VideoklipBG
- VideoklipBG
- videoklipbg
- Europe/Sofia
- Yes
- No
Problem with teleporting in the "End" world with End Portal.
Problem with teleporting in the "End" world with End Portal. Every single time you jump in the end portal, you fall in the void. (I thought it is because of the world but I created a new one and it was still like that.)
When Dropper look at chest (the chest may be rotated in every direction) put some items in the Dropper, place power source (Like lever or Button) and press it, the dropper have no dispensing sound / other sound. Also have no subtitles.*
When you make a stairs from Magma Blocks and jump (And hold shift in all time) you take damage.
Bug to reproduce:
Make a stairs from magma Blocks (Like in the Screenshots)
Change to Gamemode Survival or Adventure
Hold Shift (Sneak) and DON'T unhold it!
Press "W" (Forward) and when you hit the block edge, jump (Press space)
You will fall 1 block down (On the down magma block) and you will get damage 1 or 1/2 hert (2 HP)
Make sure to hold "Shift" in all of these steps.
- Find or create small lake with lilypads.
- Get one water bucket.
- Make sure you are not on top of the lilypad. You can stay build 1-2 blocks pillar up and stay on it.
- Right click with the Water Blucket on top of the lilypad.
- The Water appears for 1 Second and Disappears.
- The bucket is Empty now. Right click with the Empty Bucket somewere on the ground and see it's not a glitch and the water appears again, the water removed total.
- The bug works too on the side on lilypads;
- Find or create small lake with lilypads.
- Get one water bucket.
- Make sure you are not on top of the lilypad. You can stay build 1-2 blocks pillar up and stay on it.
- Right click with the Water Blucket on top of the lilypad.
- The Water appears for 1 Second and Disappears.
- The bucket is Empty now. Right click with the Empty Bucket somewere on the ground and see it's not a glitch and the water appears again, the water removed total.
- The bug works too on the side on lilypads;
(I don't know, I don't tested the bug with dispensers placing water, so I can't tell this will work / not work with dispensers)
Shieldcooldownresetswhenrelog insingleplayerShield Cooldown Resets When Re-logging in Singleplayer
Block with the shield, then let the mob attacks you with the Axe. You will hear break sound and the shield will be unusable for a few seconds. When the cooldown is started - Relog (Reload) your Singleplayer World and the shield will have no cooldown and you will be able to use it again.
When Player or Mob hits you with an Axe while blocking with Shield - It gets a few seconds cooldown before it can be used again. If you re-log (reload the world) in Singleplayer while the cooldown was active last time - It disappears and the Shield can be used again immediately.
How to reproduce the bug:
- Block with a Shield (right click);
- Let Mob (for example) with an Axe attacks you;
- You will hear "tool breaking" sound and the shield will get cooldown for a few seconds;
- When the cooldown is active (just started) - Re-log (reload) the World;
The shield will have no cooldown and will be able to block damage again.
Shield cooldown resets when re-logging in singleplayer / re-connecting in multiplayer
The bug
When player or mob hits you with an axe while blocking with shield - it gets a few seconds cooldown before it can be used again. If you re-log (reload the world) in singleplayer while the cooldown
was activelast time- it disappears and the shield can be used again immediately.How to reproduce
- Block with a shield
- Let a mob (for example) with an axe attack you
- You will hear the "tool breaking" sound and the shield will get cooldown for a few seconds
- When the cooldown is active (just started) - re-log (reload) the world
→ The shield will have no cooldown and will be able to block damage againThe bug
When player or mob hits you with an axe while blocking with shield - it gets a few seconds cooldown before it can be used again. If you re-log (reload the world) in singleplayer or disconnect and reconnect in multiplayer server while the cooldown is active - it disappears (resets) and the shield can be used again immediately.
How to reproduce
- Block with a shield
- Let a mob (for example) with an axe attack you
- You will hear the "tool breaking" sound and the shield will get cooldown for a few seconds
- When the cooldown is active (just started) - re-log (reload) the world
→ The shield will have no cooldown and will be able to block damage again
The bug
When player or mob hits you with an axe while blocking with shield - it gets a few seconds cooldown before it can be used again. If you re-log (reload the world) in singleplayer or disconnect and reconnect in multiplayer server while the cooldown is active - it disappears (resets) and the shield can be used again immediately.
How to reproduce
- Block with a shield
- Let a mob (for example) with an axe attack you
- You will hear the "tool breaking" sound and the shield will get cooldown for a few seconds
- When the cooldown is active
(just started) - re-log (reload)the world
→ The shield will have no cooldown and will be able to block damage againThe bug
When player or mob hits you with an axe while blocking with shield - it gets a few seconds cooldown before it can be used again. If you re-log (reload the world) in singleplayer or disconnect and reconnect in multiplayer server while the cooldown is active - it disappears (resets) and the shield can be used again immediately.
How to reproduce
- Block with a shield
- Let a mob (for example) with an axe attack you
- You will hear the "tool breaking" sound and the shield will get cooldown for a few seconds
- When the cooldown is active - reload the world or reconnect in multiplayer
→ The shield will have no cooldown and will be able to block damage again
Latest Java 1.8.0_121;
Latest Minecraft Launcher;
Latest Version - Snapshot 17w06a;Singleplayer, Multiplayer, Survival, Creative;
Environment / The Bug
Work in:
- Multiplayer Vanilla SMP Server;
- Singleplayer World;
Weird potion blue / gray particles from arrows.
How To Reproduce
- Shoot one or more regular arrows on ground or on a wall
- In Survival for easy travel can be used Minecart
- Go away from these chunks with arrows to unload completely (If using 8 Chunks Reder Distanse, travel more than 400-500 blocks away)
- You can relog your world or the Server, works too
- Go back to the arrows and they have weird blue / gray potion particles
- This works in the Nether or The End too;
Environment / The Bug
Work in:
- Multiplayer Vanilla SMP Server;
- Singleplayer World;
- Weird potion blue / gray particles from arrows.
How To Reproduce
- Shoot one or more regular arrows on ground or on a wall
- In Survival for easy travel can be used Minecart
- Go away from these chunks with arrows to unload completely (If using 8 Chunks Reder Distanse, travel more than 400-500 blocks away)
- You can relog your world or the Server, works too
- Go back to the arrows and they have weird blue / gray potion particles
- This works in the Nether or The End too;
The Bug
- "Armor Bar (Icons)" disappear after entering new dimension.
- It appears again after usually 10 to 30 Seconds.
How To Reproduce
- For Example: Wear full Diamond Armor on you
- In the Overworld (for example) make a Nether Portal
- Enter the Nether Dimension
- Look at your Health Bar - There is no Armor Icons (Bar)
- After couple of seconds (Usually from 10 to 30 secs) the "Armor Bar" will appear again
The Bug works in many ways;
Example:
- From Nether to Overworld
- From Overworld to Nether
- From Overworld to The End
- From The End to Overworld
The Title says all.
Then you open for example Chest, Double Chest, Furnace, Minecatf with Chest / Furnace / Hopper, Hopper, Enderchest, ect. (Almost all Container GUI-s) the "Gray / Darken Background" don't show. (Like in the Inventory and Creative Inventory. There it's shown normally).
The Items Tooltip / Text / Title / Name / Enchants, ect. Don't show up too in this specific conditions.
Screenshots Uploaded for more convenience;
P.S. *Nevermind... I see another issue with Item Text / Tooltips bug reported before me now. BUT this issue also contains Gray / Dark Background buggy, not only Item Names / Enchantments.
Server Starting Arguments: java -Xms1024M -Xmx1024M -jar minecraft_server.1.12-pre7.jar
Server Dedicated RAM: 1GB (1024MB)When starting new clean installation - Server is generating World in 1 - 2 sec max;
Restarting Server takes around 3 - 4 sec max;Joining the Server with client (10 Chunks Render Distance, No Mods / Addons), Server Viewing Distance: 10
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is
Server Starting Arguments: java -Xms1024M -Xmx1024M -jar minecraft_server.1.12-pre7.jar
Server Dedicated RAM: 1GB (1024MB)When starting new clean installation - Server is generating World in 1 - 2 sec max;
Restarting Server takes around 3 - 4 sec max;Joining the Server with client (10 Chunks Render Distance, No Mods / Addons), Server Viewing Distance: 10
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is
Server Starting Arguments: java -Xms1024M -Xmx1024M -jar minecraft_server.1.12-pre7.jar
Server Dedicated RAM: 1GB (1024MB)When starting new clean installation - Server is generating World in 1 - 2 sec max;
Restarting Server takes around 3 - 4 sec max;Joining the Server with client (10 Chunks Render Distance, No Mods / Addons), Server Viewing Distance: 10
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Hosting Machine Specs:
CPU: Intel Core i7 6700K, 4.
