kiddailey
- kiddailey
- kiddailey
- Europe/Stockholm
- Yes
- No
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable.
Note that I have tested this with the following world types:
- Default
- Superflat (still occurs, but takes longer to peak)
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable.
Note that I have tested this with the following world types:
- Default
- Superflat
(still occurs,but takes longer to peak)Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable.
Note that I have tested this with the following world types:
- Default
- Superflat, Structures, Easy - 100% allocation used at ~4600 blocks
- Superflat, No Structures, Peaceful - 100% allocation used at ~6700 blocks
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable.
Note that I have tested this with the following world types:
- Default
- Superflat, Structures, Easy - 100% allocation used at ~4600 blocks
- Superflat, No Structures, Peaceful - 100% allocation used at ~6700 blocks
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable.
Note that I have tested this with the following world types:
- Default - 100% allocation used at ~1700 blocks
- Superflat, Structures, Easy - 100% allocation used at ~4600 blocks
- Superflat, No Structures, Peaceful - 100% allocation used at ~6700 blocks
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable.
Note that I have tested this with the following world types:
- Default - 100% allocation used at ~1700 blocks
- Superflat, Classic, Structures, Easy - 100% allocation used at ~4600 blocks
- Superflat, Classic, No Structures, Peaceful - 100% allocation used at ~6700 blocks
- Superflat, The Void - 100% allocation used at (TBD, but it appears to happen even here)
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable.
Note that I have tested this with the following world types:
- Default - 100% allocation used at ~1700 blocks
- Superflat, Classic, Structures, Easy - 100% allocation used at ~4600 blocks
- Superflat, Classic, No Structures, Peaceful - 100% allocation used at ~6700 blocks
- Superflat, The Void - 100% allocation used at
(TBD, but it appears to happen even here)Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100% and the game's memory usage stays above 90% and it stutters dramatically as it tries to free up ram every few seconds.
- Default - 100% allocation used at ~1700 blocks
- Superflat, Classic, Structures, Easy - 100% allocation used at ~4600 blocks
- Superflat, Classic, No Structures, Peaceful - 100% allocation used at ~6700 blocks
- Superflat, The Void - 100% allocation used at ~7400 blocks
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100% and the game's memory usage stays above 90% and it stutters dramatically as it tries to free up ram every few seconds.
- Default
- 100% allocation used at~1700 blocks- Superflat, Classic, Structures, Easy
- 100% allocation used at~4600 blocks- Superflat, Classic, No Structures, Peaceful
- 100% allocation used at~6700 blocks- Superflat, The Void
- 100% allocation used at~7400 blocksNote that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%
and the game'smemory usage stays above 90% andit stutters dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage stays above 90% and the game stutters dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I
Ihave tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage stays above 90% and the game stuttersdramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
Superflat, Classic,Structures,Easy ~4600 blocks- Superflat, Classic,
NoStructures,Peaceful ~6700 blocks- Superflat,
The Void ~7400 blocksAmplified, No Structures, Peaceful ~2800 blocksNote that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Al
so note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from gettingtooout of control. In the18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loadingthesameworld.Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Allocating more RAM to Minecraft only seems to minimally impact these results. In a freshly generated Default world with 2GB allocated to Minecraft, it only took ~2000 blocks for the issue to occur. In other words, an extra GB of RAM only gave me about 700 blocks additional travel before the game had problems.
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Windows 8.1 Pro 64bit
Intel Core i7
16GB RAM
JAVA 1.8.0_25 64bit
1GB allocated to MC (also tested with 2GB allocation)
NVidia GeForce GTX 770/PIC/SSE2
4.6.0 NVIDIA 391.35
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Allocating more RAM to Minecraft only seems to minimally impact these results. In a freshly generated Default world with 2GB allocated to Minecraft, it only took ~2000 blocks for the issue to occur. In other words, an extra GB of RAM only gave me about 700 blocks additional travel before the game had problems.
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Allocating Additional RAM
Allocating more RAM to Minecraft only seems to minimally impact these results. In a freshly generated Default world with 2GB allocated to Minecraft, it only took ~2000 blocks for the issue to occur. In other words, an extra GB of RAM only gave me about 700 blocks additional travel before the game had problems. Edit: It does seem that the pauses happen less-often with more RAM, but they still exist.
Render Distance
Unsurprisingly, changing the render distance to 2 chunks and then back up to 12 chunks, causes the RAM usage to temporarily drop down 40-50% (although allocation is still 100%), making this a potential workaround.
Older Versions
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Allocating Additional RAM
Allocating more RAM to Minecraft only seems to minimally impact these results. In a freshly generated Default world with 2GB allocated to Minecraft, it only took ~2000 blocks for the issue to occur. In other words, an extra GB of RAM only gave me about 700 blocks additional travel before the game had problems. Edit: It does seem that the pauses happen less-often with more RAM, but they still exist.
Render Distance
Unsurprisingly, changing the render distance to 2 chunks and then back up to 12 chunks, causes the RAM usage to temporarily drop down 40-50% (although allocation is still 100%), making this a potential workaround.
Older Versions
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
Video
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Allocating Additional RAM
Allocating more RAM to Minecraft only seems to minimally impact these results. In a freshly generated Default world with 2GB allocated to Minecraft, it only took ~2000 blocks for the issue to occur. In other words, an extra GB of RAM only gave me about
700 blocks additional travel before the game had problems. Edit: It does seem that the pauses happen less-often with more RAM, but they still exist.Render Distance
Unsurprisingly, changing the render distance to 2 chunks and then back up to 12 chunks, causes the RAM usage to temporarily drop down 40-50% (although allocation is still 100%), making this a potential workaround.
Older Versions
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
Video
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Allocating Additional RAM
Allocating more RAM to Minecraft only seems to minimally impact these results. In a freshly generated Default world with 2GB allocated to Minecraft, it only took ~2000 blocks for the issue to occur. In other words, an extra GB of RAM only gave me about 300 blocks (as compared to my earlier test) additional travel before the game had problems. Edit: It does seem that the pauses happen less-often with more RAM, but they still exist.
