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MCPE-124841

Render distance of partially transparent blocks is about half of render distance setting

Many partially transparent blocks stop rendering at about 1/2 of render distance on land in the overworld. In particular, this affects blocks that apply transparency to portions of the block’s collision box. It seems that beyond the threshold distance the entire texture of the block gets replaced by transparency.

Note: blocks that overlay a texture based on tile entity data, such as beds, chests, and pistons, behave differently. Tile entities seem to follow the entity render distance of 70 regardless of the render distance selected in settings. That behavior is not the subject of this report.

Steps to reproduce

  1. On land in the overworld, place blocks that have partially transparent textures, such as flowers, iron bars, ladders, etc. (Do not use blocks with tile entity textures like beds and chests—see note above.)

  2. Move away from the blocks.

Expected result

All blocks render up to render distance.

Observed result

The partially transparent blocks disappear at around 1/2 of render distance.

Affected Blocks

Notes

Grass, ferns, flowers

 

Sugarcane

Does not disappear, but normally transparent part becomes solid green.

Crops

 

Berries

 

Mushrooms

 

Nether sprouts and roots

 

Saplings

 

Leaves

Do not disappear, but lose their transparency (as if fancy leaves is disabled).

Vines (all types)

 

Dripleaf

 

Dripstone

 

Spore blossom

 

Glow lichen

 

Amethyst clusters

 

Bamboo

 

Cactus

Does not disappear, but solid beige spine color covers the corners.

Dead bush

 

Lily pad

 

Corals

 

Seagrass

 

Sea pickles

 

Kelp

Does not disappear, but normally transparent part becomes solid green. MCPE-32737

Cobweb

 

Doors

 

Trapdoors

 

Ladder

 

Iron bars

MCPE-30028

Anvil

 

Lanterns

 

Brewing stand

 

Composter

 

Stonecutter

 

Rails (all types)

 

Tripwire hook

 

Lever

 

Repeater

 

Comparator

 

Redstone torch

Does not disappear, but normally transparent part becomes solid black.

Soul torch

Does not disappear, but normally transparent part becomes solid black.

Campfires

Does not disappear, but normally transparent part becomes solid black.

Hopper

 

Chain

 

Monster spawner

 

Beacon

 

Flower pot

 

Fire

 

Mangrove roots

 

Scaffolding

Related issues

MCPE-131759 Blocks can be seen through trapdoors MCPE-139443 Grass and flowers stop rendering 150 blocks away MCPE-139567 Door and trapdoor does not render beyond a certain distance MCPE-156087 Mangrove roots are not displayed when viewed from a distance MCPE-167013 Specific chunks out of fov not rendering correctly MCPE-169071 Grass, vines, etc are bright in distance and dim as approach MCPE-169095 Iron Bars, trapdoors, and doors disappear prematurely MCPE-170915 Trapdoors unrender before campfires, gives campfires a texture bug MCPE-177130 Door outrendering MCPE-177610 Redstone torch not rendering properly. MCPE-182423 banners and entities disappear when far away and appear when you get closer. MCPE-185625 Scaffolds are Invisible from long distances MCPE-188109 Trapdoors dont render when far enough MCPE-190577 Grass, flowers, and plants disappear when you move a certain distance away

Comments

GoldenHelmet

Please provide the actual numbers. What is your maximum render distance? How far away are flowers and mobs disappearing?

Entities do have their own render distance limitation of around 70 blocks, which cannot be changed.

migrated

My render distance is 22 chunks which is the max. Things starts disappearing 165 blocks

Simulation distance chunks is 10 max

migrated

Oh my bad I think it's 161 or 160 blocks away from me when things start disappearing 

v-baslod

Thank you for your report!

However, this issue has been temporarily closed as Awaiting Response.

Is this still an issue in the latest version? If yes, can you please add it to the affected versions (or mention it if you are not the reporter)?

This ticket will automatically reopen when you reply.

