I haven't ever looked at Forge in that much detail, so I am assuming that the process was just moved elsewhere with minimal changes. I don't know how much the deobf/patch process changed between old Forge and current Forge. I would expect the mods to be responsible for the bulk of the load time. I would expect the time added by launching with just Forge to be a small-ish O(1) kind of deal in all modded cases. A tutorial showing how to get Forge 1.13 to 1.15.2 & modpack imports for MultiMC using the Development Build.Credit to Scottomotto for their tutorial as I wo. I would expect 1.14.3 to be slower overall, no matter what. I would expect 1.12.2 vanilla to be the fastest. The fork of Forge Gradle 2 used for 1.13 has been improved for 1.13. About how many you would expect to be in the average modpack. Do the same with Forge and the 'same' or as close to the 'same' set of mods applied on top.Do the same with just Forge added to both.Take vanilla 1.14.3, launch it, see how fast it can get into a world with the same predetermined seed.Unless you need this, prefer the links above. ![]() ![]() Take vanilla 1.12.2, launch it, see how fast it can get into a world with a predetermined seed. Note that the downloads in the list below are for getting a specific version of Minecraft Forge.I would also think that the performance impact of the installer doing some part of it would be relatively small. I would think that this needs to happen through the whole chain, not just at the beginning that the installer can access, because there are other things messing with the game bytecode after that. This is really more of a tangent, but if you wanted to dig into that.Ĭaching the intermediate results of deobf/pathcing/asm/whatever makes sense to me.
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