Render Distance
Unsurprisingly, changing the render distance to 2 chunks and then back up to 12 chunks, causes the RAM usage to temporarily drop down 40-50% (although allocation is still 100%), making this a potential workaround.
Older Versions
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
Video
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Moving through world gradually uses up all memory, causes stuttering and crash
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
- Default on Win10 ~4100 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Allocating Additional RAM
Allocating more RAM to Minecraft only seems to minimally impact these results. In a freshly generated Default world with 2GB allocated to Minecraft, it only took ~2000 blocks for the issue to occur. In other words, an extra GB of RAM only gave me about 300 blocks (as compared to my earlier test) additional travel before the game had problems. Edit: It does seem that the pauses happen less-often with more RAM, but they still exist.
Render Distance
Unsurprisingly, changing the render distance to 2 chunks and then back up to 12 chunks, causes the RAM usage to temporarily drop down 40-50% (although allocation is still 100%), making this a potential workaround.
Older Versions
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
Video
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Windows 8.1 Pro 64bit
Intel Core i7
16GB RAM
JAVA 1.8.0_25 64bit
1GB allocated to MC (also tested with 2GB allocation)
NVidia GeForce GTX 770/PIC/SSE2
4.6.0 NVIDIA 391.35
Windows 8.1 Pro 64bit
Intel Core i7
16GB RAM
JAVA 1.8.0_25 64bit
1GB allocated to MC (also tested with 2GB allocation)
NVidia GeForce GTX 770/PIC/SSE2
4.6.0 NVIDIA 391.35Also Tested On
Windows 10
Intel Core i7
16GB RAM
JAVA 1.8.0_25 64bit
1GB allocated to MC
Intel HD Graphics 620
4.4.0 - Build 21.20.16.4550
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
- Default on Win10 ~4100 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Allocating Additional RAM
Allocating more RAM to Minecraft only seems to minimally impact these results. In a freshly generated Default world with 2GB allocated to Minecraft, it only took ~2000 blocks for the issue to occur. In other words, an extra GB of RAM only gave me about 300 blocks (as compared to my earlier test) additional travel before the game had problems. Edit: It does seem that the pauses happen less-often with more RAM, but they still exist.
Render Distance
Unsurprisingly, changing the render distance to 2 chunks and then back up to 12 chunks, causes the RAM usage to temporarily drop down 40-50% (although allocation is still 100%), making this a potential workaround.
Older Versions
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
Game Output Log
I've attached a snapshot of the warnings and errors from the output of my Windows 10 test. Note that other than the "can't keep up" server thread errors, there is nothing else unusual. When the game does crash, no additional messages appear in the output. The game simply quits and/or JAVA reports that it has stopped working.
Video
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Memory usage appears normal at the start (inmyenvironment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usagereaches and/or stays above 90% andthe gamesoon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
- Default on Win10 ~4100 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Allocating Additional RAM
Allocating more RAM to Minecraft only seems to minimally impact these results. In a freshly generated Default world with 2GB allocated to Minecraft, it only took ~2000 blocks for the issue to occur. In other words, an extra GB of RAM only gave me about 300 blocks (as compared to my earlier test) additional travel before the game had problems. Edit: It does seem that the pauses happen less-often with more RAM, but they still exist.
Render Distance
Unsurprisingly, changing the render distance to 2 chunks and then back up to 12 chunks, causes the RAM usage to temporarily drop down 40-50% (although allocation is still 100%), making this a potential workaround.
Older Versions
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
Game Output Log
I've attached a snapshot of the warnings and errors from the output of my Windows 10 test. Note that other than the "can't keep up" server thread errors, there is nothing else unusual. When the game does crash, no additional messages appear in the output. The game simply quits and/or JAVA reports that it has stopped working.
Video
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Alternatively, it also appears that instead of traveling straight, you may be able to reproduce by simply flying in a large enough circle that chunk loading/unloading is actively taking place while traveling. (More details on this discovery to come.)
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
- Default on Win10 ~4100 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Allocating Additional RAM
Allocating more RAM to Minecraft only seems to minimally impact these results. In a freshly generated Default world with 2GB allocated to Minecraft, it only took ~2000 blocks for the issue to occur. In other words, an extra GB of RAM only gave me about 300 blocks (as compared to my earlier test) additional travel before the game had problems. Edit: It does seem that the pauses happen less-often with more RAM, but they still exist.
Render Distance
Unsurprisingly, changing the render distance to 2 chunks and then back up to 12 chunks, causes the RAM usage to temporarily drop down 40-50% (although allocation is still 100%), making this a potential workaround.
Older Versions
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
Game Output Log
I've attached a snapshot of the warnings and errors from the output of my Windows 10 test. Note that other than the "can't keep up" server thread errors, there is nothing else unusual. When the game does crash, no additional messages appear in the output. The game simply quits and/or JAVA reports that it has stopped working.
Video
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Alternatively,it also appears thatinstead of traveling straight, youmay be able to reproduce by simply flying in a large enoughcircle that chunk loading/unloading is actively taking place while traveling.(More details on this discovery to come.)Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
- Default on Win10 ~4100 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Allocating Additional RAM
Allocating more RAM to Minecraft only seems to minimally impact these results. In a freshly generated Default world with 2GB allocated to Minecraft, it only took ~2000 blocks for the issue to occur. In other words, an extra GB of RAM only gave me about 300 blocks (as compared to my earlier test) additional travel before the game had problems. Edit: It does seem that the pauses happen less-often with more RAM, but they still exist.
Render Distance
Unsurprisingly, changing the render distance to 2 chunks and then back up to 12 chunks, causes the RAM usage to temporarily drop down 40-50% (although allocation is still 100%), making this a potential workaround.
Older Versions
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
Game Output Log
I've attached a snapshot of the warnings and errors from the output of my Windows 10 test. Note that other than the "can't keep up" server thread errors, there is nothing else unusual. When the game does crash, no additional messages appear in the output. The game simply quits and/or JAVA reports that it has stopped working.
Video
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
Simply moving through the world gradually uses up all allocated memory and eventually causes the game to stutter and become unplayable as it struggles to free RAM. Sometimes the game crashes as a result.
