Entities farther away have choppy movement
Essentially, entities that are further away from the player appear to have broken, choppy movement and seem to teleport around. Keep in mind that this is only an issue in the latest beta.
How to reproduce: There are many ways to do this. My way of doing it is shooting an arrow and viewing it fly far away. You might notice its movement getting worse.
Linked Issues
is duplicated by13
- Unresolved
LightKnight2311- 76
- 24
- Confirmed
- 416883
- Multiple
- Distance Entity Mob Movement Rendering Trajectory
1.21.60.21 Preview - 1.21.22 Hotfix
1.21.60.21 Preview 1.19.20.22 Preview 1.17.30.20 Beta 1.17.20.23 Beta 1.17.10 1.17.10.21 Beta 1.17.10.20 Beta 1.17.0.58 Beta 1.17.0.56 Beta 1.16.220 1.16.220.51 Beta 1.16.210.61 Beta 1.16.200.55 Beta 1.16.100.58 Beta 1.16.100.57 Beta 1.16.100.59 Beta 1.16.100 1.16.101 Hotfix 1.16.201 Hotfix 1.16.210 1.16.221 Hotfix 1.17.0 1.17.30 1.17.32 1.17.40 1.18.12 Hotfix 1.19.0 1.19.10 1.19.31 Hotfix 1.20.0 1.20.11 Hotfix 1.21.22 Hotfix- 1.18.0.24 Beta 1.17.20.23 Beta
Created Issue:
Entities further away have worse movement
Essentially, entities that are further away from the player appear to have broken, choppy movement and seem to teleport around. Keep in mind that this is only an issue in the latest beta.
*How to reproduce:* There are many ways to do this. My way of doing it is shooting an arrow and viewing it fly far away. You might notice its movement getting worse.
Essentially, entities that are further away from the player appear to have broken, choppy movement and seem to teleport around. Keep in mind that this is only an issue in the latest beta.
*How to reproduce:
*There are many ways to do this. My way of doing it is shooting an arrow and viewing it fly far away. You might notice its movement getting worse.Essentially, entities that are further away from the player appear to have broken, choppy movement and seem to teleport around. Keep in mind that this is only an issue in the latest beta.
How to reproduce: There are many ways to do this. My way of doing it is shooting an arrow and viewing it fly far away. You might notice its movement getting worse.
Entities further away haveworsemovementEntities further away have choppy movement
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@dcn: in case you're still watching this report--there is a new bug report along the lines of what I described in my last comment, about optimization possibly leading to inconsistent entity updating: MCPE-101102. I am going to add a comment on there about your ticket. Looking at it again has given me some new thoughts about test scenarios. However, I am also going to resolve your ticket as a duplicate of MCPE-21416 since what you reported is really a theory toward explaining the general "random" despawn issue tracked there. If I am able to reproduce losing villagers along the lines you've described, I'll share results on that ticket.
I cannot reproduce the circuit getting stuck as shown in your picture in Windows 10. This could be a chunk border issue like MCPE-48054, or an optimization-related issue like MCPE-101102. Can you trying moving the circuit by a few blocks?
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We're tracking this issue in MCPE-101102, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue in MCPE-101102, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Thank you for your report!
We're tracking this issue in MCPE-101102, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
Thank you for your report!
We're tracking this issue in MCPE-101102, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support
📓 Project Summary – ✍️ Feedback and Suggestions – 📖 Game Wiki
Thank you for your report!
We're tracking this issue in MCPE-101102, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Does this duplicate MCPE-101102?
Does MCPE-101102 describe what you are seeing?
It would help to have a video of what you experience.
Thank you for your report!
We're tracking this issue in MCPE-101102, so this ticket is being resolved and linked as a duplicate.
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Thank you for your report!
We're tracking this issue in MCPE-101102, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Thank you for your report!
We're tracking this issue in MCPE-101102, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
If you haven't already, you might like to make use of the search feature to see if the issue has already been mentioned.
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Thank you for your report!
We're tracking this issue in MCPE-101102, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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I was finally able to reproduce this based on comments above and outside help. I am finding that the trigger distance is Render Distance + 5 chunks away from the chunk in which the trident/arrow is located. For example, with render distance set to 6, tridents at -1, -1 and -1, -5 fell through when I travelled to 0, 176; or when I travelled to 140, 140. With render distance set to 12 I had to travel more than 272 blocks away from the chunk. I confirmed that they were falling through when moving away and not when reloading/moving back using /execute commands to detect them.
Arrows also fell through as noted by a comment above, but items dropped in the chunk did not. Snowballs floating in bubble columns also fall through at the same distance. So it seems that the bug here is really that projectiles are being simulated at infinite distances. That could be related to the fix reported for choppy projectile movement far away (MCPE-101102).
Thank you for your report!
We're tracking this issue in MCPE-101102, so this ticket is being resolved and linked as a duplicate.
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Summary:
Falling items further away can visually float in the air when the player moves away to approximately the distance where the items are not rendered. In fact, items are falling, not in the air.
Also, items can visually "bounce" very high or even "fly" away in a random direction. This is possibly part of MCPE-101102.
I came across this behavior while testing a cane farm.
Steps to reproduce:
- Place 2 observers in the air facing each other (to make a "redstone clock").
- Place the dropper next to one observer.
- Fill it with any items.
- Move away from the building a little further than the item's render distance.
- Return to the building.
Steps to reproduce 2:
- Import the world cane farm.mcworld
. - Start the mechanism by pressing the button (sometimes it does not start the first time).
- Wait until the mechanism finishes its work (do not go to the other end of the field).
- Go to the other end of the field and observe the visual placement of items.
Observed results:
Some itemss visually fly in the air. You cannot pick up them.
Expected results:
Items will visually be where they actually are (on the surface).
Video:
cane farm.mp4![]()
repro1.mp4![]()
I described this behavior as part of my analysis of MCPE-123321, but that report is focused on the position where fall damage occurs, not the visual stutter and rubberbanding, so I will confirm this report on the visual issues. This is the same kind of problem that used to affect minecarts as reported in MCPE-141920. It is not related to MCPE-101102 because that report describes the choppy movement that is a direct result of the "conditional_bandwidth_optimization" component being set skip movement update ticks on entities that are within the entity render distance. The stuttering and rubberbanding of falling entities is not due to skipping movement ticks. Instead, it's a a purely client-side animation problem.
Thank you for your report!
We're tracking this issue in MCPE-101102, so this ticket is being resolved and linked as a duplicate.
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Thank you. I can see now that the issue occurs when a firework flies out of simulation distance. The visual firework is also suspended in mid-air. This seems related to MCPE-178258.
Here is what I think is happening: firework particle emitters must have their positions determined by an interpolation of the server-side position and client-side (model) position of the firework. When the firework flies out of simulation distance, it continues to be ticked server-side (MCPE-178258), so it's server-side position continues to update. However, the client does not update the firework model's position because the firework is too far away (related to MCPE-101102). As the server-side position gets farther and farther ahead of the model position in the direction of motion, the interpolated particle emitter position moves farther and farther behind to compensate for the apparent acceleration. In other words, with each tick the client "thinks" the firework must be moving faster because its server-side position is farther from its model position, and it infers from this that the model must have been farther behind at its previous update, and therefore it updates the emitter to be farther behind.
Part of the problem here may be that client model positions are themselves interpolated instead of updated directly (MCPE-179969, MCPE-151881), so the firework particle emitter positions are a second-order interpolation.
Thank you for your report!
We're tracking this issue in MCPE-101102 and MCPE-108119, so this ticket is being resolved and linked as a duplicate.
If you would like to add a vote and any extra information to the main ticket it would be appreciated.
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Confirmed based on attached video.
Affects 1.16.200.55 Beta
I believe this is caused by the `"minecraft:conditional_bandwidth_optimization"` component, which "makes sure level event packets only broadcast locally", which drops ticks for better server side performance.
https://bedrock.dev/docs/beta/Entities#minecraft%3Aconditional_bandwidth_optimization
I do notice the choppiness though, so I will upvote.
ambient's comment mentioning server-side performance reminded me that I've experienced choppy movement off-screen. So I think this is not just a rendering issue, but actually an entity ticking issue that negatively impacts the game's functionality.