Quick Links:
📓 Issue Guidelines – 💬 Mojang Support – 📧 Suggestions – 📖 Minecraft Wiki

GoldenHelmet

Behavior still occurs. I have updated the report to clarify.

The reported behavior creates a special problem with iron bars in the end, which has been tracked separately at MCPE-30028.

For some reason the behavior applies to powder snow too, even though powder snow is not partially transparent. (MCPE-127565)

The same blocks that stop rendering at 1/2 of render distance on land stop rendering underwater when their chunk is 32 blocks from the player. (MCPE-34794)

migrated

Isn't this intended as a way of saving resources? Like a LOD type system where unimportant objects such as grass are unrendered and animated textures stop being animated. I agree that it is quite jarring and blocks such as powdered snow should not be unrendered but the feature itself isn't a bug

GoldenHelmet

This issue also applies to custom blocks (see e.g. MCPE-140364), which suggests to me it may actually be triggered by the "render_method": "alpha_test" inside "material_instances".

I agree the feature itself makes sense for optimization for some blocks like grass and flowers, but I think it does not make sense for it to be based on simplistic criteria (render distance + render method). It ought to have a minimum threshold (like entities do) so things don't disappear too close on low-end devices or for users using low render distance to get better performance. For example, on my iPhone I can set render distance as low as 6 chunks, and that makes affected blocks disappear when > 48 blocks away. It might be even better to have it be adjustable separate to some extent from render distance.

It also does not make much sense for light-emitting blocks like fire and glow lichen, because you can see the light from far away but not the source. And for a block like lily pads, not being able to see it from high up in the air before you jump could mean you die from falling instead of landing safely in the water.

migrated

Over 12 chunk render distance this doesn't occur in the nether. Seems weird for specifically it working fine in the nether but the lower render distance underwater having sea grass and other transparent blocks disappearing as if the render distance slider was set to 4

GoldenHelmet

The behavior is the same in the nether, but the nether fog makes it impossible to test anything higher than 12 chunk render distance because you can only see about 100 blocks in the least foggy biomes. I think the nether may also have its own render distance limit of 12 chunks, meaning a higher setting doesn't let you see any farther than 12 chunks even if you remove the fog. The affected blocks should still disappear at 1/2 of whatever you set your render distance to.

migrated

Well my bad for taking it as a bug but it looks weird.. Minecraft Console edition doesn't make grass or flowers disappear. 

GoldenHelmet

Nicolas crawford: the report is still open, confirmed, and tracked internally by Mojang, so we just have to wait and see how they handle it. They might say it's all working as intended, they might adjust the threshold distance, they might tweak which blocks are affected, they might eliminate it entirely, or do something totally different. It wasn't wrong for you to report the issue. I just took the opportunity to investigate and try to bring out the full scope of how it's currently working.

migrated

I'd say if this issue would be addressed the way I would prefer it to is to add a sort of "foliage distance%" slider like how Java has a entity distance% slider and bedrock used to have one for particles but was mysteriously removed

migrated

Affects 1.17.40.20

migrated

With mipmaps set to 4, compared to 0, leaves loose transparency in a similar manner at a shorter distance. Modded shaders seam to be able to resolve both leave transparency issues. At one point I seem to have somehow accidentally disabled the non-mip related loss of transparency without shaders active by toggling though shaders... this doesn't get rid of the mipmap loss of transparency but that is more likely caused by no alpha channel being mipped, with the leaves texture using a all or nothing method of transparency. I don't know how shaders allow transparency though mips, perhaps by blending the mip levels?

migrated

(Unassigned)

587559, 1157855

Confirmed

Multiple

1.19.80.22 Preview, 1.19.0.34 Beta, 1.18.10.21 Beta, 1.17.30.22 Beta, 1.17.11 Hotfix, ..., 1.21.30.22 Preview, 1.21.21 Hotfix, 1.21.40.23 Preview, 1.21.44 Hotfix, 1.21.51 Hotfix

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