Although my reproduction steps below mention Creative Mode, this also happens in Survival. Creative Mode merely allows recreation of the issue more quickly/easily.
To Reproduce
- Create a new world/creative mode (default)
- After spawning, toggle the debug screen on
- Fly up into the sky a fair amount
- Begin sprint-flying in a single direction
- Continue flying straight while watching the memory usage
Alternatively, instead of traveling straight, you can reproduce the issue by simply flying in a large enough square that chunk loading/unloading is actively taking place while traveling. In my tests, I used 800 blocks square.
Memory usage appears normal at the start (in my environment 40-60%), but over time the max percentage that is being used slowly increases and eventually peaks in the 90-98% range where the game can no longer operate smoothly and may crash.
In my environment, this is 100% repeatable and I have tested this with the following world types. After the indicated blocks traveled, allocated RAM hits 100%, memory usage reaches and/or stays above 90% and the game soon begins to stutter dramatically as it tries to free up ram every few seconds.
- Default ~1700 blocks
- Amplified, No Structures, Peaceful ~2800 blocks
- Superflat, Classic, Structures, Easy ~4600 blocks
- Superflat, Classic, No Structures, Peaceful ~6700 blocks
- Superflat, The Void ~7400 blocks
- Default on Win10 ~4100 blocks
Please note above that the issue even occurs in a Void Superflat world with no (additional) blocks or entities, though it does take a bit longer to occur.
Allocating Additional RAM
Allocating more RAM to Minecraft only seems to minimally impact these results. In a freshly generated Default world with 2GB allocated to Minecraft, it only took ~2000 blocks for the issue to occur. In other words, an extra GB of RAM only gave me about 300 blocks (as compared to my earlier test) additional travel before the game had problems. Edit: It does seem that the pauses happen less-often with more RAM, but they still exist.
Render Distance
Unsurprisingly, changing the render distance to 2 chunks and then back up to 12 chunks, causes the RAM usage to temporarily drop down 40-50% (although allocation is still 100%), making this a potential workaround.
Older Versions
Also note that I see a similar issue in 1.12.2, so this isn't entirely new. However, when v1.12.2 peaks at 90%+ memory usage, it appears to cull about 30% each time, keeping it from getting too out of control. In the 18w19b snapshot it is much more pronounced and the game is unable to recover.
Game Output Log
I've attached a snapshot of the warnings and errors from the output of my Windows 10 test. Note that other than the "can't keep up" server thread errors, there is nothing else unusual. When the game does crash, no additional messages appear in the output. The game simply quits and/or JAVA reports that it has stopped working.
Video
I have included links to video illustrating the issue and to download the game files used in the video. The video begins with the generation of a new default world and then illustrates the same issue after loading the same world.
Video:
World:
http://www.mediafire.com/file/pt13bqdxsja59p5/New_World-.zipVideo Highlights:
- At 02:35 you begin to see the game rubberband
- At 02:41 the game begins to full-stop at is tries to clear RAM
- At 03:35 I reload the world
- At 04:53 The game crashes
When loading a 18w20c generated Buffet World (Warm Ocean) in newer snapshot 18w21a, a fatal NullPointerException occurs, causing the game to crash.
To Reproduce
1. Download, extract and place in the saves folder the Minecraft world at http://www.mediafire.com/file/l189qh7bt163aqy/2018-05-23_14-35-40_New_World-.zip/file
2. In the playerdata folder for the save, rename the existing user.dat file to contain your Minecraft UUID (required for issue reproduction)
3. Launch snapshot 18w21a or newer
4. Select Single Player
5. Select the extracted world with your renamed player data file
6. When prompted, click the "I know what I'm doing" button
Crash Report---- Minecraft Crash Report ----
// I feel sad nowTime: 5/23/18 2:36 PM
Description: Exception ticking worldjava.lang.NullPointerException: Exception ticking world
at bwi.a(SourceFile:186)
at bwi.a(SourceFile:92)
at bwm.d(SourceFile:60)
at brt.a(SourceFile:298)
at sj.a(SourceFile:307)
at sk.a(SourceFile:240)
at bbo.a(SourceFile:135)
at sk.i_(SourceFile:199)
at net.minecraft.server.MinecraftServer.w(SourceFile:694)
at net.minecraft.server.MinecraftServer.v(SourceFile:627)
at dii.v(SourceFile:156)
at net.minecraft.server.MinecraftServer.run(SourceFile:532)
at java.lang.Thread.run(Thread.java:745)A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------– Head –
Thread: Server thread
Stacktrace:
at bwi.a(SourceFile:186)
at bwi.a(SourceFile:92)
at bwm.d(SourceFile:60)
at brt.a(SourceFile:298)
at sj.a(SourceFile:307)
at sk.a(SourceFile:240)
at bbo.a(SourceFile:135)
at sk.i_(SourceFile:199)– Affected level –
Details:
Level name: WaterWorld
All players: 1 total; [sm['kiddailey'/9, l='WaterWorld', x=134.30, y=47.00, z=-560.70]]
Chunk stats: ServerChunkCache: 4068 Drop: 0
Level seed: -7250653221974292753
Level generator: ID 05 - buffet, ver 0. Features enabled: true
Level generator options: {"biome_source":{"type":"minecraft:fixed","options":{"biomes":["minecraft:warm_ocean"]}},"chunk_generator":{"type":"minecraft:surface","options":Unknown macro: {"default_block"}}}
Level spawn location: World: (-4,54,-132), Chunk: (at 12,3,12 in -1,-9; contains blocks -16,0,-144 to -1,255,-129), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Level time: 85714 game time, 85714 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 14416 (now: true), thunder time: 19847 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.w(SourceFile:694)
at net.minecraft.server.MinecraftServer.v(SourceFile:627)
at dii.v(SourceFile:156)
at net.minecraft.server.MinecraftServer.run(SourceFile:532)
at java.lang.Thread.run(Thread.java:745)– System Details –
Details:
Minecraft Version: 18w21a
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 202386504 bytes (193 MB) / 1023410176 bytes (976 MB) up to 1073741824 bytes (1024 MB)
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M
Profiler Position: N/A (disabled)
Player Count: 1 / 8; [sm['kiddailey'/9, l='WaterWorld', x=134.30, y=47.00, z=-560.70]]
Data Packs: vanilla
Type: Integrated Server (map_client.txt)
Is Modded: Probably not. Jar signature remains and both client + server brands are untouched.When loading a 18w20c generated Buffet World (Warm Ocean) in newer snapshot 18w21a, a fatal NullPointerException occurs, causing the game to crash.
