When in a Java Realm and you are looking at a wall or floor of maps on item frames it grinds the entirety of the server to a halt for all participants. This is consistent. If the area with said maps is not rendered when the realm is first loaded there will be no noticeable effect, however, if you access these chunks tremendous lag ensues and then when you walk out of range of them there will be persistent periodic lag spikes that are brief but intense. This continues indefinitely after the chunks with the maps have been loaded but the chunks are no longer loaded no matter where you are in the world until the server is reset with no players.
I understand this was said to be fixed in 1.16.0 in patches MCPE-41584 and MCPE-59791 respectively but I have clear evidence this is not the case and is debilitating to the performance of the game.
Related issues
Attachments
Comments

Hi there!
It looks like there are 2600 different entities being rendered in the first picture, and that's what's causing all of the lag. Any time that many entities are rendered (maps are considered entities), FPS drops occur, which is what you're experiencing (MC-143853).
Try surrounding, in a crafting table, one filled map with 8 paper. This will reduce the amount of maps needed to cover a certain area by expanding the amount of terrain that can be rendered in a specific area.

HIs this new in 1.16, or has it happened in earlier versions as well?

This doesn't resolve my issue. This has been persistent from 1.15 to current. I understand there are 2600 different entities. That is evident. I can read my F3 menu too. My issue is why do maps not work in a way where you can have a map room? Making the maps smaller as you say Mark degrades the detail and is not the intention of the build. We want 1:1 maps representing our builds since the render distance was reduced in realms already. Regardless we'd be using just the same amount of tiles. This still happens with a map a 4th this size. Do understand this is on the Realms service and can be exploited by people willing to grief servers. This is an issue that is not resolved by telling me to use less entities. The maps should be able to be on display in that given area. I don't find it acceptable to say that "Our game doesn't work as intended, fixed". That's very condescending. You should be able to have a map room without this sort of lag. If entities were a real game issue why would you have introduced bees? This is a problem with how maps are rendered.

Brian O'Mara, bees are less problematic because they don't naturally spawn in packs of 2600. The game simply can't handle so many entities.

The game is currently not designed to handle this many entities being rendered at the same time. Mojang is always looking into improving performance - however, at this time, this is not a valid bug report.

This doesn't resolve the issue. The issue is with the Realms server then. Minecraft has no problem loading this in a private world on my CPU. It doesn't have the same lag from entities. Nowhere in purchasing Realms did it say there was a limit to entities. This reflects poorly on your servers and your service since you are the creators of the game. You can get better performance on 2b2t with similar entity counts. If an anarchy server can do it, how come it's hard for the people who programmed the game? Also besides bees not being in packs of 2600, thank you for the condescension, still doesn't explain how this is acceptable when vertical builds could bypass this limit easy with item frames. You made it so you can place on any face of a block maps like wallpaper on frames. Does this means for item sorting with items on frames to know which items are which aren't intended for mass use? How else can you organize? Memorize every chest personally? Use a .txt file to put names in order so you can use it as reference? Space things out so the redstone used in hopper lines don't work because of unloaded chunks? Why implement this function if it doesn't function properly?
My issue remains that the functionality of item frames and maps is broken. It doesn't fix anything by saying the game doesn't support it.

This is still not resolved. I added a picture to this report from my computer running at the same chunk distance as realms. I seem to have no problem with 3000 entities. Please explain why this is an issue in Java Realms. You closed an issue you did not resolve.

It's about the type of entity - the game has never been able to support 3000 individual item frames at the same time, it is just not built to handle it on a stable level.

Ok I'm not sure if that explains it, the item frames have no issue. It is specifically maps on item frames that causes this lag. I have updated with a picture after placing maps on the item frames offline on my PC. The item frames render just fine, it's when you start to place maps on them that it lags beyond belief. There seems to be an issue with how the maps render on item frames. This doesn't seem to be working as intended.

I don't think this is resolved. I've added another photo to illustrate that 3000 item frames with items in it do not produce the same effect of debilitating lag as maps do in item frames. There is something very broken with how maps render or display in item frames.

The linked issues affect bedrock edition, not java edition

Affects 1.17.1

Can confirm in 21w39a. Maps cause extreme client-side lag.

It doesn't need to be anywhere near 2000 maps, just about 200 maps will do.