When playing in singleplayer, I am experiencing between a second to a second and a half of block lag (when you break a block, it immediately reappears, then actually breaks and pops off after some time) when my render distance is set to 16 chunks ("Far") or above. As soon as I set my render distance to 15 chunks or less, the block lag immediately disappears. Even after letting the world load and render for several minutes on 16+ render distance, the block lag does not go away.
I have created a video to demonstrate the issue: https://youtu.be/fj3miFRucHs
The world I am playing on uses a custom world generation preset:
{"coordinateScale":684.412,"heightScale":684.412,"lowerLimitScale":512.000,"upperLimitScale":512.000,"depthNoiseScaleX":200.000,"depthNoiseScaleZ":200.000,"depthNoiseScaleExponent":0.5,"mainNoiseScaleX":80.0,"mainNoiseScaleY":160.0,"mainNoiseScaleZ":80.0,"baseSize":8.5,"stretchY":12.0,"biomeDepthWeight":0.0,"biomeDepthOffset":0.370,"biomeScaleWeight":0.0,"biomeScaleOffset":0.5,"seaLevel":64,"useCaves":true,"useDungeons":true,"dungeonChance":8,"useStrongholds":true,"useVillages":true,"useMineShafts":true,"useTemples":true,"useRavines":true,"useWaterLakes":true,"waterLakeChance":4,"useLavaLakes":true,"lavaLakeChance":80,"useLavaOceans":false,"fixedBiome":-1,"biomeSize":2,"riverSize":5,"dirtSize":33,"dirtCount":20,"dirtMinHeight":0,"dirtMaxHeight":128,"gravelSize":33,"gravelCount":10,"gravelMinHeight":0,"gravelMaxHeight":128,"graniteSize":33,"graniteCount":10,"graniteMinHeight":0,"graniteMaxHeight":80,"dioriteSize":33,"dioriteCount":10,"dioriteMinHeight":0,"dioriteMaxHeight":80,"andesiteSize":33,"andesiteCount":10,"andesiteMinHeight":0,"andesiteMaxHeight":80,"coalSize":17,"coalCount":20,"coalMinHeight":0,"coalMaxHeight":128,"ironSize":9,"ironCount":20,"ironMinHeight":0,"ironMaxHeight":64,"goldSize":9,"goldCount":2,"goldMinHeight":0,"goldMaxHeight":32,"redstoneSize":8,"redstoneCount":8,"redstoneMinHeight":0,"redstoneMaxHeight":16,"diamondSize":8,"diamondCount":1,"diamondMinHeight":0,"diamondMaxHeight":16,"lapisSize":7,"lapisCount":1,"lapisCenterHeight":16,"lapisSpread":16}
Linked issues
is duplicated by 1
Comments 4
There has been an improvement on the issue, but it's definitely not resolved: It now works well up to a render distance of 23, however, if I set it to 24 or higher, the issue will be present again.
Here are more detailed system specs:
CPU: Intel i7-6700k @4,4GHz
GPU: NVidia GeForce GTX 1080 (Driver 397.31)
RAM: 32GB DDR4 @3200
MainBoard: ASRock Z170 Gaming K4 (BIOS version 7.30)
Hard Drive: Samsung Evo 850
OS: Windows 10 64-Bit Version 10.0.17134.81
Since I noticed that the bug reporter and I both have a Samsung Evo, I tested it on another drive (older 1GB HDD by Seagate), however the issue is also present there.
I can confirm this bug, however, I made tests in multiple versions. This bug for me is present in all versions starting from 1.9.4 up to the latest snapshots even with standard worlds. 1.8.6 only seems to be affected at the beginning, when the world is created, but then it runs fine. I tested Java 8 Update 25 (the one that comes with the launcher) and also the Update 151, all the same result. I also tried assigning more or less RAM to Java, but that also didn't help. I also tried the Optifine mod, and even there the bug is present, but depending on what settings I use, I can kind of work around it.
Beside the block respawning lag, the game runs fine with high FPS (100+)
In Creative mode the blocks don't spawn back, but even there I get a lot of messages about lag:
[20:41:15] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 2278ms behind, skipping 45 tick(s)
[20:41:46] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 14693ms behind, skipping 293 tick(s)
[20:41:56] [Server thread/WARN]: Can't keep up! Did the system time change, or is the server overloaded? Running 6639ms behind, skipping 132 tick(s)
All I did was running around punching a few blocks.
I am using Windows 10 (build 15063). Could this bug be related to Win10, as the initial reporter also uses Win10 and also the reporter of the duplicate?
Here's my system specs:
CPU: Intel i7-6700k
GPU: NVidia GTX 1080
RAM: 32GB