Here is what I mean:
During the 1.16 betas I built a contraption to test the changes to vertical despawn distance. It consists of a zombie spawner high in the air over a platform that flushes zombies down a drop shaft. Every 10 blocks of the drop shaft there is trip wire attached to command blocks. Those command blocks, when powered, place redstone blocks to activate a system of redstone lamps. Other command blocks reset the system soon after each display. This contraption allows you to stand by the zombie spawner to get frequent mob spawns and observe the lamp display for a readout of how far the zombies fall before despawning. The output is fairly reliable on my Windows 10 PC, but on my iPhone 8 it is not reliable at all. It seems that when the zombies are falling outside the player's FOV, their positions are not updated often enough to consistently register collisions with tripwire that is placed every 10 blocks.
Here is the test world: Vertical despawn detector.mcworld
UPDATE: Another ticket,
MCPE-94945, earlier raised the suspicion that unreliable mob updates farther from the player could lead to random despawns due to mobs not being saved to chunks. I have resolved that ticket as a duplicate ofMCPE-21416where we track the issue of random despawns generally, but the hypothesis seems at least on the surface to be related to the issue tracked here. If, indeed, optimization coding causes mob ticks to be skipped during times of high server/CPU activity or storage access such as loading and saving chunks, that might begin to explain the many anecdotes of mobs disappearing after long-distance travel and use of nether portals.affects 1.16.100. It seems that this also locally affects item sprites before they hit the ground. They appear very jittery while in motion in 1.16.100, but this does not happen in 1.16.40.
This issue could also be related to the mobs desyncing tracked at
MCPE-101202andMCPE-71243. Both this and the villagers flying out of beds started with 1.16.100.57 beta.This rendering issue happens litteraly every second, and not just far away; This can even be noticed to nearby, slower mobs if looked closely.
There is a similar issue with animated icons for utility blocks, notably the blast furnace: The white filling up the processing icon (arrow in blast furnace case) very briefly lags every second. Is there already a report about this one?
Maybe something causes both issues of similar nature.
I added a link to this related issue.
Affects 1.17
affects 1.17.10
Not sure what was fixed in 1.17.20.23, but I'm still noticing mobs having choppy movement from far away as of 1.17.30.20.
The ones that are fixed in 1.17.20.23 are just projectiles, so this isn't fully fixed yet.
Still an issue as of 1.17.30 and the latest beta 1.17.40.20. It's probably better, but projectiles are still very choppy the further away they are from the player.
Projectiles still seem choppy even though it's been stated to have been smoothed. Mobs are affected much more I'd say
It's a very annoying bug, minecarts are the strangest affected entities. Does someone know if it happens to all players? because I really dont remember if it happened on previous versions for me, but now it happens
Reply from [Mod] GoldenHelmet: that is a different issue, tracked at
MCPE-141920.When looking through the entity documentation, specifically at projectiles, I found the cause of the issue. The parts under “conditional_bandwidth_optimizations” known as “max_dropped_ticks” and “max_optimized_distance” are what is causing entity movement to become choppy from a distance. Max dropped ticks is the amount of ticks before motion packets can be sent. Essentially, if the max dropped ticks was set to 10 and the max optimized distance was set to 20, entities further than 20 blocks away would only have their movements registered every 10 ticks. By changing the max dropped ticks value to 0, the entity would always have motion packets sent properly, no matter the distance. As a result, the movement would stay consistently smooth no matter the distance. I tested this with a behavior pack I made myself, and the results are entity movement staying consistently smooth. Hope this helps.
It seems to be a good solution, could you explain how to change these things?
Download the behavior pack template, look where it says entities, open up a projectile entity file, and then scroll down. Then, you will see the conditional bandwidth optimization values. You can tinker with them and copy them into other entity files.
Affects version 1.19.31
affects 1.21.0
It’s been a few years now and I think this is an easier fix as LightKnight has demonstrated. Having observed these years without any fix for this issue I would like to bump it as this issue is really annoying. Is there some particular constraint keeping the devs from fixing this issue?
Seems to still affect 1.21.50.28 Preview.