To Reproduce
1. Download, extract and place in the saves folder the Minecraft world at http://www.mediafire.com/file/l189qh7bt163aqy/2018-05-23_14-35-40_New_World-.zip/file
2. In the playerdata folder for the save, rename the existing user.dat file to contain your Minecraft UUID (required for issue reproduction)
3. Launch snapshot 18w21a or newer
4. Select Single Player
5. Select the extracted world with your renamed player data file
6. When prompted, click the "I know what I'm doing" buttonNotes
- Subsequent loads of the world will not generate error, only the first load of the 18w20c will cause the issue
Crash Report
---- Minecraft Crash Report ----
// I feel sad nowTime: 5/23/18 2:36 PM
Description: Exception ticking worldjava.lang.NullPointerException: Exception ticking world
at bwi.a(SourceFile:186)
at bwi.a(SourceFile:92)
at bwm.d(SourceFile:60)
at brt.a(SourceFile:298)
at sj.a(SourceFile:307)
at sk.a(SourceFile:240)
at bbo.a(SourceFile:135)
at sk.i_(SourceFile:199)
at net.minecraft.server.MinecraftServer.w(SourceFile:694)
at net.minecraft.server.MinecraftServer.v(SourceFile:627)
at dii.v(SourceFile:156)
at net.minecraft.server.MinecraftServer.run(SourceFile:532)
at java.lang.Thread.run(Thread.java:745)A detailed walkthrough of the error, its code path and all known details is as follows:
---------------------------------------------------------------------------------------– Head –
Thread: Server thread
Stacktrace:
at bwi.a(SourceFile:186)
at bwi.a(SourceFile:92)
at bwm.d(SourceFile:60)
at brt.a(SourceFile:298)
at sj.a(SourceFile:307)
at sk.a(SourceFile:240)
at bbo.a(SourceFile:135)
at sk.i_(SourceFile:199)– Affected level –
Details:
Level name: WaterWorld
All players: 1 total; [sm['kiddailey'/9, l='WaterWorld', x=134.30, y=47.00, z=-560.70]]
Chunk stats: ServerChunkCache: 4068 Drop: 0
Level seed: -7250653221974292753
Level generator: ID 05 - buffet, ver 0. Features enabled: true
Level generator options: {"biome_source":{"type":"minecraft:fixed","options":{"biomes":["minecraft:warm_ocean"]}},"chunk_generator":{"type":"minecraft:surface","options":Unknown macro: {"default_block"}}}
Level spawn location: World: (-4,54,-132), Chunk: (at 12,3,12 in -1,-9; contains blocks -16,0,-144 to -1,255,-129), Region: (-1,-1; contains chunks -32,-32 to -1,-1, blocks -512,0,-512 to -1,255,-1)
Level time: 85714 game time, 85714 day time
Level dimension: 0
Level storage version: 0x04ABD - Anvil
Level weather: Rain time: 14416 (now: true), thunder time: 19847 (now: false)
Level game mode: Game mode: survival (ID 0). Hardcore: false. Cheats: false
Stacktrace:
at net.minecraft.server.MinecraftServer.w(SourceFile:694)
at net.minecraft.server.MinecraftServer.v(SourceFile:627)
at dii.v(SourceFile:156)
at net.minecraft.server.MinecraftServer.run(SourceFile:532)
at java.lang.Thread.run(Thread.java:745)– System Details –
Details:
Minecraft Version: 18w21a
Operating System: Windows 8.1 (amd64) version 6.3
Java Version: 1.8.0_25, Oracle Corporation
Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation
Memory: 202386504 bytes (193 MB) / 1023410176 bytes (976 MB) up to 1073741824 bytes (1024 MB)
JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx1G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=16M
Profiler Position: N/A (disabled)
Player Count: 1 / 8; [sm['kiddailey'/9, l='WaterWorld', x=134.30, y=47.00, z=-560.70]]
Data Packs: vanilla
Type: Integrated Server (map_client.txt)
Is Modded: Probably not. Jar signature remains and both client + server brands are untouched.
With some seed/world combinations, the player spawns in a block on world creation and is unable to escape before dying. After respawning, the player will be placed in a safe area. This may be Warm Ocean Buffet World specific as I seem to encounter it specifically with those world-types.
To Reproduce
The following seeds/world combinations generate this issue and I will update this bug as I discover more.
World Type Seed Notes Buffet, Warm Ocean -72506532219742927532 Spawns inside wood block of shipwreck Notes
- Unfortunately, I did not catalog all of the other times this has happened, but in total it has probably happened 3-4 times since the buffet world option was introduced.
- Is it possible that the spawn point is chosen and then a structure (shipwreck) is being placed on top? I can't recall if every time I've encountered this has been due to a shipwreck.
With some seed/world combinations, the player spawns in a block on world creation and is unable to escape before dying. After respawning, the player will be placed in a safe area. This may be Warm Ocean Buffet World specific as I seem to encounter it specifically with those world-types.
To Reproduce
The following seeds/world combinations generate this issue and I will update this bug as I discover more.
World Type Seed Notes Buffet, Warm Ocean -7250653221974292753 2Spawns inside wood block of shipwreck Notes
- Unfortunately, I did not catalog all of the other times this has happened, but in total it has probably happened 3-4 times since the buffet world option was introduced.
- Is it possible that the spawn point is chosen and then a structure (shipwreck) is being placed on top? I can't recall if every time I've encountered this has been due to a shipwreck.
With some seed/world combinations, the player spawns in a block on world creation and is unable to escape before dying. After respawning, the player will be placed in a safe area. This may be Warm Ocean Buffet World specific as I seem to encounter it specifically with those world-types.
