mojira.dev
MCPE-129748

Multiple glow signs take a large toll on performance

Steps to Reproduce:

  1. Place a lot of signs;

  2. Observe the framerate;

  3. Use glow ink sac on them.

  4. Observe how the performance is affected.

Observed Results:
Framerate drops significantly.

Expected Results:
The performance stays pretty much the same.

Screenshots/Videos attached: Yes

Notes:

Linked issues

Attachments

Comments

migrated

I've been having this same issue in my survival world.

migrated

Even if you cover the signs and they're not directly visible, looking at their direction still cause the same amount of FPS lag.

Mineliver

Hope this gets fixed soon

migrated

lol just encountered this issue with a buddy of mine. We're working on a command block powered minigame and there's a lot of signs, many with glow text, to comment the code. He was getting ~45 FPS in this one area, goes to another, upper 400s - 500s.

So a friend directs me to the Spark mod, which after running the profiler (report: https://spark.lucko.me/SYyEh7oSde ), is telling me that well-over 30% of the render thread being used is for glow signs. Specifically. Another 20% for hanging glow signs. Everything else is under 5%, in comparison.

This seriously needs to be fixed. There is absolutely no reason the text should be rendered 8 times, make it emissive or cache it or something, but please fix this. This feature is honestly so useful, and it's a shame I cannot use it to the extent I'd like to until this is fixed.

Invisible826

@unknown, this is Bedrock Edition project, your issue is tracked in MC-226966.

[Mod] LateLag

(Unassigned)

544898

Confirmed

Multiple

1.18.30.29 Preview, 1.18.30.28 Beta, 1.17.11 Hotfix, 1.17.20.22 Beta, 1.17.10, 1.17.10.22 Beta, 1.17.10.21 Beta, 1.18.12 Hotfix

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