Additional information about workarounds for this bug.
First of all, as a premise, the root of this bug is not originally loaded respawn point.
Because the death point memory is not unloaded
Notice that the memory is stuck without being able to load.
I did the following method on my Nintendo Switch.
1. Create a new world
2. Instantly tp to 10000 100 10000, die with /kill and return to the menu
3. Reopening the world is stuck loading and getting stuck
4. In that state, press and hold the power button to turn off the power
5. Open the applicable world again
6. Can now load and respawn correctly
In other words, by killing the device with the stack screen open the world can now be loaded.
In Windows you can reset the memory by F11 or window change,
You don't have to do it this way.
For mobile devices, use the built-in shutdown function.
On console game machines (Xbox, Switch, PlayStation),
Turn off the power in the usual way, or force a shutdown by pressing and holding the power button.
However, this method may involve data corruption, so
I think it's best to make a backup first.
The procedure is different for each device, so please follow the steps below.
This is due to chunks not being unloaded correctly.
I use the windows version and checked for any ldb files that are preventing it from loading.
Then it gets stuck with only a specific chunk loaded,
The area around the respawn point did not load at all.
And when I remove the ldb data that was preventing this load
Since this stack has been cleared, unload at the end of the game
And it is true that the preservation is very imperfect.
If this is not improved, stacks and save drops will not be resolved.
from REALMS-7990 copied for you to teach 1.16.220 / 1.16.221 probrems now.
If you upload more than 15mb to Realm with "Replace World", the server will censor it and return an error to the client during the final process, and Realm will be unavailable for the next 10 minutes.
The cause of this issue is that the process after completing the upload cannot apply the world to Realms with internal censorship.
The error message says "Please check your internet connection" but this was not a solution.
As a result, worlds larger than 15MB cannot be applied to Realm, so there is no way to enjoy worlds that have been played for a long time other than locally. I've been using it for over three years, but this censorship has made more than double-digit worlds unusable in Realm.
Checked for the update release of 1.16.201 today
Immediately after applying the patch and launching the app
The performance that was exhibited at 1.16.100 has been improved!
I'm really grateful for this fix.
The memory consumed for rendering the menu screen
From 1.16.200 over 1000MB to now up to
It is considerably lighter, about 400MB.
This issue is on Windows 10 devices 1.16.200
Fatal, but 1.16.201 performance of 1.16.100
Has improved at least three times.
I think it was worth giving this kind of feedback.
I was able to run with relatively little memory up to 1.16.100, but after the update of 1.16.200, the operation of Minecraft for Windows 10 became very unstable due to a large increase in memory consumption, which caused a big hindrance to play Bringing. As for the specifications, the CPU is Intel Core i3 2.40Ghz, the memory is 4GB RAM, and the GPU is Intel Graphic 620, so the minimum requirements are met. The current version consumes more than 1000MB of memory just for booting , and even more problematic is that the built-in memory usage is always over 95% even when there are no apps running in the background. In the previous 1.16.100, the total amount of internal memory used was about 2.7 to 3.0GB even Under the same conditions. More fatal is that it consumes more memory to process packets when multiplayer is turned on, which causes chronic resource shortages with minimum requirements and frequent system errors. This means that the Render Dragon engine deployment will not work with t He minimum requirements indicated in the store. Low spec Windows 10 that doesn't support RTX ray tracing shouldn't use this engine. This issue means that usrs are in high demand to provide hotfixes to non-RTX users right now.
Apparently the developers are trying to fix this bug.
From version 1.19.40, as long as Vsync is disabled after each update, this bug seems to have almost no effect.
I used the latest preview version (1.19.60.25),
Lowest latency of at least RenderDragon versions
Responsiveness has been improved to the same level as 1.13 to 1.16.40 (delay within 1-2 frames)
However, the synchronization with Vsync is still broken,
When enabled, a significant delay of 5 frames or more will occur and you will feel a clear sense of incongruity.
Most likely, the cause of this lag is
It's in the game-side enforced framerate limit added to RenderDragon.
As far as I checked in the preview version, even when Vsync was not used, 120fps or more never came out.
Originally, Vsync was designed to synchronize the excessive fps generated on the game side according to the refresh rate of the liquid crystal, but with RenderDragon, Vsync is used after limiting the frame rate without meaning, and there is a significant delay.
To avoid these problems,
Disable Vsync, especially for users playing on Windows.
*The following workarounds are not officially supported.
Add an item to set Vsync presence/absence to the video setting ui
Can be disabled by importing resource packs
Also, for devices other than PC, open the world on a device that can import packs and play multiplayer.
By asking guests to download the resource pack when joining
Vsync can be disabled even for devices that cannot be imported externally
This will greatly improve the input lag