00GHz, 4 Cores, 8 Threads;
RAM: 2x8GB (16GB) 2666MHz, DDR4;
SSD: 120GB 520MB/s Read / Writespeed, Sata 3, 6 Gbits/s;
PSU: 1000W 80 Gold Plus
GPU: Nvidia GeForce GTX 980 Ti,G1 Gaming, 6GB,GDDR5;
OS: Windows 7,Ultimate,x64Bit;Other:
No Background Programs / Applications Runing;
System Idle CPU Usage: 0% - 1% (Max);
System Idle RAM Usage: 14% - 23% (Max);Hosting Machine Specs:
CPU: Intel Core i7 6700K, 4.20GHz, 4 Cores, 8 Threads
RAM: 2x8GB (16GB) 2666MHz, DDR4
SSD: 120GB 560MB/s Read / Write, Sata 3, 6 Gbits/s
PSU: 1050W 80 Gold Plus
GPU: Nvidia GeForce GTX 980 Ti G1 Gaming, 6GB GDDR5
OS: Windows 7 Ultimate x64Other:
No Background Programs / Applications Runing;
System Idle CPU Usage: 0% - 1% (Max);
System Idle RAM Usage: 14% - 23% (Max);
ExtremeLag and High CPUUsageon Server PlatformLag and Very High CPU Load on Server Platform
Hosting Machine Specs:
CPU: Intel Core i7 6700K, 4.20GHz, 4 Cores, 8 Threads
RAM: 2x8GB (16GB) 2666MHz, DDR4
SSD: 120GB 560MB/s Read / Write, Sata 3, 6 Gbits/s
PSU: 1050W 80 Gold Plus
GPU: Nvidia GeForce GTX 980 Ti G1 Gaming, 6GB GDDR5
OS: Windows 7 Ultimate x64Other:
NoBackground Programs / Applications Runing;
System Idle CPU Usage: 0% - 1% (Max);
System Idle RAM Usage: 14% -23% (Max);Hosting Machine Specs:
CPU: Intel Core i7 6700K, 4.20GHz, 4 Cores, 8 Threads
RAM: 2x8GB (16GB) 2666MHz, DDR4
SSD: 120GB 560MB/s Read / Write, Sata 3, 6 Gbp/s
PSU: 1050W 80 Gold Plus
GPU: Nvidia GeForce GTX 980 Ti G1 Gaming, 6GB GDDR5, 384 Bit
OS: Windows 7 Ultimate x64 / Windows 10 Pro x64Other:
Background Programs / Applications Runing: N/A;
System Idle CPU Usage: 0% - 1% (Max);
System Idle RAM Usage: 12% - 19% (Max);
Hosting Machine Specs:
CPU: Intel Core i7 6700K, 4.20GHz, 4 Cores, 8 Threads;
RAM: 2x8GB (16GB) 2666MHz, DDR4;
SSD: 120GB 560MB/s Read / Write, Sata 3, 6 Gbp/s;
PSU: 1050W 80 Gold Plus;
GPU: Nvidia GeForce GTX 980 Ti G1 Gaming, 6GB GDDR5, 384 Bit;
OS: Windows 7 Ultimate x64 / Windows 10 Pro x64;Other:
Background Programs / Applications Runing: N/A;
System Idle CPU Usage: 0% - 1% (Max);
System Idle RAM Usage: 12% - 19% (Max);
Server Starting Arguments: java -Xms1024M -Xmx1024M -jar minecraft_server.1.12-pre7.jar
Server Dedicated RAM: 1GB (1024MB)When starting new clean installation - Server is generating World in 1 - 2 sec max;
Restarting Server takes around 3 - 4 sec max;Joining the Server with client (10 Chunks Render Distance, No Mods / Addons), Server Viewing Distance: 10
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM: 1GB (1024MB)
When starting new clean installation - Server is generating World in 1 - 2 sec max;
Restarting Server takes around 3 - 4 sec max;Joining the Server with client (10 Chunks Render Distance, No Mods / Addons), Server Viewing Distance: 10
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM:
1GB (1024MB)When starting new clean installation
-Server is generating Worldin 1 - 2 secmax;
Restarting Server takes around3-4 secmax;Joining the Server with
client (10 Chunks Render Distance, No Mods / Addons), Server ViewingDistance: 10When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM:
- 1GB (1024MB)
- 2GB (2048MB)
- 4GB (4096MB)
When starting new, clean installation the Server is generating World / Terrain in 3s - 5s max;
Restarting Server takes around 4s - 6s max;Joining the Server with Client from other PC (10 Chunks Render Distance, No Mods / Addons), Server View Distance: 10 (Default), (Tried also View Distance: 7, 8, 9)
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 10% - 15%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36% sometimes;
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll up) and generating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / special things)
Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU & RAM Usage seems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM:
- 1GB (1024MB)
- 2GB (2048MB)
- 4GB (4096MB)
When starting new, clean installation the Server is generating World / Terrain in 3s - 5s max;
Restarting Server takes around 4s - 6s max;Joining the Server with Client from other PC (10 Chunks Render Distance, No Mods / Addons), Server View Distance: 10 (Default), (Tried also View Distance: 7, 8, 9)
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 1
0% -15%, one player in the Server;In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36%
sometimes;Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll
up)andgenerating new chunks - CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons /special things)Flying straight forward with 100% Spectator Mode Speed - The Usage is around 54% - 60% and System RAM Usage is 50% - 60% (Server RAM usage - Maximum)
Switching again to Survival Mode (And walking on the ground) - The CPU usage is around 17% - 24%, RAM Usage is 70-80% (600-700MB from 1GB Max)
Usually when the Server is restarted and player rejoin again - Usage again jumps from 4% (Minimum) to 29%+ (Very Often) when standing still / walking slowly; Jumps higher than 21 - 30% when doing things (Eating, exploring, breaking blocks, killing mobs, ect.)
Server outputs warning / error message "Can't keep up" "Skipping XXX ticks, XXXms behind" - Which is Server Lag. (Roll-backing, rubber banding player backwards and sun / moon jumping backwards);
In this case skipping ticks is around 62 - 177 ticks and 3106ms - 8893ms rollbacking behind. Which is very much.
I am using Server GUI Software to test and see RAM, CPU Usage, Max CPU & RAM Usage, Console, ect. Screenshot Attached.
Important - Hosting the Server with CMD or BATCH file (Without GUI Softwares, other things, like the instructions in the wiki and minecraft.net) - The CPU &RAMUsageseems the same (Using other programs to detect java's resources usage);
- Tested on different machines, different specs and even on Minecraft Client machine;
-Tested with AMD FX 6100, 6 Cores; -4x2GB RAM, 2x8GB RAM, OC'ed CPU's;Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM:
- 1GB (1024MB)
- 2GB (2048MB)
- 4GB (4096MB)
When starting new, clean installation the Server is generating World / Terrain in 3s - 5s max;
Restarting Server takes around 4s - 6s max;Joining the Server with Client from other PC (10 Chunks Render Distance, No Mods / Addons), Server View Distance: 10 (Default), (Tried also View Distance: 7, 8, 9)
When exploring some terrain (Generating New Chunks) in Survival Mode (No flying, ect.) usually the Server CPU is around 15% - 24%, one player in the Server;
In Creative mode (Gamemode 1) when flying around (Not straight forward) the Server CPU Usage jumps to 21% - 36%.
Switching to Spectator Mode (Gamemode 3) and flying in Around 80% speed (Mouse scroll-up) while generating new chunks - The CPU Usage is little bit higher than 52% (Again, only one player - Me, no mods / addons / etc.)
Flying forward in full Spectator Mode Speed - The load is around 54% - 60% and the Server RAM Usage is 50% - 60% (1GB), 25-35% - 4GB.
Switching again to Survival Mode (And walking on the ground) - The CPU load is around 15% - 24%, the RAM Usage is 50-60% (500-600MB from 1GB).Usually when the Server is restarted and the player re-join again - The usage again is around 10% (Minimum) to 24%+ when standing still / walking slowly; Jumps very high again, when doing things (Walking, exploring, generating new terrain, interacting with blocks, mobs, ect.)
Server outputs warning / error messages "Can't keep up" "Skipping XXX ticks, XXXms behind" Which indicates Server Lag and "rubber-banding" occurs. In this case skipped ticks are usually around 74 - 192 ticks and jumping 3102ms - 8890ms (roll-back) behind.
Using "Server Wrapper" (GUI Software) to monitor the RAM usage, CPU load, Minimum, Average and Maximum values.
Hosting the Server via CMD (Windows OS) / Batch File (Without GUI software, etc. Folowwing the general instructions in the wiki). The resource usage / load is same (Using other programs / software to monitor and log the statistics and data);
- Tested on different machines, different specifications and even on Minecraft Client machine;
- Tested with AMD FX-6100 3.9GHz, Intel Core i7 6700K 4.2GHz; 4x2GB 1800MHz RAM, 2x8GB 2666MHz RAM;
Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed *
Lag and very high CPU load on server platformHigh CPU usage, lag and poor performance on multiplayer / integrated servers
Hosting
MachineSpecs:CPU: Intel Core i7 6700K, 4.20GHz, 4 Cores, 8 Threads;
RAM: 2x8GB (16GB) 2666MHz, DDR4;
SSD: 120GB 560MB/s Read / Write, Sata 3, 6 Gbp/s;
PSU: 1050W 80 Gold Plus;
GPU: Nvidia GeForce GTX 980 Ti G1 Gaming, 6GBGDDR5, 384 Bit;
OS: Windows 7 Ultimate x64 / Windows 10 Pro x64;Other:
Background Programs / Applications Runing: N/A;
System Idle CPU Usage: 0% - 1% (Max);
System Idle RAM Usage: 12% - 19% (Max);Hosting machines hardware specifications:
#1
CPU: Intel Core i7 6700K (4c/8t) @ 4.40Ghz
RAM: 2 x 8GB DDR4 2666MHz
Storage:
1 x NVMe M.2 SSD 256GB (R: 2800MB/s / W: 1100MB/s)
1 x 1TB HDD 7.2K RPM, 64MB Cache
1 x 2TB HDD 7.2K RPM, 64MB Cache
#2
CPU: AMD Ryzen 5 1600X (6c/12t) @ 3.90GHz
RAM: 2 x 8GB DDR4 2666MHz
Storage:
1 x Sata III SSD 128GB (R: 480MB/s / W: 400MB/s)
2 x 2TB HDD 7.2K RPM, 64MB Cache
#3
CPU: AMD FX-6100 (6c/6t) @ 4.00GHz
RAM: 2 x 4GB DDR3 1866MHz
Storage:
1 x 1TB HDD 7.2K RPM, 32MB Cache
Server Start-up Arguments:
- java -Xms1024M -Xmx1024M -jar minecraft_server.<Version>.jar
- java -Xms2048M -Xmx2048M -jar minecraft_server.<Version>.jar
- java -Xms1024M -Xmx4096M -jar minecraft_server.<Version>.jar
Server Dedicated RAM:
1GB (1024MB)2GB (2048MB)4GB (4096MB)When starting new, clean installation the Server is generating World / Terrain in 3s - 5s max;
Restarting Server takes around 4s - 6s max;Joining the server with client from other PC (10 chunks render distance, no mods / addons), Server view distance: 10 (default), (Tried also view distance: 7, 8, 9)
When exploring some terrain (generating new chunks) in survival mode (No flying, etc.) usually the server CPU is around 15% - 24%, one player in the server;
In creative mode, when flying around (not straight forward) the server CPU usage jumps to 21% - 36%.
Switching to spectator mode and flying in around 80% speed (Mouse scroll-up) while generating new chunks - The CPU usage is little bit higher than 52% (again, only one player - me, no mods / addons / etc.)
Flying forward in full spectator mode speed - The load is around 54% - 60% and the server RAM usage is 50% - 60% (1GB), 25-35% - 4GB.
Switching again to survival mode (and walking on the ground) - the CPU load is around 15% - 24%, the RAM usage is 50-60% (500-600MB from 1GB).Usually when the server is restarted and the player re-join again - the usage again is around 10% (minimum) to 24%+ when standing still / walking slowly; jumps very high again, when doing things (walking, exploring, generating new terrain, interacting with blocks, mobs, etc.)
Server outputs warning / error messages "Can't keep up" "Skipping XXX ticks, XXXms behind", which indicates server lag and "rubber-banding" occurs. In this case skipped ticks are usually around 74 - 192 ticks and jumping 3102ms - 8890ms (roll-back) behind.
Using "Server Wrapper" (GUI Software) to monitor the RAM usage, CPU load, minimum, average and maximum values.
Hosting the server via CMD (Windows OS) / Batch File (without GUI software, etc. Following the general instructions in the wiki). The resource usage / load is same (using other programs / software to monitor and log the statistics and data);
- Tested on different machines, different specifications and even on Minecraft Client machine;
- Tested with AMD FX-6100 3.9GHz, Intel Core i7 6700K 4.2GHz; 4x2GB 1800MHz RAM, 2x8GB 2666MHz RAM;
Screenshot is taken with no players in the server and CPU Usage 0%, I will upload more if needed.h5. Multiplayer / Integrated servers have very poor performace and cannot keep up even with one player on a high-end PCs / Servers / Machines
h4. Description
Vanilla server platforms (integrated and external) are very poorly optimized and can barely run smoothly, even on a high-end hardware with higher amounts of memory allocated.
Typical, small multiplayer server drops to critically low TPS and can crash / be forcibly shut down by the watchdog (if enabled) with just a few players normally generating new chunks (in survival gamemode).
A server, using the "Default GUI" is almost impossible to run stable. When launching it via command line and allocating sufficient amount of RAM, the performance is a little bit better (and the server is not running out of memory), but the playing experience is still very rough and there is quite a lot of rubber-banding, freezes, lag spikes, etc.
h4. How to reproduce the issues & Testing methods
h5. Singleplayer (Integrated Server)
- Launch the game with plenty of memory allocated (4GB is usually more than enough)
- Enter into a world or create a new one
- If creating a new world, initially there are extreme framerate drops (probably client-side issue), the integrated server is rubber-banding and skipping ticks
- Start exploring the terrain around and perform the usual things (generating / loading new chunks, dropping item entities, etc.) - There will be noticable stuttering, lag and rubber-banding when punching mobs or making redstone circuits, for example
- If the player is in creative mode (or spectator mode) then everything becomes much worse
If you are playing in a survival world for long enough (assuming there are animal pens / farms, some mob grinders, chest rooms with item frames and similar) the world will run much slower and this can cause issues with redstone circuits, influence on the gameplay and so on.
h5. Multiplayer (Vanilla platform, without any mods / tweaks / changes)
- Start a server on a relatively powerful hardware with sufficient amount of memory allocated (4GB again, would be probably more than enough)
- Join the server, along with a few other players (2-4 players at the same time is normal, 5+ will be a bit heavier)
- Start playing as usual (exploring around, interacting with entities, mobs, items) - There will be clearly noticable rubber-banding and lag spikes, which usually result in stuttering entities, desyncing issues between the clients and the server and other
If some of the players start to generate new chunks on creative mode, the server will most likely crash.
h5. Testing methods & RAM allocation
Tested and experimented with many combinations of JVM heap sizes (amount of memory allocated), using the default, "recommended" start-up command line:
java -Xms<Initial Memory>M -Xmx<Max Memory>M -jar <Server Jar>.jar nogui(Xms = Starting Memory / Xmx = Maximum Memory)
- Xms1024M / Xmx1024M
- Xms2048M / Xmx2048M
- Xms3072M / Xmx3072M
- Xms4096M / Xms4096M
- Xms6144M / Xmx6144M
- Xms8192M / Xmx8192M
- Xms1024M / Xmx2048M
- Xms1024M / Xmx3072M
- Xms1024M / Xmx4096M
- Xms1024M / Xmx6144M
- Xms1024M / Xmx8192M
- Exploring the terrain around in survival mode, creative mode (for a while), spectator mode (just for the experiments, not expecting actual results)
- Interacting with mobs, entities, armor stands, droppping and picking up item entities
- Placing water and lava (creates many block updates)
- Small, medium and advanced redstone circuits (light, piston, hopper updates)
- Small, medium and large mob farms / grinders
- Updating gravity-affected blocks (sand, gravel, concrete powder)
- Entering different dimensions and teleporting items, mobs, entities through portals
- Transfering small and large amounts of items through hoppers
- Loading previously generated and alredy saved chunks
The RAM & CPU usage (especially) was abnormally high for very small and short activities or sometimes none at all. Not only chunk generation is causing the more serious issues (but mainly it is).
Conclusion
The main reason for most of the issues is not exactly the TPS drop / loss / poor server performance, but client-side ticking, updates and synchronization.
Other games (clients) handle the updates, coming from the server in different way.
If the server can't keep up with the consistend update rate / tick rate, then the client should enable some sort of "interpolation" and increase slightly the delay between the changes (updates).The Minecraft client runs at hardcoded 20 TPS and waits for the next tick from the server. If it is synchronized (matches with the incoming client update / tick) then it runs normally.
But even if the server drops to 19.99 TPS - There is desynchronization once in a while and this can create issues (mainly client-side).Overall, the server performance should be definetly optimized more and some things can be tweaked.
h5.Multiplayer / Integrated servers have very poor performace and cannot keep up even with one player on a high-end PCs / Servers / Machines
h4.DescriptionVanilla server platforms (integrated and external) are very poorly optimized and can barely run smoothly, even on a high-end hardware with higher amounts of memory allocated.