To Reproduce
The following seeds/world combinations generate this issue and I will update this bug as I discover more.
World Type Seed Notes Buffet, Warm Ocean -7250653221974292753 Spawns inside wood block of shipwreck, if structures turned off, no issue Notes
- Unfortunately, I did not catalog all of the other times this has happened, but in total it has probably happened 3-4 times since the buffet world option was introduced.
- Is it possible that the spawn point is chosen and then a structure (shipwreck) is being placed on top? I can't recall if every time I've encountered this has been due to a shipwreck.
Player spawns inside shipwreck blocks (Placing shipwreck after calculation empty-world spawn positions?)Structures are sometimes placed on player spawn
With some seed/world combinations,
the player spawns in a block on world creation and is unable to escape before dying.After respawning, the player will be placed in a safe area. This may be Warm Ocean Buffet World specific as I seem to encounter it specifically with those world-types.To Reproduce
The following seeds/world combinations generate this issue and I will update this bug as I discover more.
World Type Seed Notes Buffet, Warm Ocean -7250653221974292753 Spawns inside wood block of shipwreck, if structures turned off, no issue Notes
- Unfortunately, I did not catalog all of the other times this has happened, but in total it has probably happened 3-4 times since the buffet world option was introduced.
- Is it possible that the spawn point is chosen and then a structure (shipwreck) is being placed on top? I can't recall if every time I've encountered this has been due to a shipwreck.
With some seed/world combinations, structures generate on top of the player spawn point, causing suffocation and death. After respawning, the player will be placed in a safe area. If structures are turned off, no issue occurs. This may be Warm Ocean Buffet World specific as I seem to encounter it specifically with those world-types.
To Reproduce
The following seeds/world combinations generate this issue and I will update this bug as I discover more.
World Type Seed Notes Buffet, Warm Ocean -7250653221974292753 Spawns inside wood block of shipwreck, if structures turned off, no issue Notes
- Unfortunately, I did not catalog all of the other times this has happened, but in total it has probably happened 3-4 times since the buffet world option was introduced.
- This is related to
MC-129912in that the height of the world at spawn changes once structures have been placed.
With some seed/world combinations, structures generate on top of the player spawn point, causing suffocation and death. After respawning, the player will be placed in a safe area. If structures are turned off, no issue occurs. This may be Warm Ocean Buffet World specific as I seem to encounter it specifically with those world-types.
To Reproduce
The following seeds/world combinations generate this issue and I will update this bug as I discover more.
World Type Seed Notes Buffet, Warm Ocean -7250653221974292753 Spawns inside wood block of shipwreck , if structures turned off, no issueNotes
- Unfortunately, I did not catalog all of the other times this has happened, but in total it has probably happened 3-4 times since the buffet world option was introduced.
- This is related to
MC-129912in that the height of the world at spawn changes once structures have been placed.
Wanted to add a note that this has also happened multiple times to a few-years-old Realms server that a few friends of mine and I play on.
- The first time it seemed to fix itself with no issues
- Right before it happened the second time, I noticed that the server began to spontaneously replace blocks as I mined them. Not one-at-a-time, but in batches. In other words, I would mine 20 blocks and then it would suddenly replace the last 10 mined – sometimes even catching me inside them if I happened to move to a location where blocks had just been removed. Chests also took many seconds to display their contents. After I was disconnected, it fixed itself with no obvious issues.
- The third time it happened, after reconnecting I discovered that all of the chunks that were loaded around me were completely reset to their initial world-gen state. In addition, my inventory was missing some items and because the world had been reset, I spawned in a block that had been previously removed.
- After the chunks had been reset this time, we restored from a backup and it seemed to work. However, two days later it then happened a fourth time and the server became unavailable, stuck displaying the "stuck in FIXING" error message. As I type this message, it is still stuck.
It may not help because they look the same as the one already attached, but I'm attaching screenshots of some of the error messages we saw for reference.
This is in a freshly generated 1.13 world. I also see that there are at least three duplicates of this issue here in JIRA, some of them reporting the chunk-resetting problem that we also experienced. This suggests that it isn't an isolated issue and it's serious. For that reason, I will not be playing on the Realms server anymore until the issue is resolved for fear of making this worse
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After downloading a Realms backup and loading it as a single player world using the same account (Operator) on the same computer (Windows 11), the player's coordinates, inventory and ender chest contents are lost.
This results in:
- The player being placed at 0, 0 (and in my case, suffocating in block)
- Any levels being lost
- All items from inventory missing
- Ender chest contents missing
Stats and achievements however appear to remain correct.
Expected Behavior
Player data should remain in-tact when loading the backup as a Single Player world.
Steps to reproduce:
- Create a world on Realms
- Put items in inventory and ender chest
- Gain levels
- Disconnect and wait for backup to occur
- Download backup
- Load backup as a single player world
At this point you should see the same issues described aboveNotes
- My world has been around for a year or two and has been updated a few times.
- I have not tried messing around with data files in the playerdata folder but I do see a data file present for my UUID
- I have not yet migrated my Realms. Was trying to do a backup before doing so and discovered this issue.
Edit
On further review of the player data files using a 3rd-party NBT viewer, I've discovered that my player data file (based on UUID) is indeed with a clear inventory. However, in the backup download, there was a "dat_old" version of the file that DID contain my inventory details.
I tried renaming the dat_old to dat, but after loading the world in Single Player, it wiped out the data again.
After downloading a Realms backup and loading it as a single player world using the same account (Operator) on the same computer (Windows 11), the player's coordinates, inventory and ender chest contents are lost.
This results in:
- The player being placed at 0, 0 (and in my case, suffocating in block)
- Any levels being lost
- All items from inventory missing
- Ender chest contents missing
Stats and achievements however appear to remain correct.
Expected Behavior
Player data should remain in-tact when loading the backup as a Single Player world.
Steps to reproduce:
- Create a world on Realms
- Put items in inventory and ender chest
- Gain levels
- Disconnect and wait for backup to occur
- Download backup
- Load backup as a single player world
At this point you should see the same issues described aboveNotes
- My world has been around for a year or two and has been updated a few times.
