ice
- 1cce
- JIRAUSER466095
- Europe/Stockholm
- Yes
- No
The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky . The reason why I'm reporting this is because I feel that this should be fixed in vanilla Minecraft.
Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion. (It will be shown near the end of the attachment) Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. This has been an issue in Bedrock for as long as I remember . The game would feel overall better especially for players like me, since I'm in to mechanics-based (PVP, movement, etc) map making. (Look at attachment for a better understanding)The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky . The reason why I'm reporting this is because I feel that this should be fixed in vanilla Minecraft. Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion. SPECIFICALLY 1.18.10: EVERYTHING IS CHOPPY INCLUDING SERVERS. (It will be shown near the end of the attachment) Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. This has been an issue in Bedrock for as long as I remember . The game would feel overall better especially for players like me, since I'm in to mechanics-based (PVP, movement, etc) map making. (Look at attachment for a better understanding)
The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky . The reason why I'm reporting this is because I feel that this should be fixed in vanilla Minecraft.
Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion. SPECIFICALLY 1.18.10: EVERYTHING IS CHOPPY INCLUDING SERVERS. (It will be shown near the end of the attachment) Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. This has been an issue in Bedrock for as long as I remember . The game would feel overall better especially for players like me, since I'm in to mechanics-based (PVP, movement, etc) map making. (Look at attachment for a better understanding)The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky . The reason why I'm reporting this is because I feel that this should be fixed in vanilla Minecraft. Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion. SPECIFICALLY 1.18.10: EVERYTHING IS CHOPPY INCLUDING SERVERS . (It will be shown near the end of the attachment) Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. This has been an issue in Bedrock for as long as I remember . The game would feel overall better especially for players like me, since I'm in to mechanics-based (PVP, movement, etc) map making. (Look at attachment for a better understanding)
The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky . The reason why I'm reporting this is because I feel that this should be fixed in vanilla Minecraft. Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion. SPECIFICALLY 1.18.10: EVERYTHING IS CHOPPY INCLUDING SERVERS
.(It will be shown near the end of the attachment)Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. This has been an issue in Bedrock for as long as I remember . The game would feel overall better especially for players like me, since I'm in to mechanics-based (PVP, movement, etc) map making. (Look at attachment for a better understanding)(Reported before 1.18.10): The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky . The reason why I'm reporting this is because I feel that this should be fixed in vanilla Minecraft. Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion.(It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. SPECIFICALLY 1.18.10: EVERYTHING IS NOW CHOPPY INCLUDING SERVERS . This has been an issue in Bedrock for as long as I remember . The game would feel overall better especially for players like me, since I'm in to mechanics-based (PVP, movement, etc) map making. (Look at attachment for a better understanding)
(Reported before 1.18.10): The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky . The reason why I'm reporting this is because I feel that this should be fixed in vanilla Minecraft. Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion.(It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. SPECIFICALLY 1.18.10: EVERYTHING IS NOW CHOPPY INCLUDING SERVERS . This has been an issue in Bedrock for as long as I remember . The game would feel overall better especially for players like me, since I'm in to mechanics-based (PVP, movement, etc) map making. (Look at attachment for a better understanding)
(Reported before 1.18.10): The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky . The reason why I'm reporting this is because I feel that this should be fixed in vanilla Minecraft. Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion.(It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. SPECIFICALLY 1.18.10: EVERYTHING IS NOW CHOPPY INCLUDING SERVERS . Animations are somehow even worse now. This has been an issue in Bedrock for as long as I remember . The game would feel overall better especially for players like me, since I'm in to mechanics-based (PVP, movement, etc) map making. (Look at attachment for a better understanding)
(Reported before 1.18.10): The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky .
The reason why I'm reporting this is because I feel that this should be fixed in vanilla Minecraft.Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion.(It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. SPECIFICALLY 1.18.10: EVERYTHING IS NOW CHOPPY INCLUDING SERVERS. Animations are somehow even worse now.This has been an issue in Bedrock for as long as I remember. The game would feel overall better especially for players like me, since I'm in to mechanics-based (PVP, movement, etc) map making. (Look at attachment for a better understanding)(Reported before 1.18.10): The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky . (Plugins don’t work on most recent version). Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion.(It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. Animations are somehow even worse now. This has been an issue in Bedrock for as long as I remember . The game would feel overall better especially for players like me, since I'm in to mechanics-based (PVP, movement, etc) map making. (Look at attachment for a better understanding)
*SPECIFICALLY 1.18.10: EVERYTHING IS NOW CHOPPY INCLUDING SERVERS. *
(Reported before 1.18.10): The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky. (Plugins don’t work on most recent version).
Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion.(It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better.Animations are somehow even worse now.This has been an issue in Bedrock for as long as I remember. The game would feel overall better especially for players like me, since I'm in to mechanics-based (PVP, movement, etc)map making. (Look at attachment for a better understanding)*SPECIFICALLY 1.18.10: EVERYTHING IS NOW CHOPPY INCLUDING SERVERS. *
1.18.10 REPORT: Other players' animation and movement are very choppy, on every server, realm, and local world. Based on the attachment (bugreport2), it shows that a players' animation and movement now both update at an inconsistent rate of 20 FPS. This means that the player is updating at every tick. Because you devs changed how other players are displayed, servers haven't found a way to remove the choppiness that exclusively use to only happen in vanilla Minecraft. (similar bug before 1.18.10). This bug affects literally EVERY SERVER and really has a toll, especially on PVP-based game modes. There are countless amounts of players who downgrade or want to downgrade because of this issue. I and many other players genuinely hope this can be fixed ASAP.
What should be done: There should be interpolated frames between the ticks to create completely smooth movement. (Plugins don’t work on most recent version).
