Particles are usually just minor aesthetic effects with no impact on gameplay, so they stop rendering when more than 32 blocks away. This makes sense, as it’s not important to see them from far away. Smoke signals from campfire (when placed on a haybale) also already set a precedence for partilces rendered from further away
Vibrations however actually represent an importing thing in the game, with a specific position and effect on the world. It is often important that the player can see they exist.
Additionally, vibrations can move by up to 16 blocks during their lifetime, and their rendering is calculated based only on where they generated, not where they are currently. Combined with player movement, this means it’s possible for a vibration to get arbitrarily close to the player and still not render.
This is confusing and makes it difficult to understand what’s going on with a sculk sensor mechanism.
Steps to reproduce:
Build an observer clock with a piston to constantly trigger the sculk sensor
[media](Optional) set your FOV to minimum
Move away
Observed result
The particle stops rendering
Expected result
The particle always renders
Attachments
Comments 2
Looking at the code, I’m pretty sure the current behavior is not intended by Mojang. Vibration particles are already being assigned the overrideLimiter boolean by default, the same as any particle that’s created with the /particle force command, which IMO makes it pretty clear that Mojang wants them to be visible from far away.
The overrideLimiter attribute is being ignored for vibrations due to a bad check in net.minecraft.server.level.ServerLevel.sendParticles, very easily fixed.
Thank you for your report!
After consideration, the issue is being closed as Won't Fix.
Please note that this is not the same as Working as Intended, as this bug report correctly describes behavior in the game that might not be the intended or desirable behavior, but it will not be fixed right now. Sometimes, this is because the issue reported is minor and/or impossible to change without large architectural changes to the code base.
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