Verified, Fixed in 0.15.4
It's not utilizing all cores, it's not utilizing all cores. In fact, it runs like a single threaded application which it isn't.
On the first seconds after map load - it utilizes all cores, but then it falls back to a single one. I believe in 0.12 and 0.13 it used all cores when loading chunks.
Please ask devs, if all cores should be used when loading chunks, because this task is easy to parallelize.
It look's like someone was debugging and forgot to uncomment something.
One more video that shows that it's no related to disk speed or latency - https://youtu.be/T2kEBN2_gcg
Ok, a quick update on Wife's PC (Win10x64 Home Russian Single Language).
When I tried to launch MC under latin username on my wife's PC I've actually been using an old account created on the game launch when where was the same issue. Once issue was fixed my wife switched playing from her main account (non-latin username).
After 0.15.0 I've tried to run MC on the old user without any luck, I've reinstalled and install again many times. But after I deleted this latin user and created a new one (with the same name) - game started to work finally.
So there can be other issue causing same problems, and I think it is settings from the old version like 0.12.0.0 or 0.12.0.1 which wasn't migrated correctly.
I have Plastic texture pack on a PC that it's working on and they cause no problems, just the non-latin user. PC with the issue has no texture packs installed.
I've tried to reproduce on notebook(3rd pc Win10x64 Pro RU) and it works fine on latin user name while constantly CTD after Mojang logo on non-latin.
@rplatham On the Home RU SL (Wife's computer) it doesn't work in any case, i've tried uninstalling in all accounts and install from latin one and none helped.
Also I've tried to play on my own computer with Pro RU with non-latin chars user and game doesn't run. But still runs fine from my latin account.
I can provide an access to the PC so dev can try to find the cause. If needed, I can provide my contact details (e.g skype).
To add more, both PCs are running an Ethernet connection
I have the same problem on one of my computers while other didn't have any issues.
I've tried to compare what are the differences.
PC which has crashes is running Win10x64 Home Russian Single Language. User name has utf-8 symbols, but i've tried to run from other user that has only latin chars in it. There also Eset Smart Security running, but i've tried to disable both protection and firewall without any change.
The one that's fine is running Win10x64 Pro Russian and user has latin only chars. No additional anti-virus or firewall running except system ones.
What's more interesting, I've dig manifest.xml and found dependency on Name="Microsoft.VCLibs.140.00" MinVersion="14.0.23816.0"
, so i've made a check in a PowerShell running as admin
Get-AppxPackage -AllUsers *VCLibs.140*
On the PC that has crashes there are only 2 packages
Microsoft.VCLibs.140.00_14.0.24123.0_x86__8wekyb3d8bbwe
Microsoft.VCLibs.140.00_14.0.24123.0_x64__8wekyb3d8bbwe
On the PC that where the game is running file i have 4 packages:
Microsoft.VCLibs.140.00_14.0.23816.0_x86__8wekyb3d8bbwe
Microsoft.VCLibs.140.00_14.0.23816.0_x64__8wekyb3d8bbwe
Microsoft.VCLibs.140.00_14.0.24123.0_x86__8wekyb3d8bbwe
Microsoft.VCLibs.140.00_14.0.24123.0_x64__8wekyb3d8bbwe
Maybe this will help
Happens a lot on Win10.
When you're not the host (playing on LAN, not XLive) - reproduction rate is about 100%
Seem like this issue is fixed in 0.15.4, now it loads much faster, even still utilizes a single core, plus a very little. I found that solution was to render chunks in layers of 8 or 16 block height (m), it renders so fast so it's hard to notice exact value. So I'm happy with this solution.
P.S. As I understand the reason is that game renders a games in single thread, so implementing a multi threaded DX11 renderer will help with this. But I think it's time to switch to DX12, especially if game is targeted to W10 only. This will drastically increase number of drawcalls and implementing a MDA explicit mode will benefit users with low end GPUs considering that almost all Intel CPUs nowadays have iGPU.