Throughout different versions, I play and build on a world that uses command blocks and optimized fashion according to how the performance can be within the various versions of Minecraft Bedrock. For example, I have studied how in the version of 1.17.40, maybe even 1.17.34, I have noticed when playing multiplayer for this world becomes a lot slower when a horde of mobs are being used while I host games. Previous versions beforehand, the same number of command blocks placed, rendered under two ticking areas, I could have spawned much more mobs before the arrival of "server lag."
Approximation Using Two Ticking Areas Using Command Blocks :
Before 1.17.40 - Mobs Available to Spawn: ~50-75 Mobs (Mob Spawning Always Off)
After 1.17.40 - Mobs Available to Spawn: ~20 or Fewer Mobs (20 is a rare occasion)
Approximate Command Blocks Active For One Ticking Area: ~100-120 Command Blocks (LABELED: "UE" | For Particles and Executed Effects of either different weapons or perk system [1])
Second Active Area: (LABELED: "main" | For general system, used for progression, games, and perks activity across all various games and content) ~70-80 Command Blocks
All of these are approximations and not actual data for what is being used. Counting will occur soon in actuality and will be labeled here below:
Accurate Count of Command Blocks Active For One Ticking Area: UNKNOWN (LABELED: "UE" | For Particles and Executed Effects of either different weapons or perk system [1])
Second Active Area: (LABELED: "main" | For general system, used for progression, games, and perks activity across all various games and content) UNKNOWN
Mobs are harder to detect since they require an active player to help estimate a base for what will lag and what will not, dependent on the scenario so that the approximation will remain.
Over time, I have learned to optimize more with the game's progression and how different things will work in the future. However, I cannot undermine how each version progressively makes server performance and optimization worse over time, considering that block entities are wholly broken in rendering/simulating. That includes command blocks and structure blocks (when loading or saving structures, do not use command blocks to save/load them either, still causes significant lag issues), including client-based rendering, which puts more considerable pressure on the server.
You can try replicating this by having a world or a new flat world, where it'll run more freely but continuously adding more command blocks, using either detection-based execution commands (/execute + /execute, testfor, etc.). If you want, you can add particle-based execution commands for entities or even sound playing variants. You can get creative however you like.
Try getting the number to what is being approximately used from different areas, and then try seeing it yourself by placing other mobs together.
Expected Result:
Mobs should match previous versions' performance simulation against the server and client and add more people to get more severe results. Version counts from 1.17.34 or less. Minor occurrence happens before 1.17 in their entirety.
Observed Result:
Throughout never versions, the server starts to slow down more often. However, it may not show in solo but happens much more quickly with multiplayer. It progressively worsens over time, especially with one active tick area, where it's approximately ~2-2.5x more mobs than in the general approximation labeled above.
My friend and I, who have done matches together, can confirm that the game was fine and continuous until (# of mobs spawned before 1.17.40 approx.) were spawned, which was fine and a minor inconvenience. But, now, it started to become more of a problem in his latest session. Exact labeled details as before above, those numbers made the server lag much more, and more added adds to the problem heavily. When using the intended commands, it starts even lagging more. It can occur with EVEN FEWER mobs, which is absurd at best.
I can give more updates over time to see what can go wrong. In another bug report, I may mention that Ghasts are utterly broken in multiplayer, being them entirely stopping the server affecting connectivity across all players and interaction with the world.
I hope this does not get a "DUPLICATE" since this is not client-based, where it affects FPS, more so in line with the world itself and how everything is being simulated. So far, I do not see other tickets making this claim when searching for similar topics.
Comments 5
Minecraft worlds are connected towards a mainframe, namely a server that simulates and renders specific entities or chunks to the client, which the player is run by. It mainly affects multiplayer but can impact solo play with different conditions. Other players, which are different players running a client, put more pressure on the server part of a Minecraft world, causing it to render the same line of code across all players running a client. However, the server part works with the client to simulate entities and other interactions, such as mobs, block entities, interactable items, and environmental interaction (mining or building). THAT part is what I'm mentioning within the ticket.
To summarize, by "server," I mean the part of the Minecraft world that works separately with the client, like dedicated servers, but more built-in for the multiplayer experience without setting one up. Instead, the server part of the world renders chunks and adds to the client what to simulate. As a result, the client is more based on the player, and more players equal more pressure on the server. Hence, I mentioned tick areas and block entities because they put pressure on the server for simulating specific code, interface, storage, etc., onto the server for the client to run. And with command blocks trying to apply execution commands for mobs, it creates even more pressure on the server.
What I am saying within this ticket is that the server portion is becoming more unoptimized over time as the versions progress. I have used the same general number of command blocks from 1.17.20 - 1.17.34 within tick areas, so I am mentioning the issue. Maybe it is related to the client, although client lag is more related to FPS drops than server lag (meaning tick slow down, mob freezing, or server freezing).
I can give more clarifications and details about the general gist of what I'm experiencing. But, my system is not cooperating at its best since it keeps running into issues outside of the application.
Usually, general lag / performance issues are resolved as "Invalid", because there is not enough information to reproduce the specific problem. However, it does seem that you are able to create specific conditions that cause a specific performance issue (apparently this is is reduced mobs spawning). Therefore, can you please do the following:
1. Update the Summary to state a single specific performance issue. This might be something like "mobs stop spawning when ...", but since you understand what you are seeing this is best left to you.
2. Provide a specific list of steps that someone else can follow to produce the same result. This needs to be clear enough that there would be no need to guess or make assumptions about what you did. If you can provide a world that starts out working fine along with steps to work from that starting point to show the bug, that might be even better.
In general, reports should follow this format:
Steps to Reproduce:
1. (list every step exactly, so someone else can reproduce the issue, and try following your list to make sure you can still reproduce the issue yourself)
2.
3.
Observed Results:
(briefly describe what actually happens, including exact message(s) shown)
Expected Results:
(briefly describe what should happen)
(add screenshots or video to help explain the issue)
This report has been temporarily closed as Awaiting Response. It will automatically reopen when you add information. Please follow the format shown and include all sections (steps, observed, expected). Reports that do not contain all of the requested information and complete steps to reproduce the issue may be closed as Incomplete. For more information please read the Bug Tracker Guidelines.
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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)?
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Cleaning up old tickets: This ticket had been set to 'Awaiting Response', but has not received a response from the reporter (~3 months+) so is being closed as Incomplete. If you feel this is still a valid issue then please comment, or create a new ticket following the Issue Guidelines which includes steps to reproduce the problem.
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What do you mean by 'server' dedicated server, realm or multiplayer?
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