Confirmed affects 1.14.1
I also confirm that the multiplayer server I dev for has been experiencing these issues. Chunk loading and sever tickrate starts lagging after awhile when chunks are loaded/unloaded, and allocated RAM appears to stay at 100%, until a reboot which fixes it all.
I'd rather not be rebooting every 30-60 minutes
@@unknown, The reason I thought redstone/water might be part of this is because of the following:
Open a super flat world
Build a basic redstone clock
-notice no lag
Place a ton of fences
-notice severe lag
If the redstone lag does deserve a separate bug report, I think the above information is useful to know as the redstone lag is also proportional to nearby geometry... though you may know this already
It's a little better, but still pretty rough. And using any redstone contraptions (or other things that result in multiple block updates, like Sponge usage) in even semi-complex areas can completely kill my FPS with a GTX 1060 and i7-7700 to a range of 5-10 FPS
I agree that arguing with real physics isn't usually best, but given that Minecraft is a game that a large amount of children play, it might be frustrating to science teachers when their students might mistake Minecraft's mechanics for real world mechanics. I'd hate to be teaching a physics class and have to tell them that Minecraft is doing something wrong.
My argument for visually reversing the bubbles for soul sand was basically "If a bubble stream is flowing downwards, that would indicate the material is more dense than the surrounding water above, and thus a person would find it easier to float upwards in a higher density stream" ....which is, well, just reversed mechanics for consistency.
Without heavy lag control plugins, vanilla SMP is unplayable. Why hasn't this been properly fixed yet?
As what @bob just stated above, you can reproduce the issue with the End portal by jumping UP into the portal from underneath it.
Portals are still very screwy and not ready for a full release yet.
Also confirmed it is still present in 16w07a but as @Early Reflections mentioned, it is to a lot lesser degree. But it is still not as good as pre-15w47c versions.
@Tom Grey
It doesn't surprise me that causes lag, too. I just tried to think of the simplest and easiest way to guarantee a reproduction of the lag.
Steps to guarantee generation of massive lag (effective in 16w05b):
1. Create new creative mode superflat world.
2. Build a container containing a villager that cannot escape but outside zombies can still see the villager.
3. /time set night
4. Spawn (with egg or /summon) 10 zombies about 20 blocks away from the villager. Zombies start tracking to and walking towards villager.
5. Before the zombies come within 5-10 blocks of the villager, pour water around the villager.
6. The game will begin lagging horribly to the point where a player in survival wouldn't be able to accomplish anything.
7. Continue spamming water for even more lag!
This also seems when attempting to /summon Fireballs
No, I can assure you it probably NOT a duplicate of MC-3718. The bug I am referring to IS NEW.
IT ONLY EFFECTS 13w38, AND NOT any earlier version as you have apparently claimed this to be a duplicate of. THEREFORE, it MAY ACTUALLY BE UNRELATED TO THE BUG YOU CLAIMED IT A DUPLICATE OF!
Edit: What you linked is a well-known bug. What I am detailing is a bug that appears to be unrelated. Labeling this as a duplicate to a bug that it is not related to will only serve to have the bug ignored.
Why is this marked as "Works as intended"? What exactly was wrong with caching multiplayer chunks on the client side if the client's hardware and render distance was good enough to allow it? What's the point of having vast new terrain generation in 1.17 if the server(s) you're playing on can't handle a render distance beyond 10 because render distance and simulation distance aren't detached in any way.
This actively makes game worse, and as an earlier commenter noted "it degrades the quality of the game for players that play on low render distance servers."