BEFORE 1.18.10 REPORT: The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment, (bugreport1). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky. Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion. (It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. This has been an issue in Bedrock for as long as I remember. The game would feel overall better especially for players like me, since I'm in to mechanics-based map making (PVP, movement, etc) . (Look at attachment for a better understanding)
*SPECIFICALLY 1.18.10: EVERYTHING IS NOW CHOPPY INCLUDING SERVERS. *
1.18.10 REPORT:
Other players' animation and movement are very choppy, on every server, realm, and local world. Based on the attachment(bugreport2), it shows that a players' animation and movement now both update at an inconsistent rate of 20 FPS. This means that the player is updating at every tick. Because you devs changed how other players are displayed, servers haven't found a way to remove the choppiness that exclusively use to only happen in vanilla Minecraft. (similar bug before 1.18.10). This bug affects literally EVERY SERVER and really has a toll, especially on PVP-based game modes. There are countless amounts of players who downgrade or want to downgrade because of this issue. I and many other players genuinely hope this can be fixedASAP.
What should be done: Thereshould be interpolated frames between theticks to create completely smooth movement.(Plugins don’t work on most recent version).
BEFORE 1.18.10 REPORT: The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment, (bugreport1). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky. Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion. (It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. This has been an issue in Bedrock for as long as I remember. The game would feel overall better especially for players like me, since I'm in to mechanics-based map making (PVP, movement, etc) . (Look at attachment for a better understanding)
*SPECIFICALLY 1.18.10: EVERYTHING IS NOW CHOPPY INCLUDING SERVERS. *
1.18.10 REPORT: Other players' animation and movement are very choppy, on every server, realm, and local world. Based on the attachment, it shows that a players' position updates at around 24 fps, and roughly around 38 fps for the animation of the player. Because it isn't specifically 20 fps (tickrate), I have no reasonable idea to why this could occur, these fps values seem really random. Because you devs changed something in a players' movement (doesn't seem to be shown in changelog), servers haven't found a way to remove the choppiness that exclusively use to only happen in vanilla Minecraft. (similar bug before 1.18.10). This bug affects nearly EVERY SERVER and really has a toll, especially on PVP-based game modes, and a nice perk of IRL nausea. There are countless amounts of players who downgrade or want to downgrade because of this issue. I and many other players genuinely hope this can be fixed ASAP.
A possible solution: There could be interpolated frames between these animation and positional updates to create a completely smooth movement for any sort of multiplayer.
PS: The bug report attachment applies to both reports, though the LAN in the attachment applies only to previous versions, though that smooth movement is still rare on the previous versions.
BEFORE 1.18.10 REPORT: The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment, (bugreport1). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky. Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion. (It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. This has been an issue in Bedrock for as long as I remember. The game would feel overall better especially for players like me, since I'm in to mechanics-based map making (PVP, movement, etc) . (Look at attachment for a better understanding)
1.18.10 REPORT: Other players' animation and movement are very choppy, on every server, realm, and local world. Based on the attachment, it shows that a players' position updates at around 24 fps, and roughly around 38 fps for the animation of the player. Because it isn't specifically 20 fps (tickrate), I have no reasonable idea to why this could occur, these fps values seem really random. Because you devs changed something in a players' movement (doesn't seem to be shown in changelog), servers haven't found a way to remove the choppiness that exclusively use to only happen in vanilla Minecraft. (similar bug before 1.18.10). This bug affects nearly EVERY SERVER and really has a toll, especially on PVP-based game modes, and a nice perk of IRL nausea. There are countless amounts of players who downgrade or want to downgrade because of this issue. I and many other players genuinely hope this can be fixed ASAP.
A possible solution:
There could be interpolated frames between these animation and positional updates to create a completely smooth movement for any sort of multiplayer.PS: The bug report attachment applies to both reports, though the LAN in the attachment applies only to previous versions, though that smooth movement is still rare on the previous versions.
BEFORE 1.18.10 REPORT: The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment, (bugreport1). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky. Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion. (It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. This has been an issue in Bedrock for as long as I remember
.Thegamewouldfeel overall better especially for players like me, since I'm in to mechanics-based map making (PVP, movement, etc) . (Look at attachment for a better understanding)
The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment, (bugreport1). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky. Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion. (It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. This has been an issue in Bedrock for as long as I remember. The game would feel overall better especially for players like me, since I'm in to mechanics-based map making (PVP, movement, etc) . (Look at attachment for a better understanding)
A possible solution: There could be interpolated frames between these animation and positional updates to create a completely smooth movement for any sort of multiplayer.
The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment, (bugreport1). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such have to use a plugin to fix this issue so the overall experience doesn't feel as low-quality/janky. Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion. (It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. This has been an issue in Bedrock for as long as I remember. The game would feel overall better especially for players like me, since I'm in to mechanics-based map making (PVP, movement, etc) . (Look at attachment for a better understanding)
A possible solution: There could be interpolated frames between these animation and positional updates to create a completely smooth movement for any sort of multiplayer.
The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player (This was tested in the attachment,
(bugreport1). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and suchhave to use a pluginto fix this issue so the overall experience doesn't feel as low-quality/janky. Though, when I tested this through local multiplayer instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion. (It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. This has been an issue in Bedrock for as long as I remember. The game would feel overall better especially for players like me, since I'm in to mechanics-based map making (PVP, movement, etc). (Look at attachment for a better understanding)A possible solution: There could be interpolated frames between these animation and positional updates to create a completely smooth movement for any sort of multiplayer.
The motion of other players on others' screens is very janky and choppy, usually updating at around an inconsistent 24 fps for position, and roughly around 38 fps for the animation of the player, though it still varies tremendously. (This was tested in the attachment, bugreport1). While in Java Edition, the players' motion updates every visible frame. I'm running the game at around 300 fps, and me and my friend (who was walking with an interesting skin in the first section of the attachment) have good internet speeds. Some servers that involve PVP games and such use community/personally-made server softwares to fix this issue so the overall experience doesn't feel as low-quality/janky. Though, when I tested this through local multiplayer (LAN) instead of a server or normal multiplayer, sometimes it was actually smooth and no choppy motion. (It will be shown near the end of the attachment). Also once in a while, regular multiplayer can still appear players as smooth too, but that's once every blue moon to be honest. Honestly, I really don’t know the definitive factor between when a player’s movement is completely smooth, and when it isn’t. The owner of a world does seem to have a higher likelihood of having perfectly smooth movement. If this were fixed, I feel that pretty much everyone that plays multiplayer, whether it's a realm, a server, or just a friends' world, would notice a difference, and really like it better. This has been an issue in Bedrock for as long as I remember. The game would feel overall better especially for players like me, since I'm in to mechanics-based map making (PVP, movement, etc).
If the community can fix it multiple times, than so can y’all.
The mobile version of Minecraft Bedrock is always maxed on 60FPS. This prevents the capabilities of a smoother experience on higher refresh rate devices (ex. iPad Pro M1 120hz). Instead, higher hertz devices end up having a choppy inconsistent 60 FPS, which feels less smooth than an actual 60hz device. On 90hz devices, 60hz isn't evenly divisible by 90hz, so it pretty much guarantees a choppy feel for the game. Though for some reason (based on testing on a 120hz iPad Pro, which is evenly divisible), 120hz also feels choppier than a normal 60hz device.
Ways it could be implemented:
Because not every <60hz mobile device is capable of higher FPS for MC, I think it should be an experimental option (Maximum Framerate). It should be a slider like in Java Edition, though the
max FPSthe slider should go is the detected refresh rate of the mobile device.
PS: I'm aware that there are resource packs that do have a maximum framerate slider, but it does not work, as something other than the data in options.txt is limiting the framerate.
If this report seems like more of a suggestion than a bug, let me first explain something. There are suggestions for this already for a long while now, but nothing has changed in the slightest ever since those suggestions were made. Also, it is somewhat a bug because it is a limitation based on outdated code (I'm pretty sure that's why) that prevents anything higher than 60 FPS.
The mobile version of Minecraft Bedrock is always maxed on 60FPS. This prevents the capabilities of a smoother experience on higher refresh rate devices (ex. iPad Pro M1 120hz). Instead, higher hertz devices end up having a choppy inconsistent 60 FPS, which feels less smooth than an actual 60hz device. On 90hz devices, 60hz isn't evenly divisible by 90hz, so it pretty much guarantees a choppy feel for the game. Though for some reason (based on testing on a 120hz iPad Pro, which is evenly divisible), 120hz also feels choppier than a normal 60hz device.
Ways it could be implemented:
Because not every <60hz mobile device is capable of higher FPS for MC, I think it should be an experimental option (Maximum Framerate). It should be a slider like in Java Edition, though the highest the slider should go is the detected refresh rate of the mobile device.
PS: I'm aware that there are resource packs that do have a maximum framerate slider, but it does not work, as something other than the data in options.txt is limiting the framerate.
If this report seems like more of a suggestion than a bug, let me first explain something. There are suggestions for this already for a long while now, but nothing has changed in the slightest ever since those suggestions were made. Also, it is somewhat a bug because it is a limitation based on outdated code (I'm pretty sure that's why) that prevents anything higher than 60 FPS.
The mobile version of Minecraft Bedrock is always maxed on 60FPS. This prevents the capabilities of a smoother experience on higher refresh rate devices (ex. iPad Pro M1 120hz). Instead, higher hertz devices end up having a choppy inconsistent 60 FPS, which feels less smooth than an actual 60hz device. On 90hz devices, 60hz isn't evenly divisible by 90hz, so it pretty much guarantees a choppy feel for the game. Though for some reason (based on testing on a 120hz iPad Pro, which is evenly divisible), 120hz also feels choppier than a normal 60hz device.
Ways it could be implemented:
Because not every <60hz mobile device is capable of higher FPS for MC, I think it should be an experimental option (Maximum Framerate). It should be a slider like in Java Edition, though the highest the slider should go is the detected refresh rate of the mobile device. I think the default max framerate option should stay at 60fps based on hardware limitations.
PS: I'm aware that there are resource packs that do have a maximum framerate slider, but it does not work, as something other than the data in options.txt is limiting the framerate.
If this report seems like more of a suggestion than a bug, let me first explain something. There are suggestions for this already for a long while now, but nothing has changed in the slightest ever since those suggestions were made. Also, it is somewhat a bug because it is a limitation based on outdated code (I'm pretty sure that's why) that prevents anything higher than 60 FPS.
The mobile version of Minecraft Bedrock is always maxed on 60FPS. This prevents the capabilities of a smoother experience on higher refresh rate devices (ex. iPad Pro M1 120hz). Instead, higher hertz devices end up having a choppy inconsistent 60 FPS, which feels less smooth than an actual 60hz device. On 90hz devices, 60hz isn't evenly divisible by 90hz, so it pretty much guarantees a choppy feel for the game. Though for some reason (based on testing on a 120hz iPad Pro, which is evenly divisible), 120hz also feels choppier than a normal 60hz device.
Ways it could be implemented:
Because not every <60hz mobile device is capable of higher FPS for MC, I think it should be an experimental option (Maximum Framerate). It should be a slider like in Java Edition, though the highest the slider should go is the detected refresh rate of the mobile device. I think the default
max framerate option should stayat 60fpsbased on hardware limitations.
PS: I'm aware that there are resource packs that do have a maximum framerate slider, but it does not work, as something other than the data in options.txt is limiting the framerate.
If this report seems like more of a suggestion than a bug, let me first explain something. There are suggestions for this already for a long while now, but nothing has changed in the slightest ever since those suggestions were made. Also, it is somewhat a bug because it is a limitation based on outdated code (I'm pretty sure that's why) that prevents anything higher than 60 FPS.
The mobile version of Minecraft Bedrock is always maxed on 60FPS. This prevents the capabilities of a smoother experience on higher refresh rate devices (ex. iPad Pro M1 120hz). Instead, higher hertz devices end up having a choppy inconsistent 60 FPS, which feels less smooth than an actual 60hz device. On 90hz devices, 60hz isn't evenly divisible by 90hz, so it pretty much guarantees a choppy feel for the game. Though for some reason (based on testing on a 120hz iPad Pro, which is evenly divisible), 120hz also feels choppier than a normal 60hz device.
Ways it could be implemented:
Because not every <60hz mobile device is capable of higher FPS for MC, I think it should be an experimental option (Maximum Framerate). It should be a slider like in Java Edition, though the highest the slider should go is the detected refresh rate of the mobile device. I think the default should be adjusted at 60FPS based on hardware limitations for specific <60hz devices.
PS: I'm aware that there are resource packs that do have a maximum framerate slider, but it does not work, as something other than the data in options.txt is limiting the framerate.
If this report seems like more of a suggestion than a bug, let me first explain something. There are suggestions for this already for a long while now, but nothing has changed in the slightest ever since those suggestions were made. Also, it is somewhat a bug because it is a limitation based on outdated code (I'm pretty sure that's why) that prevents anything higher than 60 FPS.
The mobile version of Minecraft Bedrock is always maxed on 60FPS. This prevents the capabilities of a smoother experience on higher refresh rate devices (ex. iPad Pro M1 120hz). Instead, higher hertz devices end up having a choppy inconsistent 60 FPS, which feels less smooth than an actual 60hz device. On 90hz devices, 60hz isn't evenly divisible by 90hz, so it pretty much guarantees a choppy feel for the game. Though for some reason (based on testing on a 120hz iPad Pro, which is evenly divisible), 120hz also feels choppier than a normal 60hz device.
Ways it could be implemented:
Because not every <60hz mobile device is capable of higher FPS for MC, I think it should be an experimental option (Maximum Framerate). It should be a slider like in Java Edition, though the highest the slider should go is the detected refresh rate of the mobile device. I think the default option should be adjusted at 60FPS based on hardware limitations for specific <60hz devices.
PS: I'm aware that there are resource packs that do have a maximum framerate slider, but it does not work, as something other than the data in options.txt is limiting the framerate.
If this report seems like more of a suggestion than a bug, let me first explain something. There are suggestions for this already for a long while now, but nothing has changed in the slightest ever since those suggestions were made. Also, it is somewhat a bug because it is a limitation based on outdated code (I'm pretty sure that's why) that prevents anything higher than 60 FPS.
When applying any value to the behavior component "minecraft:knockback_resistance" in the player.json behavior file, nothing really changes. Though, when applied to any entity besides a player, it works fine. I'm not so sure why this happens, but hopefully it can be fixed.
Ways to recreate the issue: download behavior pack (which has the knockback resistance applied to the player entity file)
When applying any value to the behavior component "minecraft:knockback_resistance" in the player.json behavior file, nothing really changes. Though, when applied to any entity besides a player, it works fine. I'm not so sure why this happens, but hopefully it can be fixed.
Ways to recreate the issue: download behavior pack (which has the knockback resistance applied to the player entity file)
When applying any value to the behavior component "minecraft:knockback_resistance" in the player.json behavior file, nothing really changes. Though, when applied to any entity besides a player, it works fine. I'm not so sure why this happens, but hopefully it can be fixed.
Waysto recreate the issue: download behavior pack (which has the knockback resistance applied to the player entity file)
When applying any value to the behavior component "minecraft:knockback_resistance" in the player.json behavior file, nothing really changes. Though, when applied to any entity besides a player, it works fine. I'm not so sure why this happens, but hopefully it can be fixed.
How to reproduce issue: download behavior pack (which has the knockback resistance applied to the player entity file)
When applying any value to the behavior component "minecraft:knockback_resistance" in the player.json behavior file, nothing
really changes.Though, when applied to any entity besides a player, it works fine. I'm not so sure why this happens, but hopefully it can be fixed.How to reproduce issue: download behavior pack (which has the knockback resistance applied to the player entity file)
When applying any value to the behavior component "minecraft:knockback_resistance" in the player.json behavior file, nothing changes, it’s just the normal bedrock knockback. Though, when applied to any entity besides a player, it works fine. I'm not so sure why this happens, but hopefully it can be fixed.
How to reproduce issue: download behavior pack (which has the knockback resistance applied to the player entity file)
When applying any value to the behavior component "minecraft:knockback_resistance" in the player.json behavior file, nothing changes, it’s
just the normal bedrock knockback. Though, when applied to any entity besides a player, it works fine. I'm not so sure why this happens, but hopefully it can be fixed.How to reproduce issue: download behavior pack (which has the knockback resistance applied to the player entity file)
When applying any value to the behavior component "minecraft:knockback_resistance" in the player.json behavior file, nothing changes, it’s still the normal bedrock knockback. Though, when applied to any entity besides a player, it works fine. I'm not so sure why this happens, but hopefully it can be fixed.
How to reproduce issue: download behavior pack (which has the knockback resistance applied to the player entity file)
Many other windows 10 and android players play Minecraft Bedrock mostly on the version 1.16.100, the last version without render dragon. The main reason many play on this version is because of the performance issues for anything above 1.16.100, the game just simply feels laggier, especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on anything above 1.16.100. In the attachment, I test and compare the performances of 1.16.100 (The version I use the most), 1.16.200 (first render dragon release), and 1.17.30. Each version will be tested on the same server with the same map, a single player infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video. Hopefully there are ways to either fix render dragon to get better performance, or to get rid of it, so nobody has to go through the process of downgrading to an older version, and really never using the newest versions. I don't want 1.16.100 to be the last "good" version.