- I have not tried messing around with data files in the playerdata folder but I do see a data file present for my UUID
- I have not yet migrated my Realms. Was trying to do a backup before doing so and discovered this issue.
Edit
On further review of the player data files using a 3rd-party NBT viewer, I've discovered that my player data file (based on UUID) is indeed with a clear inventory. However, in the backup download, there was a "dat_old" version of the file that DID contain my inventory details.
I tried renaming the dat_old to dat, but after loading the world in Single Player, it wiped out the data again.
I've attached both files (with the UUID replaced with "playerdata") here for review.
After downloading a Realms backup and loading it as a single player world using the same account (Operator) on the same computer (Windows 11), the player's coordinates, inventory and ender chest contents are lost.
This results in:
- The player being placed at 0, 0 (and in my case, suffocating in block)
- Any levels being lost
- All items from inventory missing
- Ender chest contents missing
Stats and achievements however appear to remain correct.
Expected Behavior
Player data should remain in-tact when loading the backup as a Single Player world.
Steps to reproduce:
- Create a world on Realms
- Put items in inventory and ender chest
- Gain levels
- Disconnect and wait for backup to occur
- Download backup
- Load backup as a single player world
At this point you should see the same issues described aboveNotes
- My world has been around for a year or two and has been updated a few times.
- I have not tried messing around with data files in the playerdata folder but I do see a data file present for my UUID
- I have not yet migrated my Realms. Was trying to do a backup before doing so and discovered this issue.
Edit
On further review of the player data files using a 3rd-party NBT viewer, I've discovered that my player data file (based on UUID) is indeed with a clear inventory. However, in the backup download, there was a "dat_old" version of the file that DID contain my inventory details.
I tried renaming the dat_old to dat, but after loading the world in Single Player, it wiped out the data again.
I
've attached both files (with the UUID replaced with "playerdata") here for review.After downloading a Realms backup and loading it as a single player world using the same account (Operator) on the same computer (Windows 11), the player's coordinates, inventory and ender chest contents are lost.
This results in:
- The player being placed at 0, 0 (and in my case, suffocating in block)
- Any levels being lost
- All items from inventory missing
- Ender chest contents missing
Stats and achievements however appear to remain correct.
Expected Behavior
Player data should remain in-tact when loading the backup as a Single Player world.
Steps to reproduce:
- Create a world on Realms
- Put items in inventory and ender chest
- Gain levels
- Disconnect and wait for backup to occur
- Download backup
- Load backup as a single player world
At this point you should see the same issues described aboveNotes
- My world has been around for a year or two and has been updated a few times.
- I have not tried messing around with data files in the playerdata folder but I do see a data file present for my UUID
- I have not yet migrated my Realms. Was trying to do a backup before doing so and discovered this issue.
Edit
On further review of the player data files using a 3rd-party NBT viewer, I've discovered that my player data file (based on UUID) is indeed with a clear inventory. However, in the backup download, there was a "dat_old" version of the file that DID contain my inventory details.
I tried renaming the dat_old to dat, but after loading the world in Single Player, it wiped out the data again.
It appears that when a backup is made, the current playerdata files are renamed to dat_old and new ones are created, effectively wiping any existing data.
I've attached both files (with the UUID replaced with "playerdata") here for review.





Adding my 2cents ... I can't say I experienced this very much in earlier versions, but with 1.11 it is happening so frequently on my Realms server that I've made it a habit to re-connect at semi-regularly intervals.
I've noticed this specifically with Endermen in The End (when traveling around for End Cites), villagers, minecarts and other players. With Endermen, you can still see their particle effects and hear them. They will even attack if you happen to look at their invisible heads. A re-connect always fixes the issue.
Unfortunately, I haven't been able to figure out how to recreate it reliably and neither of the steps outlined in this original bug work in 1.11, but I haven't yet tried them on a server.
To add to my comment above, today my donkey went invisible WHILE I was riding it. So this may be a new issue I'm experiencing that doesn't completely have to do with chunks that are loaded/unloaded.
Edit: It happened again. When I switch to 3rd person view, both my donkey AND ME are invisible. Though I still see my hands in 1st person view. As I kept going we both eventually re-appeared. Odd.
Edit: It keeps happening and I turned on chunk borders while running and discovered that I always vanish and re-appear as I cross chunk borders. It seems that I also reappear after passing through just a few chunks. My view option is set to 32 chunks. Also, if I stop at a border where I vanished, I can walk back and forth across the chunk border and cause myself to pop in and out of visibility
If I hop off the donkey and put him on a lead, as I lead her back and forth across the border, she and the lead vanish and re-appear.
I did try that and forgot to mention it. Allocating more RAM does not remedy the issue significantly. An extra GB of RAM only gives me about 700 additional blocks before the issue occurs again. I'll update the description to reflect this information. Thanks for the reminder!
By the way, if you click the "Watch this issue" link near the top of the page, you'll get email notifications to remind you of any activity on this ticket
Updated with information from testing performed on Windows 10 and attached a game output log screen capture showing warnings in console output.
@Jen Ivins
Thanks for confirming. I should mention that in the test world that I attached to the bug, I was also not able to load it again at first after saving – it immediately crashed the game, but did eventually load after closing and restarting completely.
I've updated the affected versions after having also confirmed myself that this issue persists in 18w20a.
@Jen: Mobs may be contributing, but I think there's something at a deeper level that's the primary issue. If you look at my notes in the bug above I mention that it also happens in a void world. Void worlds have no spawning surfaces, no mobs and no blocks beyond the initial small square of blocks that you spawn on. If it's the mob spawning code, it's something that happens when they're not actually in-world.
If I had to guess, I'd say that the issue is probably related to chunk loading/unloading. If that's the case, it may not even require a large world to trigger the issue. You could simply fly around in a large enough circle so that chunk loading/unloading is actively occurring.
That actually may be an interesting test to perform. If I get a chance, I'll give it a whirl
I decided to try the test immediately with 1GB allocated first.
Starting at 0, 0 on a newly generated world, I flew in a large square pattern around approximately an 50x50chunks/800x800 blocks sized area (within -400,-400 to 400, 400). Within one loop I had already started hitting the stuttering point. Going to do some more testing and eventually will add it to the description, but it seems my hunch about it happening just by traveling in circles is correct.
