While the fix for MCPE-128988 increases visibility when the fire overlay is onscreen, it also does a poor job of matching how the fire overlay looks like on Java. The angle at which the 2 fire textures intersect each other in relation to the screen is too wide on Bedrock.
Steps to Reproduce:
Launch Minecraft Preview (26.40.22+).
Join any world (preferably a test world with cheats on) in Creative mode.
Execute the command:
/give @s flint_and_steelLight the ground on fire with the Flint and steel.
Walk into the fire with your camera facing straight ahead.
Expected Result:
The fire overlay textures intersect at approximately 168°, matching Java.
Observed Result:
The fire overlay textures intersect at approximately 143°. This makes the texture look like its aggressively pointing away from the player, almost like its wrapping around the player’s screen in first-person. A large empty gap where no fire texture is present (even when animated) is left in the middle of the screen. As a whole, the fire overlay does not match Java at all despite what the 26.40.22/23 change log claims.
Notes from the comments of MCPE-128988:
While a 25° difference in the intersection angle might not seem like much on its own, it causes huge a visual disparity between how fire overlays look between Java and Bedrock. The changes made in 26.40.22/23 fail to achieve parity with Java and almost make the fire overlay look worse than it did before the original report was fixed. To put it simply, this issue (MCPE-239571) is caused by an improper fix to MCPE-128988.
According to the Minecraft Wiki, Java intersects two texture planes on the bottom half of the screen to render the fire overlay effect. On Bedrock however, a cubemap is used, likely the same effect used to produce the nether portal overlay. Based on my limited knowledge of cubemaps and on the description of the fix mentioned in the 26.40.22/23 change log, the cubemap used for the fire overlay was simply rotated (likely 45°), which is what causes the fire overlay to look as strange as it does now and makes it match Java less than before the fix.
While the main goal of parity should be to match Java Edition exactly, namely by adopting Java’s texture-plane system, if that’s not possible due to technical limitations, a possible solution to this issue could be to squish the mesh of the cubemap used for the fire texture overlay until it's a rhombus-like shape (when viewed from above) that's wide enough to meet the 168° fire texture intersection requirement (when viewed from first-person). This is just a suggestion though as I’m not a programmer, and I’m not even sure if the engine is capable of something like this.
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Here is a comparison video between Bedrock and Java. As you can see, FOV has no effect on the fire overlay in both versions.
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