Typical, small multiplayer server drops to critically low TPS and can crash / be forcibly shut down by the watchdog (if enabled) with just a few players normally generating new chunks (in survival gamemode).
A server, using the "Default GUI" is almost impossible to run stable. When launching it via command line and allocating sufficient amount of RAM, the performance is a little bit better (and the server is not running out of memory), but the playing experience is still very rough and there is quite a lot of rubber-banding, freezes, lag spikes, etc.
h4.How to reproduce the issues & Testing methods
h5.Singleplayer (Integrated Server)
- Launch the game with plenty of memory allocated (4GB is usually more than enough)
- Enter into a world or create a new one
- If creating a new world, initially there are extreme framerate drops (probably client-side issue), the integrated server is rubber-banding and skipping ticks
- Start exploring the terrain around and perform the usual things (generating / loading new chunks, dropping item entities, etc.) - There will be noticable stuttering, lag and rubber-banding when punching mobs or making redstone circuits, for example
- If the player is in creative mode (or spectator mode) then everything becomes much worse
If you are playing in a survival world for long enough (assuming there are animal pens / farms, some mob grinders, chest rooms with item frames and similar) the world will run much slower and this can cause issues with redstone circuits, influence on the gameplay and so on.
h5.Multiplayer (Vanilla platform, without any mods / tweaks / changes)
- Start a server on a relatively powerful hardware with sufficient amount of memory allocated (4GB again, would be probably more than enough)
- Join the server, along with a few other players (2-4 players at the same time is normal, 5+ will be a bit heavier)
- Start playing as usual (exploring around, interacting with entities, mobs, items) - There will be clearly noticable rubber-banding and lag spikes, which usually result in stuttering entities, desyncing issues between the clients and the server and other
If some of the players start to generate new chunks on creative mode, the server will most likely crash.
h5.Testing methods & RAM allocationTested and experimented with many combinations of JVM heap sizes (amount of memory allocated), using the default, "recommended" start-up command line:
java -Xms<Initial Memory>M -Xmx<Max Memory>M -jar <Server Jar>.jar nogui(Xms = Starting Memory / Xmx = Maximum Memory)
- Xms1024M / Xmx1024M
- Xms2048M / Xmx2048M
- Xms3072M / Xmx3072M
- Xms4096M / Xms4096M
- Xms6144M / Xmx6144M
- Xms8192M / Xmx8192M
- Xms1024M / Xmx2048M
- Xms1024M / Xmx3072M
- Xms1024M / Xmx4096M
- Xms1024M / Xmx6144M
- Xms1024M / Xmx8192M
- Exploring the terrain around in survival mode, creative mode (for a while), spectator mode (just for the experiments, not expecting actual results)
- Interacting with mobs, entities, armor stands, droppping and picking up item entities
- Placing water and lava (creates many block updates)
- Small, medium and advanced redstone circuits (light, piston, hopper updates)
- Small, medium and large mob farms / grinders
- Updating gravity-affected blocks (sand, gravel, concrete powder)
- Entering different dimensions and teleporting items, mobs, entities through portals
- Transfering small and large amounts of items through hoppers
- Loading previously generated and alredy saved chunks
The RAM & CPU usage (especially) was abnormally high for very small and short activities or sometimes none at all. Not only chunk generation is causing the more serious issues (but mainly it is).
Conclusion
The main reason for most of the issues is not exactly the TPS drop / loss / poor server performance, but client-side ticking, updates and synchronization.
Other games (clients) handle the updates, coming from the server in different way.
If the server can't keep up with the consistend update rate / tick rate, then the client should enable some sort of "interpolation" and increase slightly the delay between the changes (updates).The Minecraft client runs at hardcoded 20 TPS and waits for the next tick from the server. If it is synchronized (matches with the incoming client update / tick) then it runs normally.
But even if the server drops to 19.99 TPS - There is desynchronization once in a while and this can create issues (mainly client-side).Overall, the server performance should be definetly optimized more and some things can be tweaked.
Multiplayer / Integrated servers have very poor performace and cannot keep up even with one player on a high-end PCs / Servers / Machines
Description
Vanilla server platforms (integrated and external) are very poorly optimized and can barely run smoothly, even on a high-end hardware with higher amounts of memory allocated.
Typical, small multiplayer server drops to critically low TPS and can crash / be forcibly shut down by the watchdog (if enabled) with just a few players normally generating new chunks (in survival gamemode).
A server, using the "Default GUI" is almost impossible to run stable. When launching it via command line and allocating sufficient amount of RAM, the performance is a little bit better (and the server is not running out of memory), but the playing experience is still very rough and there is quite a lot of rubber-banding, freezes, lag spikes, etc.
How to reproduce the issues & Testing methods
Singleplayer (Integrated Server)
- Launch the game with plenty of memory allocated (4GB is usually more than enough)
- Enter into a world or create a new one
- If creating a new world, initially there are extreme framerate drops (probably client-side issue), the integrated server is rubber-banding and skipping ticks
- Start exploring the terrain around and perform the usual things (generating / loading new chunks, dropping item entities, etc.) - There will be noticable stuttering, lag and rubber-banding when punching mobs or making redstone circuits, for example
- If the player is in creative mode (or spectator mode) then everything becomes much worse
If you are playing in a survival world for long enough (assuming there are animal pens / farms, some mob grinders, chest rooms with item frames and similar) the world will run much slower and this can cause issues with redstone circuits, influence on the gameplay and so on.
Multiplayer (Vanilla platform, without any mods / tweaks / changes)
- Start a server on a relatively powerful hardware with sufficient amount of memory allocated (4GB again, would be probably more than enough)
- Join the server, along with a few other players (2-4 players at the same time is normal, 5+ will be a bit heavier)
- Start playing as usual (exploring around, interacting with entities, mobs, items) - There will be clearly noticable rubber-banding and lag spikes, which usually result in stuttering entities, desyncing issues between the clients and the server and other
If some of the players start to generate new chunks on creative mode, the server will most likely crash.
Testing methods & RAM allocation
Tested and experimented with many combinations of JVM heap sizes (amount of memory allocated), using the default, "recommended" start-up command line:
java -Xms<Initial Memory>M -Xmx<Max Memory>M -jar <Server Jar>.jar nogui(Xms = Starting Memory / Xmx = Maximum Memory)
- Xms1024M / Xmx1024M
- Xms2048M / Xmx2048M
- Xms3072M / Xmx3072M
- Xms4096M / Xms4096M
- Xms6144M / Xmx6144M
- Xms8192M / Xmx8192M
- Xms1024M / Xmx2048M
- Xms1024M / Xmx3072M
- Xms1024M / Xmx4096M
- Xms1024M / Xmx6144M
- Xms1024M / Xmx8192M
- Players at the same time: 1-3, 3-5, 5-10
Usual activities during the tests:
- Exploring the terrain around in survival mode, creative mode (for a while), spectator mode (just for the experiments, not expecting actual results)
- Interacting with mobs, entities, armor stands, droppping and picking up item entities
- Placing water and lava (creates many block updates)
- Small, medium and advanced redstone circuits (light, piston, hopper updates)
- Small, medium and large mob farms / grinders
- Updating gravity-affected blocks (sand, gravel, concrete powder)
- Entering different dimensions and teleporting items, mobs, entities through portals
- Transfering small and large amounts of items through hoppers
- Loading previously generated and alredy saved chunks
The RAM & CPU usage (especially) was abnormally high for very small and short activities or sometimes none at all. Not only chunk generation is causing the more serious issues (but mainly it is).
Conclusion
The main reason for most of the issues is not exactly the TPS drop / loss / poor server performance, but client-side ticking, updates and synchronization.
Other games (clients) handle the updates, coming from the server in different way.
If the server can't keep up with the consistend update rate / tick rate, then the client should enable some sort of "interpolation" and increase slightly the delay between the changes (updates).The Minecraft client runs at hardcoded 20 TPS and waits for the next tick from the server. If it is synchronized (matches with the incoming client update / tick) then it runs normally.
But even if the server drops to 19.99 TPS - There is desynchronization once in a while and this can create issues (mainly client-side).Overall, the server performance should be definetly optimized more and some things can be tweaked.
I think that it should be made some optimizations under Chunk Loading (Server side / server platform), some Server Resource consumption optimizations (CPU / RAM) and to determine what causes and fix the TPS Drop / High CPU Usage with one player in the Server. (If there are more people in the Server in current state - Pre release 7, the Server is unplayable / The playing experience is very bad)
MC113611 does semi-describe the lag, but it's TPS Lag, here in this situation I experience a lot of High CPU Usage, little bit more RAM Usage than usual and time to time roll-backing, rubber-banding TPS, like from 20.0 (It should be 20 Ticks per second), in some cases (When CPU Usage jumps from 14-20% to 40-50%+ - The TPS is jumping down to 8-9 I think (Not exactly, I have not monitor it), but that it feels. And jumps to like 15-16 back. All this - With only one player (Me) in the Server. This ruins the all multiplayer experience, playing, SMP Servers, ect. Even if in the future switching the Server to Bukkit / Modded version / Other platform with edited code...
