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Reported

MCPE-175437 Block friction component not working as expected with high value Incomplete MCPE-166945 BeforeItemUseOnEvent.getBlockLocation() returns undefined Fixed MCPE-165965 Custom Skin loaded, but does not appear ingame Cannot Reproduce MCPE-157267 Clouds do not update until ALL chunks around the player have generated Duplicate MCPE-145798 "isNaN" not working in GameTest framework Fixed

Comments

The 1.21.30.23 changelog states that it added this feature, but it doesn't work. Minecraft Beta & Preview - 1.21.30.23 – Minecraft Feedback

Situation is still the same as of 1.20.10. server-authoritative-movement is on despite not being recommend, and it still claims the lives of innocent player while not doing anything about hackers since it doesn't come with player movement correction on by default either.

This should count as a duplicate of MCPE-116680 no?

Probably won't be fixed because it actually renders like an entity, which don't have PBR support anyway.

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IMHO adding PBR support to entities is a feature request at this point. 🤷‍♂️

Seems to be fixed in the latest beta as of this comment (1.19.70.26). Here's an image of the dragon exactly 128 blocks away.

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This is still happening in 1.19.70.24.

Fixed in 1.19.60.27. You can close it now.

Here's the dressing room and the selected skin.

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I don't know if this is also related, but equipping a character creator skin also cut my FPS in half. 

There is a noticeable performance boost on 1.19.50 on my Android device.
For those with RTX cards, you're likely experiencing a different bug. MCPE-111547

Affects 1.19.30. Sometimes when the taking the game out of suspension, it takes too long to load up and triggers the watchdog exception. This also affects when it takes too long to load when opening a world, although that only seems to happen on slower devices.

I come baring more insight. As you can see from the following table and charts, HAL does indeed out perform render dragon a little in most cases. However the results aren't consistent from device to device. For instance, when testing on my windows laptop, render dragon automatically caps the fps to 120. Also, once a lot of entities are in view, render dragon shows to actually handle it better than HAL. On my android, render dragon strangely seems to consistently be ~5 fps slower, although it may be just my poor readings. I used the beta versions of Minecraft to measure the framerate. It might also be the things added between the two betas, but I digress.

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Now for me personally, render dragon doesn't really affect all that much. I play with vsync enabled on my PC, so I almost always get a comfortable 60 fps. And my phone was already slow, so I'm used to the low framerate there. Both devices are considered low end BTW.

Just so everyone knows, renderdragon is currently disabled on switch at the time of writing this comment, so it's irrelevant to this problem now.

Actually, this does not only affect realms. I tested this on a singleplayer world too. The anvil needs a filter upgrade. It can still be used for these words, but the premature warning is unnecessary.

Edit: Apologies. It looks like it's actually been fixed 1.19.10

I can't reproduce the other obscure censors on a singleplayer world. 

The anvil one seemed to have been fixed in 1.19.10.

Not much performance boost on Windows (already runs pretty smoothly actually), but there appears to be some improvement in chunk loading on Android.

1.19.2

I can confirm that this effect both Windows and Android. Plus, the clouds only update once every visible chunk has rendered around the player. The larger the render distance, the longer it takes.

Can confirm that this affects the latest version as of writing 1.19.0.33 (Preview, Windows 11).

Edit: Too be more specific, the block instantly teleports like in the video, but it no longer flashes.

Maybe this is an issue unrelated to renderdragon. When the game autosaves, it freezes badly. Perhaps that has something to do with the update to the world saving mechanics (likely an attempt to get rid of the disappearing entities bug).

Decided to do some testing with my Samsung A01.

On a fresh survival world, the FPS settles at around 40 FPS, which was actually better than it used to run before 1.18.30. What I'm observing is that the FPS drops when new chunks are being generated, at about 20 FPS. I think that's something look into.

Will do further testing later.