It also occurs with a 2GB allocation, though (unsurprisingly), it takes longer to hit the stuttering point. So, that appears to confirm that world size isn't the issue.
It is also likely that we may be able to create a test world using a minecart and rails where the player simply travels back and forth, loading and unloading chunks. I'll create a void world with a track for testing to see if it works – it'd sure make testing easier and will eliminate a bunch of other testing variables (blocks, mobs, etc). I'll attach it if I can when it's done.
This may be just coincidence, but it seems like the "Can't keep up!" output warnings I posted a screenshot of may be directly related to the memory usage increases. In other words, when the server reports that it can't keep up, it's failing to release memory that it would otherwise release.
@Kumasasa - I've tested with various allocations of RAM and it still occurs, though it takes longer to reach the limit the more memory you allocation. I originally noted in the issue description that I tested with both 1GB and 2GB allocated, but in all cases I've tested, the game will eventually use all allocated RAM and begin to have problems.
Confirming Scott Miller's finding and also adding that it exists in the latest snapshot for 1.13 (18w20c)
I actually came to the bug tracker to report the same issue and stumbled upon this. Recently, I was attempting to move a Wither Skeleton into The End in 1.12.2 (and to an End City in pursuit of the "How Did We Get Here Advancement") and wondered why it would not move and instead simply flailed its arms around. The initial spawn point in The End happened to be underground. I moved the skeleton manually out into the open but the behavior was the same and I eventually had to use mine carts or boats to move it.
For 1.13, I didn't manually move a wither skeleton into The End, but I did reproduce the bug easily in creative mode with similar instructions to the original report:
1. Build a 3x3 shade platform 4 blocks above the ground
2. Spawn a wither skeleton under the shade platform
3. While near the skeleton but out of reach, switch to Adventure mode
At this point the skeleton should "do the dance" and not move out into the open
Notes:
Updated to include that this impacts the latest snapshot - 18w21a
Thanks Kumasasa - I did search, but that bug doesn't exactly describe the issue. The player does spawn at the highest level in the seed I posted. The problem is that a shipwreck gets dumped on their head as I hinted at in my notes above
I've since learned that if you turn structures off, there is no issue. I've searched for another bug related to shipwrecks being placed on the spawnpoint and haven't found one. Should I adjust this bug and have it reopened, or create a new one?
Also, for some reason, an extra "2" got added to the end of that seed. Can you please remove it from the copy/paste on the other ticket? Thanks.
Thanks for keeping me in check
I need to get better searching apparently.
Ah! I see you're point - the height of the world is changing with structures. Makes sense to keep this as a dupe and just add a comment about structures on the other issue (or reopen
. Thanks!
k, updated description to be more specific. Appreciate the help!
As a general observation, I would agree with Jen - this latest snapshot seems to suffer from this issue moreso than the previous. Additionally, the requirement of moving through the world appears less important.
I started a new world in 18w21a, spent an hour or so fiddling around with basic game start actions in the same general area (less than 1 region/32 chunks) and had to shut down and restart the game a couple of times to resolve the memory issue/sever frame drops.
I did perform some quick branch mining which may have generated a few chunks, but nothing as significant as my original tests posted above.
Updating to confirm this issue persists in 18w22b and 18w22c
@Rikard: I've performed a few tests with 1.13pre-2 1GB and can concur that I'm also seeing garbage collection dropping usage down to around 50%. Allocation still remains at 100%, which is expected. I am seeing a significant "freeze" when the GC happens, but that is not surprising and the game does recover and remains playable.
I tested with a few different worlds, including a buffet warm ocean world with max render distance (the most problematic for me in the past) and see the same results.
The original bug as I reported was that the GC never cleared enough RAM causing the game to become unplayable and sometimes crashing, so it may be that this issue has been resolved.
I spent some time with 1.13pre-3 (1GB alloc) today with a few different seeds and it seems to have degraded a little. As I mentioned above with pre-2, I was getting 50% back after GC and it would take some time to reach 100% used again.
WIth pre-3, I'm only getting 35-40% back and usage climbs back up to 100% much more rapidly than with pre-2. Can anyone else confirm?
Some tests with 1.13-pre5. Could be more thorough, but I've got limited time at the moment. Hopefully it's useful.
The TLDR is – It definitely is better than it was in my original report/tests and mostly fine if players set their render distance more conservatively than they have in the past. But 1.12.2 sets the bar pretty high – I can't recall ever seeing a GC lag spike regardless of my render distance. The data below also seems to hint that there may be patterns or commonality between when the spikes happen.
Edit: Threw in a super-flat world with surprising results. Really feels like a chunk load/unload issue and that it may have been mitigated partially somehow but not really fixed
—
Global Testing Parameters
Group 1 - Test Specific Parameters
Note that on test #5, my keyboard batteries died before the first spike and while I swapped them I could see the chunk rendering catching up to me and loading the full 32 chunks. The game was unplayable when I went to resume testing. In all my comments/test before, I've been sprint flying (as I did in the sample video posted with the report), but based on my experience with that test I thought I'd also perform a walk-flying test instead (where more chunks would be loading/unloading as I was moving). The results with walk flying were unsurprising:
Group 2 - Test Specific Parameters
And lastly, I performed a test with rendering distance set to 16 chunks for comparison:
Group 3 - Test Specific Parameters
Edit:
I wanted to do a quick test with a superflat world and was surprised:
Group 4 - Test Specific Paramaters
Wow. That's an interesting find, and I can confirm I have the same experience. Just did a test in a Dark Forest Buffet world (seed: 1844439826410695340), creative mode, 1GB, 32 chunks and did not move at all after joining the world.
1 minute and 52 seconds in, the game had allocated 100% of the RAM. I saw my first (of many) lag spike 51 seconds later. I let it sit for a while longer and the game became completely unresponsive. Again, as Tedstar mentioned – without moving around at all.
Edit: It's not as severe, but this happens even in superflat worlds with nothing but the basic ground layers and very little (if any) transparency and decorations.
