Situation as of 1.9-pre1: https://youtu.be/PwAlfJ1anGs
After jumping off a one high block elytra flight engages for a very short time. The camera switches back and forth very quickly.
http://gfycat.com/ConstantPerfumedAmbushbug
http://gfycat.com/UnequaledLazyAcouchi
Panda says:
I don't think the problem is that it starts to early.
The problem is that the camera position jumps by almost two blocks.
It would be fine that the flight starts if that wouldn't happen.
Related issues
is duplicated by
Comments


This gets fairly annoying when you try to land while flying level with the ground. Your body is flat, and will glide all the way down so that your head is one block over the ground, but as soon as you touch down you instantly reorient - your head pops up one block causing a sudden visual shift.
This is necessary for flying through single block gaps, but makes every landing seem glitchy. Either you need to land automatically if your head is one block off the ground (not ideal) or there needs to be a standing animation so the perspective shift is less sudden. But even with that, it's going to be annoying - every landing of more than a block or two (Jump boost would be horrible) is going to cause this jankyness.
In my opinion, the ability to fly through a single block gap (rare) is not worth making every landing (extremely common) obnoxious.
Confirmed.
Link: MC-90687
This issue relates to MC-90810

Lol I don't see how this is related to MC-90810, but I am psyched that my ticket is getting some attention!!! 😃
Because the relationship to player Collision Box updating. 🙂
Affects 15w43a

Affects 15w43b
Slowing down the change of perspective at start and end of flight would help a lot.
I mean... When you stand, the perspective is at height of about 1.5 block of player, when you fly, it is about 0.5 of block height. It should change smoothly just after starting: 1.5-> 1.475 -> up to 0.5 in about 3 seconds, and change back after landing from 0.5, 0.525 up to 1.5 with the same speed of about 3 seconds. The change would be smooth like morphing in Morph Mod seen for example here: https://youtu.be/I5AqeTbNNHk?t=420
If flight starts and ends quickly, the change would be small: from 1.5 to 1.3, when you stop flying, and back to 1.5 in about half of second.
When you land for short moment while flying, the height of perspective would change also only a little: from 0.5 to 0.7, and back to 0.5 block of heigh.
Affects 15w43b & 15w43c.

Confirmed for 15w44a and 15w44b

Confirmed for 15w45a
Confirmed for 15w46a

15w47a

Confirmed for 15w47c

Another confirmation for 15w47c

You can now measure this objectively with
/scoreboard objectives add fly stat.aviateOneCm
/scoreboard objectives setdisplay sidebar fly
elytra will activate from two or three block falls, which is kind of silly, given that the player doesn't even take any damage from falls at that height. I feel like it ought not deploy until about 4 blocks of fall (or equivalent velocity or whatever it uses). In any case, the scoreboard stat and camera change seem to coincide.

In 15w49b the elytra still does this after jumping/running down a height of around 1.75 blocks or more.
Confirmed for 15w50a

I agree with Panda that the first-person camera change is the biggest bug. Another player watching the elytra-jumper as a spectator does not see it deploying from these tiny falls (possibly because the third-person view does some interpolated slow animation of the deployment, dunno).
That said, I do think it is wrong for aviateOneCm to be registering from the tiny jumps. Note that tiny jumps do not correspond to any durability hit on elytra (durability decrease seems to only happen when using it continually for more than 1s). The aviateOneCm behavior is a less important bug than the camera-jerk bug, IMO, though.

The Elytra triggering after even a tiny jump makes 1.9 basically unplayable for me, as the constant POV changes give me a headache.
I don't think that "don't jump while using elytra" or "don't use elytra" are very good suggestions, either.
It's such a small and easy to fix issue. It makes no sense whatsoever for them to activate e.g. when jumping down a staircase or off of a 2 metre ledge into some water.

Would be better if Elytra activate if the game detects 5-10 blocks under player and activate then after half-block fall.

Elytra now is starting something between 2,12500 and 2,187500 block of falldown. Since player can jump up something between 1.25000 and 1.31250, when player is jumping from a place only at height 0,81250 (8 layers of snow minus carpet) elytra can trigger wiewjump.
also affects 15w51b. I really prefer slowing down this "jump down/up" to make it smooth.

One other solution would be to move the player's feet up instead of their shoulders down so there doesn't need to be a visual change at all!

And people will fall through floor on landing

Good idea, Jaden. But when player lands it should rise his shoulders.

Then what if you land one block above the ground unless there is a one block gap you are going through?
Confirmed for 16w02a
Confirmed for 16w04a
Confirmed for 16w05a
Confirmed for 16w05b
Confirmed for 16w06a

What if they just made the elytra not activate unless there is somewhere to fall TO, as opposed to when you fall, so that jumping down one block it would detect the floor beneath you and not activate, and jumping off a taller structure flight is completely unaffected. Although, I must say, it is quite silly that the visual change isn't smoother anyways, due to the fact that even under normal circumstances this makes the game look unpolished.
Clarification: you would not need to land in order to have the elytra not activate, just be about to land so the effective fall distance to activate increases but does not actually change when it does work.
The Elytra now requires jumping in air to activate so I would say this is fixed.

Again, the video indicates rapid head movement and also a new kind of unrelated bug, camera angle is changing instantaneously. The developers seriously should just make the camera angle change smoothly and then literally this bug is impossible to not be solved!! I just don't get what the problem is with making the fov move up and down smoothly!!!

@Ender Dragon if I didn't see that comment of your's I would've opened a thread containing a bug that was only me not knowing that a mid-air jump is required.
however I wouldn't call this a complete fix, making it a smoother change from flying to standing, I would say is required, although it would be difficult to do, because I think minecraft has some constraints making it harder then it should, it still is a required feature.

Really annoying bug. Make it at least change smoother is already a big deal.
Confirmed for 1.9.3-pre3

Can we re-title this bug (to something like "camera instantaneously changes position when elytra is deployed, causing jerky video" or something)? The current title no longer makes sense.

Same with sneaking. I remember when camera lowered smoothly when sneaking, now it is instant.

Affects 16w20a.
Confirmed for 16w21b.
Confirmed for 1.10-pre1.
the problem is that eyes when flying must be at the same position as head to aim small holes etc while flying with elytra. Because body is rotating while falling from even 2 block high (1.17 of jump and 1 of block lower), your eyes are near floor.
It can be "fixed" by slowing down rotating down and standing up at start and end of flight. In this case, jumping from 1 high will change view only a little with elytra.