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MCPE-243118

[Regression] Mobile Vibrant Visuals: Terrain stutter in 1.26

On Android devices (VIVO V2452A), Version 1.21.100.20 runs flawlessly, even while screen recording. However, upgrading to 1.26 and enabling Vibrant Visuals causes severe terrain stutter and complete engine deadlocks during surface exploration. This is not a device memory shortage, but a fatal thread synchronization failure in the RenderDragon pipeline when processing chunk generation. This is a critical regression caused by Vibrant Visuals itself, not a hardware limitation.

Steps to Reproduce:

  1. Set simulation distance to 2 chunks, FOV to 30, enable Vibrant Visuals (all other effects disabled).

  2. Load the world with Seed: -6778246788154565662

  3. Test two distinct approaches along the route: Start (0, 107, 0) -> Midpoint (396, 72, 101) -> End (818, 63, 188, Village).

Observed Result:

Chunk Generation Deadlock (The Core Issue):

· Village Area (Entity/Block Entity Load): Attempting to enter the village area completely deadlocks the engine. The profiling chart reveals 0ms frame time and blank gaps, because the engine completely stopped submitting frames entirely. The minimum FPS drops to 0.0, freezing the game for several seconds.

· Visual Proof: This deadlock persists even after reducing resolution to 720x1600, lowering render distance to 2 chunks, and disabling all other visual effects. The game still freezes at 0 FPS despite minimal GPU load.

In-Hand Item Rendering Stutter (Secondary Issue):

· First-person: Picking up items causes severe latency and a complete freeze (0 FPS).

· Third-person: Picking up items only causes minor frame drops.

· Note: Enabling "Hide Hand" eliminates this pickup stutter, confirming a RenderDragon pipeline bug with in-hand rendering, though it does NOT fix the chunk generation deadlock.

Expected Result:

Smooth chunk generation, stable thread scheduling, and no rendering freezes when picking up items. The game should handle sudden chunk loading without deadlocking at 0 FPS, matching the performance of Version 1.21.100.20.

Additional Context & Request for Assistance:

Engine Scheduling Analysis (The Core Proof):

A direct comparison on the same device reveals the engine's thread scheduling has severely regressed, independent of hardware memory limits:

· Correction on Metrics: Please focus on Frame Time (Load) and Min FPS, not Average FPS.
Comparing average FPS is meaningless here because the testing conditions were completely different (1.21 was tested at higher graphics settings, 1.26 at minimum 720p/2-chunk settings).

The core evidence is the load spike and minimum frame rate:

· 1.21.100.20 (Baseline): Maximum Frame Time is only 178ms. Minimum FPS is 49. It handles the load and recovers instantly.
· 1.26.52 Hotfix (Regression): It suffers a massive 731ms Frame Time spike at the River, and a hard 0.0 FPS deadlock at the Village. The Render Thread stalls (Render: 107ms, waitForPreviousFrame: 103ms).

Note on the "0 FPS without a visible peak": If external profiling tools fail to register a load spike during a 0 FPS freeze, it is because the engine completely stopped submitting frames. However, the 731ms spike is concrete proof that the engine is already suffocating under load before it ultimately deadlocks.

Conclusion: This is a fatal thread synchronization failure in the 1.26.52 Vibrant Visuals pipeline, not a mere performance bottleneck. Please review the attached charts.

Request & Note:

This issue is not caused by a lack of physical RAM (the OS reports 4343MB free). It is a fatal engine-level deadlock in the 1.26 Vibrant Visuals pipeline. We kindly request QA/Devs to verify this thread synchronization failure on your internal devices using the provided seed. If high-end devices mask the issue due to faster storage/CPU, testing on a low-end Android device or limiting CPU resources is recommended to reproduce the synchronization deadlock.

Attachments:

· (Attached: Video comparison, 0 FPS debug overlay, 731ms load chart).

Attachments

Comments 15

1.26_Surface_Stutter

1.21_Surface_Smooth

Just_hide_your_hands..png

The purpose of 'Hide Hand' is:

Simply put, it eliminates the stuttering caused by the hotbar/inventory.

  1. Eliminates stuttering on mobile when picking up items into the hand.

  1. Eliminates stuttering from constantly switching items from the hotbar to the hand, as well as switching items inside chests.

  1. Includes eliminating stuttering caused by holding down the hand to eat food.

This is a difference I discovered between game versions during my testing.As you all know, Vibrant Visuals on mobile is like a magnifying glass for problems. It is precisely because of Vibrant Visuals that we are seeing so many issues caused by RenderDragon. So, the stuttering caused by rendering dropped items or item interactions in the hand does indeed appear to be a rendering engine issue on the surface.

Please edit your report to change the Affected Version to the version shown on the Minecraft title screen

5 more comments
Debug1_Overlay.jpg
Debug2_Overlay.jpg
Debug3_Overlay.jpg
Debug4_Overlay.jpg
Debug5_Overlay.jpg
Debug6_Overlay.jpg

· Debug_Overlay. (Shows the memory spike and render freeze)

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Attached files summary:

1. Video: 1.21 smooth, 1.26.52 River [Max 731ms] spike, Village 0 FPS deadlock.

2. 1.21 Baseline: Recording at Avg 92.3 FPS (Min 49.0), 100% smoothness [Max 178ms]. Proves hardware is fully capable.

1.21.100.20_Recording_49.0FPS_100Smoothness_Baseline.png

3. 1.26 Regression: Official Hotfix deadlocks at Village (0 FPS), no recording.

Conclusion: Thread synchronization failure, not hardware/memory limit.

1.26.52_Hotfix_FrameTime_731ms.png

Precise Regression Timeline (Hidden UI Migration):
Extensive testing pinpoints the exact regression to version 1.21.100.24.

· 1.21.100.23: Official logs only mention "adjusting setting spacing." The game is highly stable. River-crossing chunk generation has no notable impact.
· 1.21.100.24 (NO OFFICIAL LOGS): The official changelog records nothing for this build. However, the World Creation UI was silently overhauled (observed in-game: map-copying options now require scrolling). Concurrently, small-probability stutters during river-crossing chunk generation begin to appear. This strongly indicates an unrecorded migration to the heavier Ore UI framework.
· 1.26.52 Hotfix: The deadlock rate skyrockets to 90%+ for identical routes, resulting in hard 0 FPS freezes.
Conclusion: The unrecorded UI framework migration in 1.21.100.24 raised the baseline memory/thread overhead, leaving zero headroom. The addition of 1.26 Vibrant Visuals then pushed the engine past its limit, causing fatal thread synchronization deadlocks.

Additional Observation for 1.21.100.24 (Unrecorded UI Change):

I forgot to mention this crucial detail in the main report. In version 1.21.100.24, the "Edit" (map-copying/editing) option was either removed or relocated, requiring players to scroll down to access it.

However, the official changelog records absolutely nothing about this UI overhaul. This further confirms the unrecorded migration to Ore UI in this specific build. Silently restructuring core UI elements drastically increases baseline memory and main-thread overhead.

A recent change related to memory measurement suggests the engine's memory accounting has been underreporting. This supports MCPE-243118: the 1.26 deadlocks are caused by hidden engine overhead, not a lack of physical RAM.

dragonHzx95

(Unassigned)

Unconfirmed

Android

Android (10-17)

26.60.24 Preview, 26.60.28 Preview, 26.60.29 Preview, 26.50, 26.51 Hotfix, 26.52 Hotfix

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