Multiplayer / Integrated servers have very poor performace and cannot keep up even with one player on a high-end PCs / Servers / Machines
Description
Vanilla server platforms (integrated and external) are very poorly optimized and can barely run smoothly, even on a high-end hardware with higher amounts of memory allocated.
Typical, small multiplayer server drops to critically low TPS and can crash / be forcibly shut down by the watchdog (if enabled) with just a few players normally generating new chunks (in survival gamemode).
A server, using the "Default GUI" is almost impossible to run stable. When launching it via command line and allocating sufficient amount of RAM, the performance is a little bit better (and the server is not running out of memory), but the playing experience is still very rough and there is quite a lot of rubber-banding, freezes, lag spikes, etc.
How to reproduce the issues & Testing methods
Singleplayer (Integrated Server)
- Launch the game with plenty of memory allocated (4GB is usually more than enough)
- Enter into a world or create a new one
- If creating a new world, initially there are extreme framerate drops (probably client-side issue), the integrated server is rubber-banding and skipping ticks
- Start exploring the terrain around and perform the usual things (generating / loading new chunks, dropping item entities, etc.) - There will be noticable stuttering, lag and rubber-banding when punching mobs or making redstone circuits, for example
- If the player is in creative mode (or spectator mode) then everything becomes much worse
If you are playing in a survival world for long enough (assuming there are animal pens / farms, some mob grinders, chest rooms with item frames and similar) the world will run much slower and this can cause issues with redstone circuits, influence on the gameplay and so on.
Multiplayer (Vanilla platform, without any mods / tweaks / changes)
- Start a server on a relatively powerful hardware with sufficient amount of memory allocated (4GB again, would be probably more than enough)
- Join the server, along with a few other players (2-4 players at the same time is normal, 5+ will be a bit heavier)
- Start playing as usual (exploring around, interacting with entities, mobs, items) - There will be clearly noticable rubber-banding and lag spikes, which usually result in stuttering entities, desyncing issues between the clients and the server and other
If some of the players start to generate new chunks on creative mode, the server will most likely crash.
Testing methods & RAM allocation
Tested and experimented with many combinations of JVM heap sizes (amount of memory allocated), using the default, "recommended" start-up command line:
java -Xms<Initial Memory>M -Xmx<Max Memory>M -jar <Server Jar>.jar nogui(Xms = Starting Memory / Xmx = Maximum Memory)
- Xms1024M / Xmx1024M
- Xms2048M / Xmx2048M
- Xms3072M / Xmx3072M
- Xms4096M / Xms4096M
- Xms6144M / Xmx6144M
- Xms8192M / Xmx8192M
- Xms1024M / Xmx2048M
- Xms1024M / Xmx3072M
- Xms1024M / Xmx4096M
- Xms1024M / Xmx6144M
- Xms1024M / Xmx8192M
- Players at the same time: 1-3, 3-5, 5-10
Usual activities during the tests:
- Exploring the terrain around in survival mode, creative mode (for a while), spectator mode (just for the experiments, not expecting actual results)
- Interacting with mobs, entities, armor stands, droppping and picking up item entities
- Placing water and lava (creates many block updates)
- Small, medium and advanced redstone circuits (light, piston, hopper updates)
- Small, medium and large mob farms / grinders
- Updating gravity-affected blocks (sand, gravel, concrete powder)
- Entering different dimensions and teleporting items, mobs, entities through portals
- Transfering small and large amounts of items through hoppers
- Loading previously generated and alredy saved chunks
The RAM & CPU usage (especially) was abnormally high for very small and short activities or sometimes none at all. Not only chunk generation is causing the more serious issues (but mainly it is).
Conclusion
The main reason for most of the issues is not exactly the TPS drop / loss / poor server performance, but client-side ticking, updates and synchronization.
Other games (clients) handle the updates, coming from the server in different way.
If the server can't keep up with the consistend update rate / tick rate, then the client should enable some sort of "interpolation" and increase slightly the delay between the changes (updates).The Minecraft client runs at hardcoded 20 TPS and waits for the next tick from the server. If it is synchronized (matches with the incoming client update / tick) then it runs normally.
But even if the server drops to 19.99 TPS - There is desynchronization once in a while and this can create issues (mainly client-side).Overall, the server performance should be definetly optimized more and some things can be tweaked.
Related issues:
MC-117611,
Multiplayer / Integrated servers have very poor performace and cannot keep up even with one player on a high-end PCs / Servers / Machines
Description
Vanilla server platforms (integrated and external) are very poorly optimized and can barely run smoothly, even on a high-end hardware with higher amounts of memory allocated.
Typical, small multiplayer server drops to critically low TPS and can crash / be forcibly shut down by the watchdog (if enabled) with just a few players normally generating new chunks (in survival gamemode).
A server, using the "Default GUI" is almost impossible to run stable. When launching it via command line and allocating sufficient amount of RAM, the performance is a little bit better (and the server is not running out of memory), but the playing experience is still very rough and there is quite a lot of rubber-banding, freezes, lag spikes, etc.
How to reproduce the issues & Testing methods
Singleplayer (Integrated Server)
- Launch the game with plenty of memory allocated (4GB is usually more than enough)
- Enter into a world or create a new one
- If creating a new world, initially there are extreme framerate drops (probably client-side issue), the integrated server is rubber-banding and skipping ticks
- Start exploring the terrain around and perform the usual things (generating / loading new chunks, dropping item entities, etc.) - There will be noticable stuttering, lag and rubber-banding when punching mobs or making redstone circuits, for example
- If the player is in creative mode (or spectator mode) then everything becomes much worse
If you are playing in a survival world for long enough (assuming there are animal pens / farms, some mob grinders, chest rooms with item frames and similar) the world will run much slower and this can cause issues with redstone circuits, influence on the gameplay and so on.
Multiplayer (Vanilla platform, without any mods / tweaks / changes)
- Start a server on a relatively powerful hardware with sufficient amount of memory allocated (4GB again, would be probably more than enough)
- Join the server, along with a few other players (2-4 players at the same time is normal, 5+ will be a bit heavier)
- Start playing as usual (exploring around, interacting with entities, mobs, items) - There will be clearly noticable rubber-banding and lag spikes, which usually result in stuttering entities, desyncing issues between the clients and the server and other
If some of the players start to generate new chunks on creative mode, the server will most likely crash.
Testing methods & RAM allocation
Tested and experimented with many combinations of JVM heap sizes (amount of memory allocated), using the default, "recommended" start-up command line:
java -Xms<Initial Memory>M -Xmx<Max Memory>M -jar <Server Jar>.jar nogui(Xms = Starting Memory / Xmx = Maximum Memory)
- Xms1024M / Xmx1024M
- Xms2048M / Xmx2048M
- Xms3072M / Xmx3072M
- Xms4096M / Xms4096M
- Xms6144M / Xmx6144M
- Xms8192M / Xmx8192M
- Xms1024M / Xmx2048M
- Xms1024M / Xmx3072M
- Xms1024M / Xmx4096M
- Xms1024M / Xmx6144M
- Xms1024M / Xmx8192M
- Players at the same time: 1-3, 3-5, 5-10
Usual activities during the tests:
- Exploring the terrain around in survival mode, creative mode (for a while), spectator mode (just for the experiments, not expecting actual results)
- Interacting with mobs, entities, armor stands, droppping and picking up item entities
- Placing water and lava (creates many block updates)
- Small, medium and advanced redstone circuits (light, piston, hopper updates)
- Small, medium and large mob farms / grinders
- Updating gravity-affected blocks (sand, gravel, concrete powder)
- Entering different dimensions and teleporting items, mobs, entities through portals
- Transfering small and large amounts of items through hoppers
- Loading previously generated and alredy saved chunks
The RAM & CPU usage (especially) was abnormally high for very small and short activities or sometimes none at all. Not only chunk generation is causing the more serious issues (but mainly it is).
Conclusion
The main reason for most of the issues is not exactly the TPS drop / loss / poor server performance, but client-side ticking, updates and synchronization.
Other games (clients) handle the updates, coming from the server in different way.
If the server can't keep up with the consistend update rate / tick rate, then the client should enable some sort of "interpolation" and increase slightly the delay between the changes (updates).The Minecraft client runs at hardcoded 20 TPS and waits for the next tick from the server. If it is synchronized (matches with the incoming client update / tick) then it runs normally.
But even if the server drops to 19.99 TPS - There is desynchronization once in a while and this can create issues (mainly client-side).Overall, the server performance should be definetly optimized more and some things can be tweaked.
