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Can confirm in 26.4 Snapshot 2

Can confirm in 26.4 Snapshot 2

Can confirm in 26.4 Snapshot 1

Can confirm in 26.3

Can confirm in 26.3-rc-2

The fullscreen minimizing behavior is MC-311781. I’ve stumbled on a couple of extremely strange input behaviors only a single time that feel as if the input is buffered and delayed after switching focus (alt-tab, Windows key or opening an application with a hotkey) in 26.3 development snapshots, I haven’t managed to find a way to reproduce them though. Seems like a race condition.

Corrections because comments can’t be edited:

* By “It also makes development and multi-tasking more difficult because now fullscreen has to be disabled, the window maximized, and then minimized to actually see other applications behind” I mean having a large Minecraft window similar to fullscreen to make work easier and be able to minimize it, but with input latency and stuttering because of forced perfect frames. Otherwise, if running fullscreen exclusive, you have to switch to windowed first, minimize, then restore and switch back to fullscreen which is undesirable

* ”Windowed mode” in the last sentence

It would be strange if this is considered now working as intended. It’s a behavior that other games that only support windowed borderless (non-exclusive fullscreen) exhibit when losing focus and Minecraft (to my knowledge) has always minimized when losing focus in exclusive fullscreen. It also makes development and multi-tasking more difficult because now fullscreen has to be disabled, the window maximized, and then minimized to actually see other applications behind. Windows mode as well as windowed borderless has significant input latency penalty on some systems, so that has to be taken into account as well, and switching between windowed and fullscreen constantly just to minimize becomes tedious

Can confirm in 26.3-rc2

Can confirm in 26.3-rc2

Can confirm on 26.3 Pre-Release 3.

It is indeed ridiculous that this is marked as invalid when V-Sync is completely and unusably broken in the Vulkan API that the game will soon switch to, which means that OpenGL will become deprecated.

V-Sync is absolutely necessary when running fixed or lower refresh rate (e.g. 60 Hz) displays, or when uncapped framerate is unsable, to achieve perfectly smooth frame pacing. V-Sync with Vulkan currently feels like 100-200+ ms worth of frames are buffered before being displayed to me. I’m not sure of the exact cause, this is just an example of how the input feels.

Can confirm in 26.3 Pre-Release 3