A possible solution: It's understandable why render dragon is useful in some ways, but on most devices (99% of them), it remains pretty useless as they aren't able to run RTX (The main purpose of the engine change). That's why I think that there should be a choice to play which version, or something along the lines of that. This can help many players have a better overall experience with certain activities, like playing on servers. Because both engines display 99.9% of things similarly, I don't see how this could be much of an issue when both are commonly used.
Many
other windows 10 and android players play Minecraft Bedrock mostly on the version 1.16.100,the last version without render dragon.The main reason many play on this version is because of the performance issuesfor anything above 1.16.100, the game just simply feels laggier,especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on anything above 1.16.100. In the attachment, I test and compare the performances of 1.16.100 (TheversionI use the most), 1.16.200 (first render dragon release), and 1.17.30. Each version will be tested on the same server with the same map, a singleplayer infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video. Hopefully there are ways to either fix render dragon to get better performance, or to get rid of it, sonobody has to go through the process of downgrading to an older version, and really never using the newest versions. I don't want 1.16.100 to be the last "good" version.
A possible solution: It's understandable why render dragon is useful in some ways, but on most devices (99% of them), it remains pretty useless as they aren't able to run RTX (The main purpose of the engine change). That's why I think that there should be a choice to play which version, or something along the lines of that. This can help many players have a better overall experience with certain activities, like playing on servers. Because both engines display 99.9% of things similarly, I don't see how this could be much of an issue when both are commonly used.
Many people that play on Windows 10 install the x86 build of Minecraft Bedrock because it has no render dragon (Until 1.18.30 existed). The main reason many play on this version is because of the blatant performance issues, and input delay for literally any version with render dragon in it. The game just simply feels significantly laggier, especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on any version with render dragon. In the attachment, I test and compare the performances of 1.16.100 (A version without render dragon), 1.16.200 (the first render dragon release), and 1.17.30 (the latest release as of the publishing of this report). Each version will be tested on the same server with the same map, a single-player infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video. Hopefully, there are ways to either fix render dragon to get better performance, or to get rid of it.
A possible solution: It's understandable why render dragon is useful in some ways, but on most devices (99% of them), it remains pretty useless as they aren't able to run RTX (The main purpose of the engine change). That's why I think that there should be a choice to play which version, or something along the lines of that. This can help many players have a better overall experience with certain activities, like playing on servers. Because both engines display 99.9% of things similarly, I don't see how this could be much of an issue when both are commonly used.
1.18.30 UPDATE: Render dragon now runs on all builds including x86.
Many people that play on Windows 10 install the x86 build of Minecraft Bedrock because it has no render dragon (Until 1.18.30 existed). The main reason many play on this version is because of the blatant performance issues, and input delay for literally any version with render dragon in it. The game just simply feels significantly laggier, especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on any version with render dragon. In the attachment, I test and compare the performances of 1.16.100 (A version without render dragon), 1.16.200 (the first render dragon release), and 1.17.30 (the latest release as of the publishing of this report). Each version will be tested on the same server with the same map, a single-player infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video. Hopefully, there are ways to either fix render dragon to get better performance, or to get rid of it.
A possible solution: It's understandable why render dragon is useful in some ways, but on most devices (99% of them), it remains pretty useless as they aren't able to run RTX (The main purpose of the engine change). That's why I think that there should be a choice to play which version, or something along the lines of that. This can help many players have a better overall experience with certain activities, like playing on servers. Because both engines display 99.9% of things similarly, I don't see how this could be much of an issue when both are commonly used.
1.18.30 UPDATE: Render dragon now runs on all builds including x86. Many have said that they have even worse performance on this update. Will our voices ever be heard?
Many people that play on Windows 10 install the x86 build of Minecraft Bedrock because it has no render dragon (Until 1.18.30 existed). The main reason many play on this version is because of the blatant performance issues, and input delay for literally any version with render dragon in it. The game just simply feels significantly laggier, especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on any version with render dragon. In the attachment, I test and compare the performances of 1.16.100 (A version without render dragon), 1.16.200 (the first render dragon release), and 1.17.30 (the latest release as of the publishing of this report). Each version will be tested on the same server with the same map, a single-player infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video. Hopefully, there are ways to either fix render dragon to get better performance, or to get rid of it.
A possible solution: It's understandable why render dragon is useful in some ways, but on most devices (99% of them), it remains pretty useless as they aren't able to run RTX (The main purpose of the engine change). That's why I think that there should be a choice to play which version, or something along the lines of that. This can help many players have a better overall experience with certain activities, like playing on servers. Because both engines display 99.9% of things similarly, I don't see how this could be much of an issue when both are commonly used.
1.18.30 UPDATE: Render dragon now runs on all builds including the x86. Many have said that they have even worse performance on this update. Will our voices ever be heard?
Many people that play on Windows 10 install the x86 build of Minecraft Bedrock because it has no render dragon (Until 1.18.30 existed). The main reason many play on this version is because of the blatant performance issues, and input delay for literally any version with render dragon in it. The game just simply feels significantly laggier, especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on any version with render dragon. In the attachment, I test and compare the performances of 1.16.100 (A version without render dragon), 1.16.200 (the first render dragon release), and 1.17.30 (the latest release as of the publishing of this report). Each version will be tested on the same server with the same map, a single-player infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video. Hopefully, there are ways to either fix render dragon to get better performance
,or to get rid of it.A possible solution: It's understandable why render dragon is useful in some ways, but on most devices (99% of them), it remains pretty useless as they aren't able to run RTX (The main purpose of the engine change). That's why I think that there should be a choice to play which version, or something along the lines of that. This can help many players have a better overall experience with certain activities, like playing on servers. Because both engines display 99.9% of things similarly, I don't see how this could be much of an issue when both are commonly used.
