Day night visual effects seem to run faster than game time and frequently "back up". Especially noticeable at sunrise and sunset. Video enclosed (32x real time). Samsung Galaxy S7 Active.
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This can happen when the server-time is larger than 50ms, the server is running slower than "realtime" (slower than 20 ticks per second). When the client gets updated by the server, the time jumps back to where the server is. In the supplied video you can clearly see the servertime exceeding 50ms. Similar behavior can be observed on more powerful hardware by increasing the simulation distance and or increasing the random tick speed or building cpu heavy contraptions (causing a higher load on the internal server).
Does this also occur in a newly created world? What value is your simulation distance set to (4 chunks or higher)?
I can confirm I'm only seeing it when server is running slower than real time. A new game runs faster than real time even at simulation distance of 8. The problem world runs slower than real time even at a simulation distance of 4, and even when I minimize the device load by turning all video processing down – no clouds, no effects, render distance 6, etc.
Cleaning up old tickets: This ticket has not been updated recently (~7 months+) so is being closed as Cannot Reproduce. If you feel this is still a valid issue and is affecting the most recent versions, then please comment, or create a new ticket following the Issue Guidelines.
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This is happening (again) and is affecting Win10. Commenting here to say that MCPE-141768 has a good video of the glitch happening, and to say that I am experiencing it as well. It does not just seem to affect the sun and moon, but literally everything, mobs, redstone builds, the skybox, sky-lighting.
Doesn't appear to be an issue on Windows 10.