V-Sync Uses Excessive Percentage
When v-sync is turned on, frame rate is synced, as intended, but in the F3 menu pie chart, the "unspecified" section becomes unusually large, taking over 50% of the chart. This also has the effect of "stealing" space from the game-renderer especially, causing lag, especially during chunk loading.
Screenshots were taken when all chunks were loaded on render distance 16 (zero chunk updates)
Environment
Windows 7 (64-bit), Java 7 (64-bit)
Created Issue:
V-Sync Uses Excessive Memory
When v-sync is turned on, frame rate is synced, as intended, but in the memory usage pie chart, the "unspecified" section becomes unusually large, taking over 50% of the chart.
Screenshots were taken when all chunks were loaded on render distance 16 (zero chunk updates)
Environment
Windows 7 (64-bit), Java 7 (32-bit)
When v-sync is turned on, frame rate is synced, as intended, but in the memory usage pie chart, the "unspecified" section becomes unusually large, taking over 50% of the chart. This also has the effect of "stealing" space from the game-renderer especially, causing lag, especially during chunk loading.
Screenshots were taken when all chunks were loaded on render distance 16 (zero chunk updates)
When v-sync is turned on, frame rate is synced, as intended, but in the
memoryusage pie chart, the "unspecified" section becomes unusually large, taking over 50% of the chart. This also has the effect of "stealing" space from the game-renderer especially, causing lag, especially during chunk loading.Screenshots were taken when all chunks were loaded on render distance 16 (zero chunk updates)
When v-sync is turned on, frame rate is synced, as intended, but in the CPU usage pie chart, the "unspecified" section becomes unusually large, taking over 50% of the chart. This also has the effect of "stealing" space from the game-renderer especially, causing lag, especially during chunk loading.
Screenshots were taken when all chunks were loaded on render distance 16 (zero chunk updates)
V-Sync Uses ExcessiveMemoryV-Sync Uses Excessive Percentage
Windows 7 (64-bit), Java 7 (
32-bit)Windows 7 (64-bit), Java 7 (64-bit)
When v-sync is turned on, frame rate is synced, as intended, but in the
CPU usagepie chart, the "unspecified" section becomes unusually large, taking over 50% of the chart. This also has the effect of "stealing" space from the game-renderer especially, causing lag, especially during chunk loading.Screenshots were taken when all chunks were loaded on render distance 16 (zero chunk updates)
When v-sync is turned on, frame rate is synced, as intended, but in the F3 menu pie chart, the "unspecified" section becomes unusually large, taking over 50% of the chart. This also has the effect of "stealing" space from the game-renderer especially, causing lag, especially during chunk loading.
Screenshots were taken when all chunks were loaded on render distance 16 (zero chunk updates)


Can confirm, but could you clarify why this should be considered a bug?
That kind of memory use would generally indicate some sort of memory leak, and at any rate impacts performance at least to some extent. There are enough bugs relating to rendering lag and the fact that good performance requires turning off v-sync that I would consider it a bug.
Well, it's sort of odd that over 50% of the memory is used to lower the game's FPS.
I also must say that using the "FPS Limit" slider doesn't have this effect, though the framerate is choppier.
Propose closing as invalid. The pie chart is a CPU load chart, it has nothing to do with memory usage.
In the context of CPU load, it makes perfect sense and is not a bug; the engine must busy-wait until the GPU is ready for the next frame.
Again, as Carl seems to have updated his bug an hour after my most recent comment while completely ignoring what I said: The pie chart seen in the screenshot is NOT measuring memory usage. It measures CPU usage.
What good would a memory usage graph that only shows you percentages rather than actual quantifiable amounts be, anyway? In the 8 years that I've been a programmer in the video game industry, I have never seen a game that uses "percent" as a memory usage metric, and Minecraft is no different in that respect.