When riding a horse, you may usually get your horse stopped for a second, then it gets you to where it really was. I don't know if this is because new chunks are loading, or just server lag. I think this is a bug, confirm it as soon as possible please.
Developer Notice by jeb
The reason this happens is because the Java server code runs world generation and world simulation on the same thread. It means that when it creates new parts of the world, everything in the world stops. You don't usually notice this, because players can update themselves, but when you are on a horse you are bound to the horse's update.
We do not have a fix for this at the moment. It requires a large rewrite, which may happen at a later time.
Linked issues
is duplicated by 25
Comments 69
Yes, unlike player movement, horse movement is server-controlled. This may cause desynchs because of lag (which often happens when you ride into new territory).
Confirmed for SMP.
Server and 2 clients in Gigabit LAN (so no internet lag).
Riding on singleplayer is smooth, but on multiplayer it is laggy and choppy
This "desync" is really bad and on our server it also happens in "old" territory. As I described it earlier in an other report, it's like watching a picture slide show. Even when just riding around the same spot. And I am using the Pre-Release version.
I checked 16w06a .. and instead of stop-and-going the horse throws you out of the saddle after a very short ride and you won't be able to ride him again until you reopen the world or click shift. (video showing it: https://www.youtube.com/watch?v=9yKhU6Ff-jg&feature=youtu.be)
My specs: i-7 4970k, gtx 970, windows 10, 8GB RAM
Can confirm in 16w06a the new behavior Alper Yetis describes. Happens for me only on render distance 2, increasingly frequent the faster the horse.
My specs: i-7 4910mq, windows 10, 16GB RAM (2.9GHz), 1GB allocated to the game.
This would be considered a new issue, right? Can anybody confirm MC-14946 for 16w06a?
Yes, the horse throwing you is new behavior starting in 16w06a, but it looks fixed in 16w07a. In 16w07a it doesn't appear horses stop-and-go, or throw the player.
This will never be fixed until rideables are finally handled client-side! This would also result in a faster server and a better playing experience. Please just let the rideables be handled by the client, not the server. Please. Or at least make a server_propeties entry where I can choose how rideables are handled.
Rideables = Every Entity which you're riding. (Horses, Minecarts, Bats, Ghasts, Chickens, Guardians, Shulkers -> basically @e )
Sounds like server lag or your internet is lagging. However, it may be because how de-sync the client/server can get, even in Single-Player.