Leads to these artifacts at shallow angles when Texture Filtering is “OFF” and Mipmap level is 4:
We are trying to. But it only reproduces on one specific generation of Intel integrated GPUs. We bought a machine with the correct hardware, reproduced the issue a couple of times, but after a Windows update it does not reproduce anymore. Reverting the driver back to an older version did not help reproducing it again. We will continue investigating, but so far no good results.
Hey! Thanks for the report! Could you please attach the whole crash report as a file?
Hey! The world border fades in when you approach it as it did before. But the whole world border fades at once, not per side. On all of your screenshots you are already next to it, so it is fully faded in.
Thanks for your report! This bug was marked as Invalid because of a formal requirement that we currently have: an issue needs to be affecting the game to be considered a bug. The errors in the code that do not manifest themselves outwardly are not accepted as valid bugs.
But your report is valuable and we will address the issue anyway. We will discuss internally if the rule should change.
No. The issue is fixed, but the fix is not yet released in a snapshot.
Creating multiple duplicated reports of the same issue will not help us find time to actually fix the issue.
Vyoejp specific model is important. The issue is not present on modern intel CPUs and GPUs as far as we know. If you don’t know exactly, attaching a screenshot of your F3 screen in the “Default” debug profile would be great.
Hey! Thanks everyone for engaging with this issue. Could you all share your GPU models, operating systems and if the issue also happens with Vulkan?
So far we could not reproduce it on any of our devices.
Hey! Thanks for the report! Is your display cable connected to the GPU or to the motherboard? And do you have an AMD card?
AMD drivers do not work very well in the scenario of using the dedicated GPU to render the game while connecting the cable to the motherboard.
My point is that calling nextStratum as many times as you want without submitting anything in between should be totally safe, with the only impact being a negligible performance hit. As far as I can see, this is the case.
But your bug report claims that there is an impact: “other GUI elements added via GuiGraphicsExtractor.text() to become invisible.“
If that’s the case, then nextStratum logic is broken and should be fixed.
Just having an unconditional nextStratum is a very minor thing in comparison. I manually changed the keys in the debug-profile.json to non-existent ones and did not see any impact from that.
So if you could provide more detail on how an extra stratum can impact things, I would be very grateful.
If a mod changes the implementation of nextStratum, it should follow the same contract of it being safe to call multiple times without any GUI element submits in between.
Thanks for the report! Even though you consider this fixed on your side, we are still investigating it since it affect other users. Did you have the display cable plugged into the motherboard and not into the dedicated GPU? Because this is the condition under which we can reproduce this.
Triggering the specific repro case with empty DebugScreenOverlay also broke nothing.
Thanks for the report!
“Empty strata corrupt the GUI render layer ordering”
That would be the real bug here. But I can not reproduce the corruption. Just adding a couple of calls to “nextStratum” in random places did not make the UI render in any way incorrectly for me. Could you explain the mechanism of that corruption?
Thank you for your report!
After consideration, the issue is being closed as Invalid.
This report does not describe a bug.
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Hello! Thanks for the report. This is likely fixed in 26.1 Snapshots. Could you please install the Latest Snapshot through the Launcher and test it there?
Looks like you still have some file with malformed JSON in it in you resourcepacks directory. Could you remove everything from it and try again?
We think that this is likely fixed. We can not reproduce it on the latest snapshot. Can you still reproduce it?
Hello! Thanks for the report! Could you upgrade to the latest Nvidia driver and see if the issue still happens?
Leads to these artifacts at shallow angles when Texture Filtering is “OFF” and Mipmap level is 4: