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.
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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.
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.
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.