Summary
While falling down in the void, visual flicker only appears on the player model and items held in hand when using third-person camera. First-person and front fixed third-person have no flicker at all under the same void falling state. The flicker only occurs when the camera pitch is slightly lowered; lifting the camera view a little bit removes the flicker on player and held items right away.
Steps to Reproduce
Load a vanilla Minecraft world, break bedrock to fall into void and keep falling down continuously.
Switch to regular third-person perspective.
Stay at a relatively low depth inside the void, tilt the camera slightly downward (look down).
Observe obvious rendering flicker limited only to your player character and items you are holding, the rest of the screen renders normally.
Tilt camera slowly upward (look up slightly), the flicker on player and held items disappears instantly.
Test with first-person and fixed front third-person perspective separately. No flicker occurs on player or items at any camera pitch or void depth.
Expected Result
Player model and held items should render steadily without flickering artifacts in all three default camera modes while falling through the void, regardless of camera pitch and vertical depth in void.
Actual Result
Flicker only occurs in third-person view; first-person and fixed third-person are completely unaffected.
The flicker is not full-screen — it is restricted exclusively to the player model and items held in hands. Background void rendering stays stable.
Camera pitch acts as a trigger: Looking slightly down causes flicker; a small upward camera tilt eliminates the visual glitch entirely.
No extra side effects: Frame rate, movement physics, sound and entities work fine. There are no crashes or broken textures besides the flicker on player and held items.
Additional Notes
Verified on unmodified vanilla Minecraft; shaders, mods and custom resource packs do not cause this issue.
Two conditions must be met at the same time to reproduce: third-person camera + slightly downward camera pitch at low void altitude.
Suspected cause: Incorrect frustum culling or projection matrix calculation that only applies to player entity and held item rendering in third-person void scenes.
Thank you for helping us improve Minecraft! We saved your files: