Particles have infinite render distance. They are rendered, regardless of which way they're facing and how far away they are from the particle. This hurts performance unnecessarily, especially if multiple people are playing on a world/realm/server and a person loads an area with lots of high resolution particles.
Attached are screenshots of a demonstration of infinite particle render distance. A fog remover resource pack was used to make the results more visible, along with a custom particle resource pack.
Screenshot 1 shows what was used to test the bug. The repeating command block contained a /particle command, summoning a large particle every 10 ticks. The command block was in a ticking area.
Screenshot 2 shows the same area, but from such a distance that the zombie entities are not rendered. The particle is still rendered and visible.
Screenshot 3 shows the same area, but from such a distance that the particle is starting to get obscured by fog. The particle is still rendered and visible.
Screenshot 4 shows the same area, but from over 300 blocks away and well out of render distance. The particle is still rendered in its entirety, only it's obscured by fog. The particle is still rendered and visible.
Screenshot 5 shows that the render distance is set to 12 chunks.
This bug was experienced on Windows 10 devices too, with considerable lag when large amounts of particles were spawned out of render distance.
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I concur this is likely working as intended. It would limit the usefulness of the command if you couldn’t always have it render where you want it too. However, if you want to have a particle command in a command block in a ticking area only render the particle when a player is near enough, you can use an /execute command for that.
Even if the particles only run when a player is near it, they render for all players in the same world, despite the fact that they are tens of thousands of blocks away. This is catastrophic when a player loads an area with a lot of translucent particles that can be extremely demanding for people on the same world with mid-low end devices. I have seen Xbox Series X's fall to their knees with fog particles rendering far out of render distance. I believe the particles should be rendered where you want them to be, but the player's set render distance should be a hard limit.
Java's particle command has an option for which players to send the particle to, that would be nice to have
Could not reproduce the issue. Is this still reproducing for you?
Does the issue occur on vanilla particles, or are you using custom ones? If the latter, can you upload/share the pack here?
I just reproduced this on 1.17.10.04 with vanilla and custom particles and they are still showing up far out of render distance. Attached is the custom particle I am testing this issue with and its texture.
[media][media]I also attached a link to the shader resource pack that removes fog and makes it easier to see that the particles are still rendered.
This can be reproduced with minecraft:mobflame_emitter because it reproduces itself constantly. An alternative to clearing particles is to change dimensions. (example: overworld to nether then back)
Also it's not just the particles from the command, it affects naturally produced ones too
how about changing the name to "Particles have infinite render distance"
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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This is only the case when using the particle command, and is thus probably intended.