Short Description of the issue
Minecraft Bedrock Edition appears to have multiple problems related to its ray tracing / upscaling rendering path.
On the same healthy system, other games behave normally and fully utilize the dedicated GPU, but Minecraft Bedrock Edition shows several abnormal behaviors, including:
unusually low dGPU utilization under ray tracing workloads
upscaling being greyed out by default
inability to directly select DLSS internal resolution / preset from the NVIDIA override section
severe ghosting, especially with 256x or higher PBR texture packs
texture corruption on command blocks when using 256x or higher PBR texture packs
In addition, PBR rendering also appears to be broken in official NVIDIA RTX demo maps. Even in maps that were originally designed to showcase RTX / PBR features, some expected effects do not render correctly.
Because these issues occur specifically inside Minecraft Bedrock Edition, and because other games perform normally on the same PC, the problems appear to be game-side rather than general hardware instability.
Steps to reproduce the issue
Launch Minecraft Bedrock Edition.
Open a ray tracing compatible world.
Enable ray tracing.
Check the NVIDIA override / upscaling-related settings.
Observe that DLSS internal resolution / preset options are not properly available in the expected place.
Observe that upscaling is greyed out by default.
Use NVIDIA App global settings to manually select a preset, then verify that only after doing this, upscaling can be enabled.
Monitor GPU utilization, GPU power draw, and performance while ray tracing is enabled.
Load a 256x or higher PBR texture pack.
Observe ghosting and visual instability.
Check command block textures while using the high-resolution PBR pack.
Repeat with different 256x or higher PBR texture packs and observe that the same command block texture bug still happens.
Open an official NVIDIA RTX demo map in Minecraft Bedrock Edition.
Enable ray tracing.
Observe emissive blocks, metallic-looking blocks, and other materials that are expected to demonstrate PBR / RTX effects.
Check whether emissive blocks glow correctly and whether reflective materials show proper reflections.
Expected result
The dedicated GPU should be utilized properly when ray tracing is enabled.
GPU utilization and power draw should match the rendering workload more closely.
DLSS internal resolution / preset options should be accessible in a clear and expected way.
Upscaling should not be confusingly greyed out by default in a way that requires hidden knowledge of NVIDIA App global settings.
High-resolution PBR texture packs should not introduce severe ghosting.
Command block textures should render correctly even when using 256x or higher PBR texture packs.
Official NVIDIA RTX demo maps should correctly display their intended PBR / RTX showcase effects, including proper emissive lighting and proper reflections on metallic materials.
Actual result
dGPU utilization is lower than expected during ray tracing workloads.
GPU power draw also appears lower than expected.
DLSS internal resolution / preset cannot be selected properly from the expected NVIDIA override area.
Upscaling is greyed out by default and cannot be enabled normally unless a preset is first chosen through NVIDIA App global settings, which is highly unintuitive.
Severe ghosting occurs, especially with 256x or higher PBR texture packs.
Command block textures become visually broken when 256x or higher PBR texture packs are used.
This command block texture problem happens with multiple different 256x or higher PBR packs, so it does not appear to be specific to a single texture pack.
Even in official NVIDIA RTX demo maps, some PBR / RTX effects do not render correctly. For example, some emissive blocks do not glow as expected, and some metallic-looking blocks do not show proper reflections. This makes even official showcase content appear visually incorrect.
PC environment / System specs
Laptop: ASUS TUF Gaming A14 (2025)
Model: FA401UM
CPU: AMD Ryzen AI 7 350
Dedicated GPU: NVIDIA GeForce RTX 5060 Laptop GPU
Integrated GPU: AMD Radeon 860M
Memory: 32GB RAM
Operating System: Windows 11
Additional details
Other games on the same system behave normally and can fully utilize the dedicated GPU.
Fall Guys runs correctly with very high GPU utilization and very high FPS.
Cyberpunk 2077 benchmark also behaves normally on the same system.
This strongly suggests that the abnormal behavior is specific to Minecraft Bedrock Edition rather than to the PC hardware itself.
The command block texture corruption with 256x+ PBR packs is especially important because it happens across multiple different texture packs, which suggests a game-side compatibility or rendering bug.
The upscaling / DLSS configuration flow is also confusing and poorly exposed to the user, because required settings are effectively hidden behind NVIDIA App global configuration rather than being available directly in an intuitive way.
This issue is especially important because it also occurs in official NVIDIA RTX demo maps, not only in custom worlds or third-party PBR packs. That makes it less likely to be caused by a specific user-made pack and more likely to be related to Minecraft Bedrock Edition’s own RTX / PBR rendering path.
Attachments
Comments 4
Please put only one bug in each report. It is very difficult to keep track of bugs when they are not in their own reports.
Before creating new reports, please review the Bug Tracker Guidelines, and make sure to search for an existing issue as it is likely to have already been reported.
Quick Links:
📓 Bug Tracker Guidelines – 💬 Community Support – 📧 Mojang Support (Technical Issues) – 📧 Microsoft Support (Account Issues)
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I understand the request to separate bug reports by symptom.
However, these RTX-related issues appear to be closely connected and may be caused by one larger problem in Minecraft Bedrock Edition’s ray tracing / PBR / upscaling path.
I can separate them into individual reports for tracking purposes, but from a user perspective they do not feel like unrelated issues. They appear to be different symptoms of the same larger rendering problem.
Also, these issues have existed for a long time, so clearer status updates would be appreciated.
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