Related issues:
MC-117611,Multiplayer / Integrated servers have very poor performace and cannot keep up even with one player on a high-end PCs / Servers / Machines
Description
Vanilla server platforms (integrated and external) are very poorly optimized and can barely run smoothly, even on a high-end hardware with higher amounts of memory allocated.
Typical, small multiplayer server drops to critically low TPS and can crash / be forcibly shut down by the watchdog (if enabled) with just a few players normally generating new chunks (in survival gamemode).
A server, using the "Default GUI" is almost impossible to run stable. When launching it via command line and allocating sufficient amount of RAM, the performance is a little bit better (and the server is not running out of memory), but the playing experience is still very rough and there is quite a lot of rubber-banding, freezes, lag spikes, etc.
How to reproduce the issues & Testing methods
Singleplayer (Integrated Server)
- Launch the game with plenty of memory allocated (4GB is usually more than enough)
- Enter into a world or create a new one
- If creating a new world, initially there are extreme framerate drops (probably client-side issue), the integrated server is rubber-banding and skipping ticks
- Start exploring the terrain around and perform the usual things (generating / loading new chunks, dropping item entities, etc.) - There will be noticable stuttering, lag and rubber-banding when punching mobs or making redstone circuits, for example
- If the player is in creative mode (or spectator mode) then everything becomes much worse
If you are playing in a survival world for long enough (assuming there are animal pens / farms, some mob grinders, chest rooms with item frames and similar) the world will run much slower and this can cause issues with redstone circuits, influence on the gameplay and so on.
Multiplayer (Vanilla platform, without any mods / tweaks / changes)
- Start a server on a relatively powerful hardware with sufficient amount of memory allocated (4GB again, would be probably more than enough)
- Join the server, along with a few other players (2-4 players at the same time is normal, 5+ will be a bit heavier)
- Start playing as usual (exploring around, interacting with entities, mobs, items) - There will be clearly noticable rubber-banding and lag spikes, which usually result in stuttering entities, desyncing issues between the clients and the server and other
If some of the players start to generate new chunks on creative mode, the server will most likely crash.
Testing methods & RAM allocation
Tested and experimented with many combinations of JVM heap sizes (amount of memory allocated), using the default, "recommended" start-up command line:
java -Xms<Initial Memory>M -Xmx<Max Memory>M -jar <Server Jar>.jar nogui(Xms = Starting Memory / Xmx = Maximum Memory)
- Xms1024M / Xmx1024M
- Xms2048M / Xmx2048M
- Xms3072M / Xmx3072M
- Xms4096M / Xms4096M
- Xms6144M / Xmx6144M
- Xms8192M / Xmx8192M
- Xms1024M / Xmx2048M
- Xms1024M / Xmx3072M
- Xms1024M / Xmx4096M
- Xms1024M / Xmx6144M
- Xms1024M / Xmx8192M
- Players at the same time: 1-3, 3-5, 5-10
Usual activities during the tests:
- Exploring the terrain around in survival mode, creative mode (for a while), spectator mode (just for the experiments, not expecting actual results)
- Interacting with mobs, entities, armor stands, droppping and picking up item entities
- Placing water and lava (creates many block updates)
- Small, medium and advanced redstone circuits (light, piston, hopper updates)
- Small, medium and large mob farms / grinders
- Updating gravity-affected blocks (sand, gravel, concrete powder)
- Entering different dimensions and teleporting items, mobs, entities through portals
- Transfering small and large amounts of items through hoppers
- Loading previously generated and alredy saved chunks
The RAM & CPU usage (especially) was abnormally high for very small and short activities or sometimes none at all. Not only chunk generation is causing the more serious issues (but mainly it is).
Conclusion
The main reason for most of the issues is not exactly the TPS drop / loss / poor server performance, but client-side ticking, updates and synchronization.
Other games (clients) handle the updates, coming from the server in different way.
If the server can't keep up with the consistend update rate / tick rate, then the client should enable some sort of "interpolation" and increase slightly the delay between the changes (updates).The Minecraft client runs at hardcoded 20 TPS and waits for the next tick from the server. If it is synchronized (matches with the incoming client update / tick) then it runs normally.
But even if the server drops to 19.99 TPS - There is desynchronization once in a while and this can create issues (mainly client-side).Overall, the server performance should be definetly optimized more and some things can be tweaked.
Related issues:
MC-117611,MC-44385, MC-4890,MC-342,MC-54026
VideoklipBG Do you have any objections if I change myself to the reporter, to keep it more up to date? (I experience this every day due to windows attempting to update every time.)
VideoklipBG this looks intentional imo. They're supposed to generate on land near water, and it's not that far away.
VideoklipBG Can you confirm your 18w20a Test 2 world still crash in 18w22b ? I just tested it and it works fine for me.
Early Reflections Since this bug with this error is resolved, I suggest maybe to contribute your information to the ticket suggested by VideoklipBG, MC-118106 the description there is very close to yours. Although as Kumasasa said this could a be new issue. I would search and create a new ticket if needed. The previous error (crash report) and the new issue you're experiencing are not the same per title as this bug here.
As soon as I free up today, I'll try to recreate what you're experiencing.
VideoklipBG I see you have 3 machines listed/tested but just to clarify:
- What is the OS the servers is running on?
- Is your server running on a dedicated machine and client on another?
- Is your server running within a virtual machine?
- Is your server running any other virtual machines?
Reopened and changed the reporter to VideoklipBG, see https://www.reddit.com/r/Mojira/comments/blp2ii/items_are_getting_lost_on_server_shutdown_if_held/
VideoklipBG, one of my original crashes also did not generate a report

























































Thank you! I hope to be fixed.
I hope this issue to be fixed soon in the future versions. (Minecraft 1.9.1 - Full Release, Ect.)

Have a nice day!
SunCraft, I think this bug is little different from my becouse you find a glich in a half slab, I fing a glich with Iron Golems spawn not in half-slab on the block top, while here the Iron Golem spawns in the down-layer block (The ground of the farm).
SunCraft, Yes. The bow animation bug much like this bug becouse he is based again on off-hand items position, texture and animations. But the first bug (With the wrong item position) is other, diferent from "Bow- offhand" Bug.
Pyry-Pekka Ronkainen Yea, I thing this is a bug. I can't believe this is feature, becouse it is not realistic.
Hüseyin SU, I think even without mods (MC Vanilla 1.10 or other version) will have this "glitch". I think this may be from your Hardware (PC), Minecraft Ticks lag sometime, but I don't know.. Try on Latest Version on different PC / Hardware or low your Minecraft Settings on Minimum (Chunks, Video Settings, Ect.)
I think it's half - duplicate. Becouse In Minecraft 1.8.X (1.8+), (1.9+), (1.10+) [1.8, 1.8.1, 1.8.2, 1.8.3, 1.8.4, 1.8.5, 1.8.6 1.8.7, 1.8.8, 1.8.9, 1.9, 1.9.1, 1.9.2, 1.9.3, 1.9.4, 1.10, 1.10.1, 1.10.2] Tool / Weapons Have Breaking Sound. Only in Minecraft 1.11-Pre1 and 1.11 have no Breaking Sound for Tools / Weapons.
Yeah, but I think it's not duplicade with these bugs 'With Tall Grass, Ect.'
So, Mojang fixed the bug finally in snapshot 16w50a which is nice. It was bug, but not very major.
Sorry, but I searched for same / issue like that and found nothing. With keywords like "17w15a", "Torch", "Crash" and for 10-15 minutes found nothing...
This issue seems to be fixed (resloved), but I think it's not. In [1.12 - Pre Release 7] Server platform is consuming a lot of CPU and little bit more RAM than before, but it's sending Warnings ("Can't keep up" and skipping ticks, roll-backing milliseconds back) even with 1 Player in the Server.
It's not duplicate, because MC 88359 is for the bug 'Chunks dissapear' when you are outside with this gamerule. This can be another bug, but here (IN this issue) - The problem is when you are inside the chunks (Not walking outside of them) and rotate the camera (Mouse) and moving around. The textures are flashing sometime and there are glitches.
Can confirm. Simillar bugs / issues - MC-122263
Duplicate of
MC-122242I can confirm, when mining for example Stone with Diamond Pickaxe and the tool is losing durability - On top of the hotbar is shown the name of the tool. In this case: "Diamond Pickaxe".
Confirmed, when powering a Piston with 1-Tick Pulse or breaking the base when extending - It doesn't update the head and leaves / creates standalone head. However by placing / interacting with blocks around the 'glitched head' doesn't trigger update. It must be broken manually. 17w18a_Piston_Head_Bug.mp4
Happens very often (for me), especially in SMP / Multiplayer / Survival Servers. (Affects Singleplayer world / integrated server too, but more rarely and in certain situations only).
When flying with Elytra (for example) there are a lot of Flickering / Glitching Chunks / Terrain around the Player and this causes very often to collide against invisible mountains or trees. Also re-loading the world (or restarting the server) does not 'fix' this issue.
The only 'fix' is Reloading the Chunks (F3 + A) or interacting with manually placed blocks in the invisible / not-rendered terrain / area.
It isn't actually a duplicate of
MC-122211. That was issue in 17w47b and it was fixed in 17w48a. The camera and the Boats are not jittering or having any issues when controlling in 17w48a.This is another issue / bug related to crosshair / mouse movement while in a Boat (standing still or moving).
Yes, I totally agree. It's not very easy to notice right away (and / or feel something like that with the mouse movement), but in some situations can be more noticeable and obvious than others. Maybe depends on various factors, between different players and etc. But definetly not related to specific hardware / drivers / peripherals.
Traveling through portals overall isn't optimized and it is very laggy / resource hungry sometimes, especially in multiplayer servers.
The whole server notices clearly when any entity teleports through portal, even if the chunks are pre-generated and saved (you've traveled many times before and loaded the terrain around)
This is very big and annoying "leak" / issue, in fact.
I think "some sort of" solution to this can be saving the portals info (The Nether Portal's coordinates to the current chunk/s where the Overworld Portal is and the same thing on the other side). This may be tricky, but it can be twisted / modified in some way so that the bug / issue can be fixed more-reliably.
Surprisingly the bug exists also in multiplayer (server). If a shield is on cooldown and a player disconnects and reconnects the cooldown dissapears / resets.
[Mod] FVbico (Steven Verberne) Oh, I thought this was an old, closed issue and I haven't updated / changed anything here, beacause it was tagged as invalid? I have nothing against that, go ahead if you want to own and update this ticket.
Actually I have created it, because a long time ago some the 1.8 verisons (1.8 - 1.8.9) and behind (1.7.10 and previous) when the Server is force-closed, killed or the process is tereminaed in some way (OS crash, Machine power off due to power outage, etc.) all the files were fine, nothing corrupted, rolled-back couple seconds, everything was saved how it's supposed to be.
From 1.9 + (I think) almost all data is corrupted in some way and regenerated on the next start. (Spawn chunks, Last loaded chunks, All player data, Stats, Info about the other dimensions and structures and many more, including "level.dat")
Well, thank you for the "support" on this issue. I'm sure that isn't supposed to be like that and there's definetly some issue with the code or it's just poorly designed.
I know that this is an old issue, but despite the sound quality and stereo panning problems sometimes sounds are coming from completely wrong direction e.g. placing sign on a wall to the right of the player and the sound comes from the left side.
I don't know if that is also a bug from the new OpenAL libraries, but it is something that needs to be taken care of (If that's possible without reverting back to old LWJGL)
Also I wasn't able to find proper instructions about how to override and use the older oal-soft version, is there more detaied explanation somewhere?
Experiencing the crash in almost every newly generated world. Sometimes the problematic chunks are near the spawn, so it's impossible to load the world.
Tested couple worlds, two are stuck in an infinite loop crash:
-6094121500719519903 <World is too big, 37 MB> crash-2018-05-16_13.17.04-server.txt
-5498276653864705625 18w20a Test 2 (Loop Crash).zip
crash-2018-05-16_13.22.02-server.txt
Just encountered similar issue, couple "underwater ruins" generated on dry land, relatively far away from the ocean (on biome plains)
Edit: Affects 18w20b
Seed: 5607552406953032923
World: 18w20b.zip
Screenshots:
Confirmed for 18w20b, also The Nether isn't fixed too, Quartz ores are generating very rarely, compared to 1.12.2
Seed: 9219487620928088854
Screenshots: (1st: 1.12.2 / 2nd: 18w20b)
Can confirm for 18w22a. Ruins that generate on the surface have drowned mobs with a single water source (which isn't updated).
Example seed: 7536436603878249902
X/Z: 2175 / 3880
ProfMobius (Thomas Guimbretiere) The world '18w20a Test 2' loads fine in 18w22b for me too. Will test other worlds and report the results later when possible.
I doubted it wasn't a bug, but instead a feature on purpose (bark blocks to not have a rotation)...
But now it's implemented, so that's nice.
After quite a few tests I didn't encountered any crashes, caused by errors during chunk generation / loading.
But sometimes a brand new world (initial) generation during the loading screen is way slower than normal.
Also tried converting worlds, generated and saved in 1.12.2 to 18w22c.
There were no crashes again, but the alredy generated chunks in 1.12.2 were loading (converting) very slowly in 18w22c and a strange grid-like pattern of alternating biome variants was generated in oceans (which doesn't occurr in newly-generated 18w22a/b/c worlds), but that could be a different bug.
World generated in 1.12.2
Converted to 18w22c
Screenshot in 18w22c
Just occured in 18w22c. The internal server froze (singleplayer, default world type) and I was forced to terminate the process, because the game was unresponsive.
There is no crash report, just the internal server log - latest.log
latest.log
Edit: The freeze was actually caused by
MC-130613&MC-130501Still occurs in 18w22c, but I wasn't able to reproduce it every time. Created serveral worlds with the same seed and loaded the terrain in the same locations, but the error didn't always occur.
The world in which the error appeared once
2018-06-04.log
Early Reflections I'm experiencing the exact same issues, along with many others. I have created
MC-118106a long time ago and recently updated it.Early Reflections Well, 1.12 runs faster than most the recent snapshots, especially. But I'm also experiencing the insanely slow 1.12 world loading / conversion to 18w snapshots, including 1.13-pre1 currently.
Big Shatter
The "game-breaking bugs" like the Dragon Egg block breaking, TNT duplication, etc. are not intended features, but abusable exploits to some extend. It's okay to fix the weird and strange exploits / mechanics.
But huge things like the pistons, slime blocks, redstone bugs are "game-breaking" from different perspective, I mean the technical player base, community and so on.
[Mod] NeunEinser
Yeah, I absolutely agree.
Not enough that the servers (Singleplayer, Multiplayer - doesn't matter. The Vanilla platform overall) are poorly optimized, buggy, there are synchronization issuess between clients and servers and many other things...
Currently the redstone causes tremendous client-side framerate and performance drops / hits, even when there are very simple redstone circuits.
Moving pistons, slime blocks, solid blocks, hopper-checking, item transfering, entity transportation, light updates, redstone torches, comparators, everything will be bad and sluggish, in terms of gameplay experience, even if every block is lit with torches / glowstone / sea lanters and every piece of a redstone circuit is optmized to the maximum efficiency.
I don't think that the technical players should spend hours and even days, looking at every piece of a redstone circuit / machine / farm and trying to optimize every single thing, otherwise it causes server and client lag, bad performance, bugs, glitches, etc.
Xavom Thanks for pointing this out, I forgot to clarify these particular things.
All machines are running the latest Windows 10 (x64) all the time. However, along with the testing I had several OS re-installs on two of them. (The second one in the "environment" field is my friend's PC, we ran multiple tests not long ago)
My main and "secondary" PCs (the 1st & 3rd) were running on Windows 7 (x64) quite a while ago. I had initially performed the first tests back then when I created this issue.
I've tested multiple operating systems, including Windows 7, Linux Ubuntu (Server & Desktop edittions), Windows 10 (the older versions) and currently the latest versions / updates.
None of the physical machines was / is running Virtual Machine in the background, nor other external softwares / background processes.
The client was running on a different device (laptop) and the connection between the server(s) and the client(s) had no effect in any way while testing.
Additional info:
I, along with friends of mine can confirm the issues, we were experiencing. During the tests there were other, actual players for more realistic and accurate results. (Not idle / AFK clients, just connected from one place)
Xavom Yeah, it's inconsistent too.
Let's say for example - If the redstone lamps were changing from opaque to transparent, depending on that in what state they currently are (powered / unpowered)... Or if the same thing applied to observers, daylight sensors, droppers, dispensers, etc.. etc..
Along with that it looks weird and funky, it serves no purpose, nor gives any benefits at all.
Alex Kooks I think
MC-117611is still valid, but it describes high tick delay and extreme lag (which is still present currently in 1.13-pre1).This ticket (
MC-118106) also describes high resource usage (CPU & RAM) in more detail, along with the very bad lag and high tick processing time.Affects all 18w snapshots as well as the current pre-release - 1.13-pre3.
Can confirm for 1.13-pre6, including the previous few pre-releases.
Can confirm for 1.13-pre7. When a Cartographer unlocks Explorer Maps the server completely freezes usually for 1 to 3 seconds, while in the worst cases for 5+ seconds.
Just did some additional testing, the crash may not occur always. In singleplayer the integrated server froze every time a new map is unlocked, while the client became completely unresponsive only a few times. (Probably because of insufficient memory, when the huge lag spike occured)
Although I didn't experience any "Exception in server tick loop" crash with generated crash report.
Affects 1.13-pre8
[Mod] Michael Wobst I'm not able to reproduce it in 1.13 / 1.13.1. Tested the problematic world which was causing some issues in 1.13-pre2, along with some other worlds and it seems that currently everything loads fine without issues.
The crash could also occur when pressing F3 multiple times in a short period of time.
Part of the internal server (singleplayer) log:
[15:22:58] [Client thread/FATAL]: Unreported exception thrown! java.lang.NullPointerException: null at ckm.e(SourceFile:213) ~[18w43a.jar:?] at ckm.c(SourceFile:94) ~[18w43a.jar:?] at ckm.b(SourceFile:81) ~[18w43a.jar:?] at cka.a(SourceFile:250) ~[18w43a.jar:?] at cxp.a(SourceFile:779) ~[18w43a.jar:?] at cjj.c(SourceFile:817) ~[18w43a.jar:?] at cjj.a(SourceFile:380) [18w43a.jar:?] at net.minecraft.client.main.Main.main(SourceFile:144) [18w43a.jar:?]Crash report: crash-2018-10-24_15.22.58-client.txt
Confirmed for 1.13.2, 18w43a/b/c. Depends entirely on the GPU in my case. The circular fog is rendered on NVIDIA GeForce GTX 1070, while only the straight / flat fog is rendered on Intel HD Graphics 530 (iGPU). Using the same OS, Drivers, and Java versions during the tests.
The crash is still present in 18w43c, just occured a few times while generating chunks in a new singleplayer world. Not sure how to reproduce it consistently yet.
crash-2018-10-26_13.10.32-server.txt
crash-2018-10-26_13.13.56-server.txt
OS: Windows 10 1803 (Build 17134.112)
Java: Bundled JRE (1.8.0_51)
JVM Arguments: Default + -Xms4G -Xmx4G
Can confirm for 1.13.2 and 18w43a/b/c.
Surprisingly, I am able to reproduce this issue consistently on 1.13.2 vanilla server. Firstly the item is dropped on the ground, while on every second stop / restart the item is permanently lost, even if 'save-all' command is executed just before that. There are no warnings or errors in the console, nor any odd behaviour on client / server side.
Quite a while ago a few players have lost some of their important shulker boxes with everything inside on our 1.12 survival server because of this issue.
I will provide additional information if necessary, and could also try to make a video showing the steps to reproduce it consistently.
Affects 18w44a.
18w43c and before:
18w44a:
Confirmed for 18w44a
I just did some testing and it seems that even big flying machines are running fine on 18w44a.
The server performance is roughly the same, compared to 18w43c and 1.13.2. The client performance has not changed much (when it comes to light updates), there are still huge framerate drops and stuttering, but at least for now I think it's safe to say that the pistons and slime blocks transparency changes probably wouldn't affect farms, flying machines, technical builds, etc.
One thing I am curious about though is why the pistons become transparent when extended, but stay opaque when retracted? I think this might be considered inconsistency, because no other blocks change their transparency, depending on the current state / position / facing. Slime blocks are now translucent and diffuse light that passes through them, which is understandable and makes sense.
Also, nowhere in the changelog is stated, nor has anyone mentioned something about these changes. I (and most likely other people too) would like to know at least if this was intentional change / some sort of a feature.
Hopefully there will be no issues with redstone circuits and technical builds in the future and a good use will be found if that's an intended feature.
Now in 18w45a it is possible to move the text cursor with the arrow keys, and select / copy / paste text, but it's not possible to perform some of these actions with the mouse cursor (like in a book).
For me VSync is "forced" on every launch / restart of the game. In the Video Settings menu the 'Use VSync' option is always set to 'False', also under 'Snooper Settings' the flag 'vsync_enabled' is always 'false'. To turn VSync off properly I need to toggle it on and off, then return back to the game.
Edit: Confirmed for 18w45a
MSpaceDev The issue is not present in 18w43c and earlier versions (including 1.13.2)
I had to reinstall the drivers multiple times a few days ago, due to a graphics card change. VSync is not forced / enabled through the control panel (tested on Intel and NVIDIA GPUs with the latest drivers).
Oh, my bad, I looked briefly at the reports and because one was crash-client, while the other one crash-server I created separate tickets. Also apparently forgot to attach the client crash report here.
Confirmed for 18w46a and 18w47a crash-2018-11-21_18.46.24-server.txt
Can confirm for 18w47a
Seems to be fixed in 18w48a
Affects all 18w40 snapshots and 18w50a
Seems like 19w11a made this much worse.
After short duration of playtime I've noticed that the tick execution time rises continuously until the game starts to compensate by massively slowing down chunk loading, world interaction, physics, and eventually skipping ticks. This appears to be the exact same case for a lot of the previous snapshots, including 19w13.
5 minutes of exploring:
15-20 minutes of exploring:
Abnormal execution time (happens rarely, complete world reload / server restart is required to fix it):
The gradual increase makes me think this may have something to do with the tick idle time?
Also
MC-138114,MC-132135andMC-139717might be related.Henk Langeveld Double checked and tested everything thoroughly, I can reproduce it consistently in the latest snapshot (currently 19w14b). Updated the information and the video demonstrating the issue.
Confirmed for 1.14 Pre-Release 1 and Pre-Release 2.
Can confirm, generating a new world on singleplayer or multiplayer results in random chunks spontaneously turning dark from top to bottom. Optimizing the world and clearing the cached data temporarily fixes the issue, but not for long.
Edit: Added screenshots with F3 open + newly generated world on 1.14 Pre-2 with glitched lighting
1.14 Pre-2 world with glitched lighting
1.14_pre-2_profile-results-2019-04-15_1.txt
1.14_pre-2_profile-results-2019-04-15_2.txt
These two debug logs are from different locations in a new world generated on 1.14 pre-2, exploring around a bit in creative mode, visiting structures (mostly villages, pyramids, ocean ruins, etc.) and staying in different places for a while. Noticed very bad periodic TPS drops and consistently high execution time, along with the server completely hanging for 10-20 seconds once in a while, most likely due to autosave. This was exceptionally worse throughout the second logging period.
I was just testing similar issue (
MC-138550) and I'm still able to reproduce this in different situations with different settings, more noticeable with render distance of 16 and above. I can definitely say, though, that this issue was way worse in some of the previous snapshots.David Chamberlin's video demonstrates exactly what I'm experiencing, maybe the ticket's description isn't as clear.
In my opinion, the problem might be that most people with mid and lower-end hardware could experience some consequences of this issue, like freezes or even crashes. I personally don't, and yes, this ticket doesn't state anything related to actual crashes. But even the game running on high-end hardware (like in my case), there are still big performance problems, one of which is this.
Chunk loading in 1.13.2 was certainly faster, it had bigger hit on the server performance (TPS) and a bit on the client (FPS), although flying quickly in creative mode or with an elytra wasn't a problem at all. Currently these actions lead to loading chunks unable catch up, the server struggling to keep running smoothly, and it's even worse when generating new, undiscovered chunks.
According to my observations, it seems like the chunk generation / loading was most likely moved to the end of each tick (or the idle time) to avoid delaying more important tasks. This might or might not be the cause of this issue in particular, but at least there should be some balance between performance and responsiveness. 1.13.2 and older versions were decent in terms of these two things, however the previous snapshots and these pre-releases, according to most people and me, definitely need more tweaking and optimization.
I appreciate the developers' hard work and effort to polish the upcoming release and fix as many bugs as possible, and would be glad to provide assistance or any additional information if necessary.
@Kamil Pigłowski @MetoolDaddy Yes, I can confirm that disabling mob AI and/or spawning greatly improved the performance in certain scenarios like mob farms, large spaces with spawn-able platforms, etc. However, the server performance overall seems to have dipped way down in recent versions (1.13 / 1.14), compared to older stable versions like 1.11 and 1.12.
According to my observations and tests the major hit in performance, as expected, is still caused by chunk generation/loading, entities, mob spawning and AI.
This ticket is focused primarily on that, along with some additional info on how the gameplay is affected. I don't really know if the stated details cover too large area, but if other tickets contain all specific points that are listed here, maybe this one should be split and carried over?
To be honest, there are way too many small bits of details about performance issues in hundreds of tickets to keep track of, let alone filter and create separate report for every single one.
I'm open to suggestions on what could be changed here, or if the mods decide to close and split the ticket if needed.
Can confirm for 20w09a
Can confirm for 20w09a
Can confirm for 20w09a
Confirmed for 20w09a
Confirmed for 20w09a
Confirmed for 20w09a
Can confirm, I was able to reproduce this multiple times. Strangely the first time there was no crash report generated. The second time occurred around X: 1500 / Z: 9500 on seed 7710288261028957899. Archive with the world, log and crash reports, and also the first log without crash report.