1.18.30 UPDATE: Render dragon now runs on all builds including the x86. Many have said that they have even worse performance on this update. Will our voices ever be heard?
Many people that play on Windows 10 install the x86 build of Minecraft Bedrock because it has no render dragon (Until 1.18.30 existed). The main reason many play on this version is because of the blatant performance issues, and input delay for literally any version with render dragon in it. The game just simply feels significantly laggier, especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on any version with render dragon. In the attachment, I test and compare the performances of 1.16.100 (A version without render dragon), 1.16.200 (the first render dragon release), and 1.17.30 (the latest release as of the publishing of this report). Each version will be tested on the same server with the same map, a single-player infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video. Hopefully, there are ways to either fix render dragon to get better performance or to get rid of it.
A possible solution: It's understandable why render dragon is useful in some ways, but on most devices (99% of them), it remains pretty useless as they aren't able to run RTX (The main purpose of the engine change). That's why I think that there should be a choice to play which version, or something along the lines of that. This can help many players have a better overall experience with certain activities, like playing on servers. Because both engines display 99.9% of things similarly, I don't see how this could be much of an issue when both are commonly used.
1.18.30 UPDATE: Render dragon now runs on all builds including the x86. Many have said that they have even worse performance on this update. Ever since render dragon was first released, in December 2020, there has been no noticeable improvement in render dragon's performance. In fact, my FPS and performance have gotten worse over the updates. Will our voices ever be heard?
Many people that play on Windows 10 install the x86 build of Minecraft Bedrock because it has no render dragon (Until 1.18.30 existed). The main reason many play on this version is because of the blatant performance issues, and input delay for literally any version with render dragon in it. The game just simply feels significantly laggier, especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on any version with render dragon. In the attachment, I test and compare the performances of 1.16.100 (A version without render dragon), 1.16.200 (the first render dragon release), and 1.17.30 (the latest release as of the publishing of this report). Each version will be tested on the same server with the same map, a single-player infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video. Hopefully, there are ways to either fix render dragon to get better performance or to get rid of it.
A possible solution: It's understandable why render dragon is useful in some ways, but on most devices (99% of them), it remains pretty useless as they aren't able to run RTX (The main purpose of the engine change). That's why I think that there should be a choice to play which version, or something along the lines of that. This can help many players have a better overall experience with certain activities, like playing on servers. Because both engines display 99.9% of things similarly, I don't see how this could be much of an issue when both are commonly used.
1.18.30 UPDATE: Render dragon now runs on all builds including the x86. Many have said that they have even worse performance on this update. Ever since render dragon was first released, in December 2020, there has been no noticeable improvements in render dragon's performance. In fact, my FPS and performance have gotten worse over the updates. Will our voices ever be heard?
Many people that play on Windows 10 install the x86 build of Minecraft Bedrock because it has no render dragon (Until 1.18.30 existed). The main reason many play on this version is because of the blatant performance issues, and input delay for literally any version with render dragon in it. The game just simply feels significantly laggier, especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on any version with render dragon. In the attachment, I test and compare the performances of 1.16.100 (A version without render dragon), 1.16.200 (the first render dragon release), and 1.17.30 (the latest release as of the publishing of this report). Each version will be tested on the same server with the same map, a single-player infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video. Hopefully, there are ways to either fix render dragon to get better performance or to get rid of it.
A possible solution: It's understandable why render dragon is useful in some ways, but on most devices (99% of them), it remains pretty useless as they aren't able to run RTX (The main purpose of the engine change). That's why I think that there should be a choice to play which version, or something along the lines of that. This can help many players have a better overall experience with certain activities, like playing on servers. Because both engines display 99.9% of things similarly, I don't see how this could be much of an issue when both are commonly used.
1.18.30 UPDATE: Render dragon now runs on all builds including the x86. Many have said that they have even worse performance on this update. Ever since render dragon was first released, in December 2020, there has been no noticeable improvements in render dragon's performance, and pink glitch. In fact, my FPS and performance have gotten worse over the updates. Will our voices ever be heard?
Please only comment if you have new information related to reproducing this issue.
The best way you can indicate that an issue is important to you is to vote for it.
Please do not add "me too" comments, or suggestions, to this report.
Repetitive or unhelpful comments may be deleted or edited to reduce clutter.
For more information please see the Bug Tracker Guidelines.Many people that play on Windows 10 install the x86 build of Minecraft Bedrock because it has no render dragon (Until 1.18.30 existed). The main reason many play on this version is because of the blatant performance issues, and input delay for literally any version with render dragon in it. The game just simply feels significantly laggier, especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on any version with render dragon. In the attachment, I test and compare the performances of 1.16.100 (A version without render dragon), 1.16.200 (the first render dragon release), and 1.17.30 (the latest release as of the publishing of this report). Each version will be tested on the same server with the same map, a single-player infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video. Hopefully, there are ways to either fix render dragon to get better performance or to get rid of it.
A possible solution: It's understandable why render dragon is useful in some ways, but on most devices (99% of them), it remains pretty useless as they aren't able to run RTX (The main purpose of the engine change). That's why I think that there should be a choice to play which version, or something along the lines of that. This can help many players have a better overall experience with certain activities, like playing on servers. Because both engines display 99.9% of things similarly, I don't see how this could be much of an issue when both are commonly used.
