mojira.dev

Daniel Ross

Assigned

No issues.

Reported

MCPE-136109 Jarring Re-calculation of Global Illumination at Sunset (RTX) Confirmed MCPE-12429 iOS controller unusable Duplicate MCPE-11730 Apple Magic Keyboard (1) will not work as a controller Duplicate MC-90160 Wings/Elytras not recognized as items that can be worn with replaceitem Duplicate MCPE-10493 Bluetooth Keyboard not working Works As Intended MC-86273 Enchantments SHINE to Infinity! Cannot Reproduce MC-86167 Slot Detection in Mainhand and Offhand Duplicate MC-80840 Game will not launch, no output error Incomplete MCPE-5105 Creative Duplicate Duplicate MCPE-4628 no copyright info Cannot Reproduce MC-24969 Control+Q not working macOS Duplicate MC-22670 Item Duplication (control-Q) Duplicate

Comments

Can reproduce on version 1.17.10. Please re-open!

Can confirm this issue persists on version 1.17.10. Please re-open!

I suspect this issue lies in the "performance" category. I.E. in real life, light is the fastest moving thing in the universe. In Minecraft RTX, the time it takes for the path-tracing of all light takes a second or two. You can see this the instant you load into the world. The artifacts/trailing seen is a result of the changes in the environment requiring fresh path-tracing calculations to complete. Whether the time taken performing these calculations is a limitation of the hardware CUDA cores, or the Render Dragon engine is the question. Perhaps the time it takes to calculate the path-tracing with RTX could be improved. Hence, the open issue.

I can confirm that this issue persists in version 1.17.10. Please re-open!

On top of the blocks mentioned by the reporter, Nether portals also fail to obfuscate particles. Leads also render the way these particles do.

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In the case of doors and trapdoors specifically, it could be considered that the issue lies not with the particles failing to be obfuscated by the (trap)door, rather that the side of the (trap)door facing away from the player is rendered at all. Particles render on top of that part of the (trap)door, not the side facing the player. Without RTX, (trap)doors only render the side of the door facing the player. Every other face of the block is culled. With RTX, All faces of the door blocks are rendered, making them appear like hollow 3D objects. The particles/leads render on top of the faces that don't render without RTX.

I've experienced the same phenomenon. NelLexvul speculated that it may have something to do with client desync with the server, but I've had it happen in "singleplayer" too. I put quotes around singleplayer since the game will host the world by default on the local network and to Xbox friends, but that does not change the fact that I am running the game on a world in which I am the only occupant with the device hosting the server. There should not be desync between client and server if they are running on the same device. (Well, it shouldn't happen at all really. Hence why we are here.)

This still affects 0.13.0.

Sorry, I said glyph when I meant the reflective shining animations that items have when they are enchanted. :O

We resolved the issue. Java runtime wasn't installed, even though no dialog popped up to tell us like its supposed to. Nonetheless, thanks for the support!

I believe my bug may be the same as his/her's. It can be found here: https://bugs.mojang.com/browse/MC-80840

Please vote this up, as it is a fatal issue and not a bug that is just annoying or irrelevant. My friend literally can't play the game whatsoever. Thanks.