When breaking or placing blocks with ray tracing enabled, surrounding blocks flicker.
Steps to Reproduce:
Load any ray tracing-capable resource pack.
Optimally use an empty RT capable resource pack, there is one attached for convenience.
Enable ray tracing and join a world.
Break or place blocks and observe flickering.
Evidence video attached.
Notes:
There is another old bug that makes enabling RT difficult, to turn it on properly before testing:
Activate RT-enabled pack.
Join a world.
Turn on ray tracing through video settings
Exit to menu and rejoin.
Then test for this bug.
This bug started happening in 1.21.70 Previews and persists in 1.21.70 release and 1.21.80 Previews
Linked issues
is duplicated by 2
Attachments
Comments 13
Looks like it’s chunk updates causing the bug, not just placing and removing a block.
Here’s a video of this happening with Redstone. https://streamable.com/c54lzx
Updating a block’s state (e.g. switching a vault block between active and inactive states constantly) should also be causing this if chunk updates were the trigger.
Redstone contraptions that move blocks do trigger this glitch, while block updates do not seem to.
If a block (other than air) is already placed, replacing it for instance via setblock command should not trigger this issue.
For now placing by hand is the most reliable way to reproduce this issue.
Having the exact same issue, very frustrating. When mining in the nether I feel like I’m playing in x-ray mode being blinded by a strobe of flashing images
Further analysis
Key Observations:
This is not unique to the Windows Platform. The same issue occurs on Minecraft Education Preview 1.21.80.1 and by consequence, GNU/Linux (Wine) as well.
This bug is not uniform, and it doesn’t affect every world. It only affects some worlds, particularly ones that are large in size.
This bug does affect gameplay heavily and pretty much makes playing the game unplayable on worlds with a lot of moving blocks loaded within a chunk
Technical breakdown:
This bug is caused by a heap overflow within the game when it comes to calling irradiance cache updates. This is evident because in the snapshots captured during the time frame in which this bug occurs, RtlAllocateHeap
fails. The game manages to correct itself and rellocates the buffer in order to avoid crashing.
P.S: It’s surprising this passed CI.
Attaching a video of the issue from my duplicate report:
[media]