Recently, I noticed a HUGE frame drop in a certain area of my world (not only in one chunk), the game even freezes completely and the FPS fluctuates between 1 and my normal 60 FPS..
One thing is for sure, it isn't caused by a surplus of entities, as it seems to happen in an area where the entity count is only around 100 (after switching to pieceful to get rid of egg holding zombies who may be causing this).
I forced a crash with F3+C and attached the report. I hope this can be resolved..
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14w21b:
I am definitively not an expert but I am not sure what is this:
zb['H�hlengolem'/130, l='MpServer', x=316,69, y=54,00, z=274,19]

It's a named golem called "Höhlengolem", which means something like cave golem in German 😉

I am German 😉 and have you named it like this?

Nothing jumps out at me from the crash report. Can you upload the affected world, either by attaching it to the ticket, or uploading it somewhere else and linking to it? The contents of the development console may also be helpful in diagnosing this issue.

You have Java 1.8.0_20-ea running, this is an alpha or beta version. Please install the latest release 1.8.0_05 from http://www.oracle.com/technetwork/java/javase/downloads/jre8-downloads-2133155.html

Unfortunately, the latest official Java version doesn't solve the problem.
I'll upload my world tomorrow. It's over 400 MB big though, I guess it should be fine if I cut out the affected area and a couple of chunks around it to reduce the file size?

Okay, I cut out the part of the world with the regions where the problem occurs: http://goo.gl/C2y1ur
It happens around X: 380, Z: 200 and X: 230, Z: 230
I loaded a copy of the world in 1.7.9 and everything is fine, btw.

Cannot confirm with your world.
Getting no lag in the named areas.

That's so strange..
I attached the output of the development console when I force a crash. This line seems suspicious:
Client> [23:26:30] [Client thread/INFO]: Warning: Clientside chunk ticking took 666 ms

Did some research and found this bug: MC-44801 , where somebody said "this is a highly documented issue with timers, dispensers, or water falls, where if the client is just moving out of "render distance" range from one of those active areas, they will experience lag as the game fails to unload the active chunk."
I think this is exactly what happens. I have a mob farm which uses water dispenser (controlled by a clock).
My render distance was set to 8, because I like the fog this creates and my PC isn't the best. I set it to 10 now, and the lag disappeared. So I guess this is some sort of "fix" for now, but I really hope the problem itself gets solved soon!

Are you saying that the problem no longer occurs at all with render distance set to 10? Have you tried moving further away? Because @unknown's comment on MC-44801 says that changing the render distance didn't solve it for him, just changed the range at which the bug occurred.

You're right. If i move further away, the same problem occurs.