1.18.30 UPDATE: Render dragon
now runs on all builds including the x86. Many have said that they have even worse performance on this update. Ever since render dragon was first released, in December 2020, there has been no noticeable improvements in render dragon's performance, and pink glitch. In fact, my FPS and performance have gotten worse over the updates. Will our voices ever be heard?Please only comment if you have new information related to reproducing this issue.
The best way you can indicate that an issue is important to you is to vote for it.
Please do not add "me too" comments, or suggestions, to this report.
Repetitive or unhelpful comments may be deleted or edited to reduce clutter.
For more information please see the Bug Tracker Guidelines.Many people that play on Windows 10 install the x86 build of Minecraft Bedrock because it has no render dragon (Until 1.18.30 existed). The main reason many play on this version is because of the blatant performance issues, and input delay for literally any version with render dragon in it. The game just simply feels significantly laggier, especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on any version with render dragon. In the attachment, I test and compare the performances of 1.16.100 (A version without render dragon), 1.16.200 (the first render dragon release), and 1.17.30 (the latest release as of the publishing of this report). Each version will be tested on the same server with the same map, a single-player infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video. Hopefully, there are ways to either fix render dragon to get better performance or to get rid of it.
Update (made during 1.20.30): Render dragon for a while has been improved on RTX cards, and now the different DirectX engines can be toggled thankfully. An issue on many servers (and probably any medium resource-intensive scenario) is that I’ve been able to feel very small micro lag performance spikes many times a second. Once again, this did not happen when I used the older rendering engine. Lastly, entities seem to be the culprit of many performance issues as well.
Please only comment if you have new information related to reproducing this issue.
The best way you can indicate that an issue is important to you is to vote for it.
Please do not add "me too" comments, or suggestions, to this report.
Repetitive or unhelpful comments may be deleted or edited to reduce clutter.
For more information please see the Bug Tracker Guidelines.Many people that play on Windows 10 install the x86 build of Minecraft Bedrock because it has no render dragon (Until 1.18.30 existed). The main reason many play on this version is because of the blatant performance issues, and input delay for literally any version with render dragon in it. The game just simply feels significantly laggier, especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on any version with render dragon. In the attachment, I test and compare the performances of 1.16.100 (A version without render dragon), 1.16.200 (the first render dragon release), and 1.17.30 (the latest release as of the publishing of this report). Each version will be tested on the same server with the same map, a single-player infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video.
Hopefully, there are ways to either fix render dragon to get better performance or to get rid of it.Update (made during 1.20.30): Render dragon for a while has been improved on RTX cards, and now the different DirectX engines can be toggled thankfully. An issue on many servers (and probably any medium resource-intensive scenario) is that I’ve been able to feel very small micro lag performance spikes many times a second. Once again, this did not happen when I used the older rendering engine. Lastly, entities seem to be the culprit of many performance issues as well.
Please only comment if you have new information related to reproducing this issue.
The best way you can indicate that an issue is important to you is to vote for it.
Please do not add "me too" comments, or suggestions, to this report.
Repetitive or unhelpful comments may be deleted or edited to reduce clutter.
For more information please see the Bug Tracker Guidelines.Many people that play on Windows 10 used to install the x86 build of Minecraft Bedrock because it has no render dragon (Until 1.18.30 existed). The main reason many used to play on this version is because of the blatant performance issues, and input delay for literally any version with render dragon in it. This doesn’t happen anymore because of nearly every server changing their support to the more recent versions. The game just simply feels significantly laggier, especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on any version with render dragon. In the attachment, I test and compare the performances of 1.16.100 (A version without render dragon), 1.16.200 (the first render dragon release), and 1.17.30 (the latest release as of the publishing of this report). Each version will be tested on the same server with the same map, a single-player infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video.
Update (made during 1.20.30): Render dragon for a while has been improved on RTX cards, and now the different DirectX engines can be toggled thankfully. An issue on many servers (and probably any medium resource-intensive scenario) is that I’ve been able to feel very small micro lag performance spikes many times a second. Once again, this did not happen when I used the older rendering engine. Lastly, entities seem to be the culprit of many performance issues as well.
Please only comment if you have new information related to reproducing this issue.
The best way you can indicate that an issue is important to you is to vote for it.
Please do not add "me too" comments, or suggestions, to this report.
Repetitive or unhelpful comments may be deleted or edited to reduce clutter.
For more information please see the Bug Tracker Guidelines.Many people that play on Windows 10 used to install the x86 build of Minecraft Bedrock because it has no render dragon (Until 1.18.30 existed). The main reason many used to play on this version is because of the blatant performance issues, and input delay for literally any version with render dragon in it. This doesn’t happen anymore because of nearly every server changing their support to the more recent versions. The game just simply feels significantly laggier, especially on most servers. I have a pretty good pc, but I have an extremely noticeably weaker performance on any version with render dragon. In the attachment (bugreport33.mp4), I test and compare the performances of 1.16.100 (A version without render dragon), 1.16.200 (the first render dragon release), and 1.17.30 (the latest release as of the publishing of this report). Each version will be tested on the same server with the same map, a single-player infinite world, and a world with absolutely nothing in it, all with the exact same video settings. The FPS averages will be at the end of the video.
Update (made during 1.20.30): Render dragon for a while has been improved on RTX cards, and now the different DirectX engines can be toggled thankfully. An issue on many servers (and probably any medium resource-intensive scenario) is that I’ve been able to feel very small micro lag performance spikes many times a second. Once again, this did not happen when I used the older rendering engine. Lastly, entities seem to be the culprit of many performance issues as well.
I’ve seen some potential issues with also some of the AMD RX graphics cards, but that may just be another render dragon issue in itself, as I believe those cards run bedrock in DX11.
When a player is walking or jumping on the edge of something, or is in the middle of the air, it sometimes bugs out and the players' collision box is lower than it should be for a split second, or the players' position just straight up updates poorly, and incorrectly. This is really annoying to work with when making maps, and is one reason why knockback in MCBE vanilla PVP is really buggy. (Look at attachment for a parkour-type example and a better understanding). Note that in the attachment, the only time the player should get teleported back is when it goes into that red ring below the platforms.
Update : Now that I spent more time understanding Bedrock’s vanilla movement system, I can now say that there are countless ways that you can trick the game into being somewhere you aren’t. It’s all due to the really outdated player movement prediction system. If anyone wants more videos of me tricking the prediction system, lmk. I’ll share them all in here.
When a player is walking or jumping on the edge of something, or is in the middle of the air, it sometimes bugs out and the players' collision box is lower than it should be for a split second, or the players' position just straight up updates poorly, and incorrectly. This is really annoying to work with when making maps, and is one reason why knockback in MCBE vanilla PVP is really buggy. (Look at attachment for a parkour-type example and a better understanding). Note that in the attachment, the only time the player should get teleported back is when it goes into that red ring below the platforms.
Update: Now that I spent more time understanding Bedrock’s vanilla movement system, I can now say that there are countless ways that you can trick the game into being somewhere you aren’t. It’s all due to the really outdated player movement prediction system. If anyone wants more videos of me tricking the prediction system, lmk. I’ll share them all in here.
When a player is walking or jumping on the edge of something, or is in the middle of the air, it sometimes bugs out and the players' collision box is lower than it should be for a split second, or the players' position just straight up updates poorly, and incorrectly. This is really annoying to work with when making maps, and is one reason why knockback in MCBE vanilla PVP is really buggy. (Look at attachment for a parkour-type example and a better understanding). Note that in the attachment, the only time the player should get teleported back is when it goes into that red ring below the platforms.
Update (made during 1.20.30): Now that I spent more time understanding Bedrock’s vanilla movement system, I can now say that there are countless ways that you can trick the game into being somewhere you aren’t. It’s all due to the really outdated player movement prediction system. If anyone wants more videos of me tricking the prediction system, lmk. I’ll share them all in here.
No, some of these issues still occur in the most recent version.
Players' position updates incorrectly in certain circumstances (poor player prediction system)
Players' position updates incorrectly in certain circumstances (poorplayerpredictionsystem)
Players' position updates incorrectly in certain circumstances (poor prediction system)
Yes, theres a server developer that removes render dragon and releases the appx to the public, that’s our solution, and it only applies to the windows 10 players, it being the 32 bit version of windows 10 edition.
Yes, this still happens a lot. If server plugins can fix this, then surely the devs can too for local worlds and realms
Yes, the issue still occurs
Ambient, this was made before the bug got worse, though I have revised a bit, and I may do more revisions so this report is more fitting for both issues. I'm not completely sure what you mean by it being completely separate, as it is basically the same problem, but acts slightly different than the older bug.
Edit: Have edited the report to create some more clarity.
The issue for some servers has been fixed, seeming like some stuff was undone. Though, the bug STILL exists in multiplayer worlds and servers that don't have that interpolation server plugin.
This issue was primarily made to notify (if not already), the devs. If I were to create a suggestion, who knows if it would have ever been seen by any higher up. There is no indication anywhere that this problem will or will not be fixed. You can mark it as invalid, but at least do something more than just deleting this report.
This sums it up (but nothing has happened in the last 2 years): https://feedback.minecraft.net/hc/en-us/community/posts/360061484772-iPads-should-support-120Hz-refresh-rate-and-support-for-more-input-devices
For me, it seems like there's no real way to make change for minecraft bugrock. None of my bug reports have been fixed yet, which makes me very frustrated, and disappointed. Doesn't this pretty much defeat the purpose of this website?
Yea, delete this comment or whatever because it breaks the rules, I just hope you understand how frustrating this is.
Still exists on current versions, will this ever be fixed?
If there needs more clarity, let me know.
+ RTX 2060
If it stops 50 blocks away, that means your world's simulation distance is at 4 chunks. By changing it to 12, the range will be significantly further. Or just add a ticking area, which would make it work anywhere in the world.
I run 90fps (1.18.31 + vsync on) with significant input delay on renderdragon while playing hive skywars. Without renderdragon (1.18.12 x86 + vsync off), I run around 300fps on the same map with absolutely no input delay.
Main Specs:
Intel i7 8700
RTX 2060
Those specs ($1200 PC) should not be only producing 90 FPS with 100ms input delay (rough estimation) on a pixel block game. Unacceptable.
Might also (in certain ways) be related to a DirectX 12 issue, as my GPU supports it, and render dragon forces that directx version.
pat_, thank you, vsync being on used to be slightly better than when it was off, at least in my experience. Though, one thing that I have observed is that when my framerate is lower, there is more input delay, meaning that I still get slight input delay even when vsync is off. Also, when my framerate is capped, it tries to produce fewer frames than it really should, meaning that it barely meets the certain FPS cap for some reason. Though because of render dragon still, I get around half the FPS that I normally would, and one of the issues may be that it's forcing dx12 on my PC.
Still an issue, can be kinda worked around with custom items with the armor component, as it has a knockback resistance stat attached to it. Though the knockback resistance is slightly inconsistent, meaning it causes some hits to slightly vary in knockback.
I still have problems on my RTX 2060. Though vsync enabled improves input delay, there is still input delay. For me, the lower the fps, the more input delay there is. One of the many issues of render dragon is that RTX GPUs generally perform worse, and it may be due to something with DirectX usage.
Still definitely an issue in 1.20.30. It’s the same issue ever since this bug report was made
Still most definitely an issue in 1.20.30, along with the 1.20.40 preview.
Still definitely an issue in 1.20.30 and 1.20.40 preview.
Very much still an issue on worlds and BDS as of 1.21 preview.