mojira.dev

LightKnight2311

Assigned

No issues.

Reported

MCPE-159467 Bows fail to fire arrows in creative mode when you first grab them out of the creative inventory Fixed MCPE-101102 Entities farther away have choppy movement Confirmed MCPE-99433 No sound plays when removing an item from an item frame Cannot Reproduce MCPE-98876 The Crossbow's loading position is incorrect Duplicate MCPE-98871 Max render distance is too high Incomplete MCPE-98863 Placing blocks outside the chunk border causes them to slowly fade in instead of being loaded in instantly Fixed MCPE-98861 Significant input delay on devices with Render Dragon Fixed MCPE-97534 The Fall damage sound plays when you glide into a wall using elytra and fireworks in Creative mode Duplicate MCPE-94926 Fire animation speed in third person is inconsistent Duplicate MCPE-90477 Arrow particles are stationary and don't move towards the player Duplicate MCPE-84583 Random crashes on Windows 10 Invalid MCPE-79628 Sprinting while hitting entities deals less vertical knockback, even though it should deal more Community Consensus MCPE-63526 My game doesn't feel smooth anymore... Incomplete MCPE-57761 I can't open the game up on Android Invalid MCPE-52623 Bad frame rates at the lowest settings Incomplete MCPE-52540 Game keeps crashing on android Invalid MCPE-51152 Cloud shading is broken (Again) Duplicate MCPE-50031 Arrow and fishing rod hooks look broken Duplicate MCPE-46385 You can still hit mobs back during their death animation Cannot Reproduce MCPE-44665 Performance issues Invalid

Comments

Just tried the latest preview, and the fix only works when the game is not in fullscreen (Windows 10). With fullscreen on, it still locks my FPS to 60. And I can confirm that even with vsync turned off, I still notice a slight input delay compared to the x86 version of 1.18.12 with vsync turned off. 

I've experienced this issue even on single-player worlds. I made a parkour course with water that teleports the player to their recent checkpoint in a KitPvP map I'm working on, and as a result of this bug, I've been teleported back to my checkpoint even though I didn't even touch the water at times. So Mojang, if you are seeing this, please please PLEASE fix this issue.

Download the behavior pack template, look where it says entities, open up a projectile entity file, and then scroll down. Then, you will see the conditional bandwidth optimization values. You can tinker with them and copy them into other entity files.

Still affects the latest 1.18 betas and 1.17.41

When looking through the entity documentation, specifically at projectiles, I found the cause of the issue. The parts under “conditional_bandwidth_optimizations” known as “max_dropped_ticks” and “max_optimized_distance” are what is causing entity movement to become choppy from a distance. Max dropped ticks is the amount of ticks before motion packets can be sent. Essentially, if the max dropped ticks was set to 10 and the max optimized distance was set to 20, entities further than 20 blocks away would only have their movements registered every 10 ticks. By changing the max dropped ticks value to 0, the entity would always have motion packets sent properly, no matter the distance. As a result, the movement would stay consistently smooth no matter the distance. I tested this with a behavior pack I made myself, and the results are entity movement staying consistently smooth. Hope this helps.

Just for those who are still complaining about input delay after the fix: Vsync in any game will always have some form of input delay when turned on. The reason why is because it syncs your fps with your monitor's refresh-rate. Its used as a method to prevent screen-tearing and save energy. That's why with vsync off, there is no input delay, but you will start experiencing screen-tearing and the game you are playing will use up more power. For those with monitors that have high refresh-rates, there will be less input delay and gameplay will look smoother. That's just how it works. There is no vsync without input delay. Because of this, I would like for Mojang to fix the vsync option toggle and add one into the settings menu without making us have to go into the game files. It would save a lot of time and would give players a much better experience overall.

Turning anti-aliasing down does not help. I suggest downgrading for now using an external launcher.  

My suggestion to Mojang: If this is gonna take a while to fix, just roll back to 1.16.100 or even 1.16.40 until a fix for the input delay rolls out. No one wants to be forced to downgrade using an external launcher just to play the game smoothly. People should be able to play the game smoothly by default. People are getting more and more sick of it each day as servers are starting to drop support for 1.16.100 and 1.16.40. With those versions being dropped, people who want to play those servers would have to be forced to deal with input delay until a fix rolls out. So please, for now, just roll everyone back to 1.16.40 or 1.16.100.

From my testing, the input delay is still there. Doesn't seem to be fixed for me :/

Can confirm for 21w03a

The changes made in 1.16 don't apply to tridents or thrown items either.

Mojang is still on Holiday this week, so hopefully they get this resolved next week or the week after.

I have this issue on Windows 10 edition in the beta. This probably has something to do with the render dragon engine

I think this has something to do with entities further away having choppy movement, which was already reported by me.

MCPE-101102

The latency issues are still present :/

Affects 1.16.40 and 1.16.100.60

 

Also added a comparison between the knockback dealt when sprinting and walking.

Affects both 1.16.40 and 1.16.100.60

This is a feature known as "Cave Sounds"

Not a bug...