Environments:
Windows 8.1 Pro 64bit, Intel Core i7 16GB RAM, JAVA 1.8.0_25 64bit, NVidia GeForce GTX 770/PIC/SSE2 4.6.0 NVIDIA 391.35
Windows 10, Intel Core i7, 16GB RAM, JAVA 1.8.0_25 64bit, Intel HD Graphics 620, 4.4.0 - Build 21.20.16.4550
Minecraft Launcher:
2.1.1216
JVM Arguments:
Default/none
I've been doing some testing with bdm8's "g13" chunk loader structure block (thanks so much for putting that together, bdm8!) in pre-release7/launcher 2.1.1216 with a default, creative mode, same seed as original in report (-9218963885634162416) world and a 32 chunk render distance. The chunk loader simply teleports the user around at a high Y value every few seconds, allowing chunks to load between each teleport.
Nothing too surprising was revealed but thanks to the automation, it allowed me to easily test larger RAM allocations. The TLDR summary is that the issue exists regardless of how much RAM you allocate to the game.
Observations of note:
I've only had time to do some quick tests with 1.13-pre10 and a 32chunk render distance and I've definitely seen improvement with allocations of 4GB or more. Over an hour into testing 4GB/32chunks and RAM allocation sat completely steady at 71%, which is awesome!!
Any allocation less than that still seems about the same though. Allocations of 2GB start having issues around 45min and with less RAM, sooner. I realize that 32 chunks is a bit much for only 1-2GB of RAM, but I keep including these in my tests since it's around the default allocation in the launcher and 1.12 seemed to handle it acceptably.
Good luck to you all with the launch and thanks for all the hard work on this amazing release!
I'm always generating a fresh, default creative world in the 1.13 versions with seed -9218963885634162416 (same seed as in the original report) for every test, and quitting the game completely between each test.
Edit: Forgot to mention that I'm using bdm8's "g13" chunk loader (attached to bug report) for the tests.
The other day I was helping a friend troubleshoot the game after he just upgraded to 1.13. It would launch, start and immediately freeze on him when he tried to load a world. My hunch that the culprit was this bug was correct – the game was immediately using up all allocated RAM and freezing enough that he couldn't play the game.
His install was using the default settings (and a medium render distance), so the game was only being allocated 1GB. Setting a custom JVM lanch string to allocate 4GB resolved the issue.
As I've mentioned above, I can concur with my own testing that it still is an issue with many (if not most) worlds I've tested in 1.13 with only 1GB allocated and a medium-high render distance and don't think it has been resolved completely. In any case, it may be that the only remaining fix is to make the launcher allocated 4GB by default instead of 1GB.
Wanted to add a note that this has also happened multiple times to a few-years-old Realms server that a few friends of mine and I play on.
I'm attaching screenshots of some of the error messages we saw for reference.
This is in a freshly generated 1.13 world. I also see that there are at least three duplicates of this issue here in JIRA, some of them reporting the chunk-resetting problem that we also experienced. This suggests that it isn't an isolated issue and it's serious. For that reason, I will not be playing on the Realms server anymore until the issue is resolved for fear of making this worse
I have instructed the owner of the Realms server to submit a support request.
Edit: An additional note that the server eventually came back, but had reverted to its state a few hours prior :/
As of last night, no - we had a crash again after restoring from a backup. It was stuck in "FIXING" mode for at least 30 minutes.
I've been testing off-and-on today and no major issues yet. However, earlier tonight I did have some odd game tick-lag that occurred suddenly. I immediately disconnected, waited a few minutes to unload the chunks and after reconnecting it appeared to have resolved itself. I'll keep my eye on it.
Just wanted to post an update after about a week or so and let you guys know that everything has been smooth since your last message and we've not had any more issues. Hoping it continues. Thank you!
Just wanted to mention that I've just experienced this on a brand-new 1.14 world on a Realms server, so it doesn't require you to upgrade a world created in a previous version. I don't know how or why it happened - I logged into the server into a torch-filled area with light-level 0 and a bunch of mobs.
A few observations from 1.14 while working with a very few number of trees on a small island in a deep ocean biome that originally generated without any trees:
I too concur with this being a showstopper bug. I have not logged into my own Realms server (which was left at 1.13) for fear of this issue causing major issues and have been contemplating cancelling paying for it until it's resolved
In reply to the questions posted earlier:
Chunks I was in and nearby chunks
I'm unsure, but I seem to recall it being both and it has happened while AFKing. In every case, I did not see it disappear. Each time, everything was seemingly fine when I disconnected and then discovered to be broken after logging back into the server. And in every case, I was the only person near where I was. Others were on other parts of the server though (> 6000 blocks away) and sometimes travelling back-and-forth to the nether.
Unsure, but my assumption is yes based on the fact that I was the only one near the chunks, and the issue was present when I logged back in.
No. On a small island in the middle of a deep ocean biome with not much of anything yet.
Only on servers so far, specifically Realms servers.
Far away. Over 6000 blocks away from spawn and other players.
Agreed. On Realms, this makes it impossible to enjoy the views at all or get much of a sense of direction, especially when you travel vertically. From the top of the any significant mountain, all you can see is fog unless you look down.
There is also a level.dat and level.dat_old after the backup and I can see the primary difference is the lack of a "player" node in the new dat file. It appears that what might be happening is that Singleplayer expects inventory to be in the level.dat rather than in the player data folders based on UUID. I don't remember it being this way with backups in the past, but that would explain what's going on here.
Maybe the fix is to somehow move the NBT player data from the UUID file to level.dat? Or run the backup on an online server instead. Hopefully someone can help confirm. In any case, these seems like it's a big issue for any non-technical people.
After some testing, I can confirm that if you set up a Minecraft server, copy the Realms backup into the server folder, rename it to "world" start and then and connect to the server, all player data and positions are maintained as expected.
This is unfortunate. I would expect the Realms account holder to be able to make a backup, login locally to that backup and see their player data retained. Instead, it appears you now have to set up a server instead.
I think the fix here is to have the Realms system set the "local" player data in the backup to either the same as the person making the backup (if possible) or the Realms owner at the very least.