory usage of only 260 MB allocated; no problems with chunk rendering either, I can get 2000 chunk updates and still get 400 FPS. it also only takes a second for the game to launch and a couple seconds to generate a new world:
Note that I had Optifine installed but I do not need it and in fact it can actually degrade performance due to adding a bunch of hooks into the code to enable "quality" features and Forge compatibility (I've since abandoned Optifine in favor of my own optimizations which are far superior - Optifine doesn't even optimize the actual rendering of blocks, only how chunk updates are handled, and I've improved the rendering speed of some blocks by a factor of 10 or more, such as fences on smooth lighting due to optimizing and eliminating redundant calculations for each sub-block):
Client startup:
2020-03-26 19:52:33 [CLIENT] [INFO] Setting user: TheMasterCaver
2020-03-26 19:52:33 [CLIENT] [INFO] (Session ID is null)
2020-03-26 19:52:33 [CLIENT] [INFO] LWJGL Version: 2.9.0
2020-03-26 19:52:34 [CLIENT] [INFO] Reloading ResourceManager: Default, ModTextures
2020-03-26 19:52:34 [CLIENT] [SEVERE] Realms: Server not available!
World creation:
2020-03-24 17:01:41 [SERVER] [INFO] Starting integrated minecraft server version 1.6.4
2020-03-24 17:01:41 [SERVER] [INFO] Generating keypair
2020-03-24 17:01:41 [SERVER] [INFO] Converting map!
2020-03-24 17:01:41 [SERVER] [INFO] Scanning folders...
2020-03-24 17:01:41 [SERVER] [INFO] Total conversion count is 0
2020-03-24 17:01:41 [SERVER] [INFO] Preparing start region for level 0
2020-03-24 17:01:42 [SERVER] [INFO] Preparing spawn area: 17%
2020-03-24 17:01:43 [SERVER] [INFO] Preparing spawn area: 49%
2020-03-24 17:01:44 [SERVER] [INFO] TheMasterCaver[/127.0.0.1:0] logged in with entity id 129 at (-95.5, 65.0, 226.5)
Try running 1.15 on a computer with these specs:
Yet, just a half a year later these specs were already below the minimum (you needed a GPU that was 3 generations newer, from a GeForce 6000 series to 9600 GT):
Also, the game performs so poorly relative to what it could because Mojang has absolutely atrocious programming practices - they should fire the current development team and hire programmers who actually know how to code in Java (by contrast, I've improved performance despite adding many vanilla updates worth of content, even fixing bugs long before they were officially fixed, if not still unresolved, for example, I fixed MC-17630 long before Mojang declared it fully fixed, and partly masked by moving pathfinding to a separate thread (sure, it won't lag the entire server but mobs will still lag. I do see a doubling in average tick time from a horde of zombies attempting to reach me but it is still only 4-5 ms, around 3 times that on my old computer; for comparison, flying around in Creative increases tick time to 5-10 ms with the only "can't keep up" warnings occurring when I teleport to an ungenerated area):
https://www.minecraftforum.net/forums/support/java-edition-support/3010227-why-can-i-ran-another-games-with-smooth-fps-but-in?comment=4
Posted by: billiebillieduberesteinea0251973.blogspot.com
Source: https://www.minecraftforum.net/forums/minecraft-java-edition/discussion/3011133-does-1-15-really-increase-performance-compared-to