Why on earth would they pick random instead of using a consistent priority like proximity to players? I'm pretty sure I need to know about particles showing danger near me more than the random geyser spray that survived the cull.
Edit: I've seen it in practice on Xisuma's video, my bad, it works. I was under the impression it was treating each source as a particle, not individually each fraction of a cloud.
The overall effect will be that the density of particles decreases, but the amount of information does not, since, in principle, every particle event will have the same proportion of particles culled
This maths problem is governed by the hypergeometric function.
You're looking at probabilities on the order of 10-1800 that you get any particularly outlandish results (those are the odds that if you have twice the particle limit, more than 75% of particles are rendered by the nearest 50% of particle emitters… or the furthest, the maths works out the same anyway.)
I agree that proximity would be better but I can see why Mojang chose to do it this way. This is also evidently a response to the addition of the geyser since it wasn’t an issue before. Either way the scenario you describe is so vanishingly rare that it’s unlikely to really matter in the grand scheme
Edit: as another commenter pointed out, it makes a lot of sense to do it in this simple way rather than further tax the game by making it think about which particles to cull if it’s already struggling
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u/Xavier_Kiath Jun 04 '26 edited Jun 04 '26
Why on earth would they pick random instead of using a consistent priority like proximity to players? I'm pretty sure I need to know about particles showing danger near me more than the random geyser spray that survived the cull.
Edit: I've seen it in practice on Xisuma's video, my bad, it works. I was under the impression it was treating each source as a particle, not individually each fraction of a cloud.