To be clear the difference this version of minecraft gets between windowed for me and fullscreen amount to less than 1 fps. The reason being is the second display is essentially a static image and doesn't need reloading unless something changes.
It does it every time for me. The only way I can play the game safely is to put the game in window mode.
Where you using the same hardware? My guess is no. My bet even though I mentioned in the complaint I am using a radeon R7 370 you probably tested with an Nvidia card in your system. No I don't expect you to have every hardware on hand to test. But at least knowing something like this causes issues for some cards would be a good reason to avoid it.
It appears to be an on going issue with AMD display drivers when they aren't shut down properly they crash all the way. Which means the system needs to see the hardware again as new hardware thus the unplug and plug back in. It's not like this is some secret you can find discussions on the issue on pretty much every board out there that talks about hardware to the tune of 27 million references.
Going fullscreen game mode doesn't require shutting off the other monitor. So why do it over a 3fps max gain when you can create issues like this. Unless the person is playing a movie or some video in the other screen you aren't going to see a significant frame drop leaving it up. If the user is stupid enough to play a movie while gaming that's on them not on you.
I only got the one option under the menu. So that was what I selected. If it gave me the option to select 1.13.1 I would have.
Just confirming the issue still exists in 18w09a
I originally searched posts structure save not working. I would assume most of those are related to this issue.
After seeing this issue I renamed my house in the picture above in all lower case and it saved.
You can detect the structure if it has upper case it just wont save. It gives no message of save or failure.
For those that don't know it saves under the saves/"World"/generated/minecraft/strutures directory in the java edition.
jonathan2520: I am betting the two issues are actually related. Since they went to multi-threading if they locked the threads updating some data and force the primary thread to wait for the second to complete that would cause such an issue. It would cause the lag some are complaining about along with what I am discussing.
In this case I suspect the primary thread is waiting on the one dumping the Pushing the VBO. Vertex buffer objects are usually meant for objects that are not changing greatly. However, in this case the game has to update it continually because you can make block changes. You would get more lag if you run a video card with a more narrow bandwidth and then get issues like the blocks not going away and so on. The smaller issues like the door would be only apparent for those running a faster system.
When I say changing I mean adding and removing vertices.
But it could be a number of timing issues with multi-threading that could cause similar symptoms. After all I haven't taken the time to go through their code. I have my own I am working on. I primarily looked at it because my nephew had issues lately so decided to take a look at what was going on.
Not sure if it is all lag or bad timing. The biggest issue I notice is the doors sometimes makes the sound and it is a second before the graphics catch up. If I move around a good size town it will happen. Once I stay in an area possibly a chunk it doesn't happen again.
It tends to say that the engine is giving priority to loading the chunks when moving around more than it is to what should be immediate events.
Took it apart filled in with cobble stone mined it back out rebuilt and no longer an issue. Maybe some sort of fantom/invisible block.
Thanks for response.