Vibrant Visuals simply magnifies the underlying legacy bug, making the stutter extremely obvious.
Here are two short clips recorded with different game settings on Android (26.70.20). Just sharing them as reference material. Hope this helps Nathan's report!
Template name / World seed: -6778246788154565662
Description: The player spawns on a large wooded badlands plateau near a small river fjord. The entrance to dripstone caves is clearly visible from the river, connecting to both lush caves and a deep dark with an ancient city. A jungle with stony peaks is nearby on the surface.
Thanks for the video, Nathan. If you have time, could you please test this specific route to trigger the Vibrant Visuals rendering stutter?
Seed: -6778246788154565662
Route: Start (X: 0, Y: 107, Z: 0) -> Midpoint (X: 396, Y: 72, Z: 101, crossing the river) -> End (X: 818, Y: 63, Z: 188, the village).
Please test on the affected non-PC platforms (consoles and mobile devices). Enable Vibrant Visuals, and set the maximum framerate to the highest available option. Let us know if you experience the same stutters on this specific VV test route. Thanks again!
Update: Player Workarounds for GPU Pipeline Deadlock
This is a state corruption in the Vibrant Visuals GPU rendering pipeline. Recommended steps for players:
Step 1 (Prevention): Temporarily disable Vibrant Visuals. This is currently the only 100% reliable way to avoid triggering this GPU deadlock.
Step 2 (Recovery): If you are already deadlocked (frozen animations, empty chunks), do NOT force quit. Simply run far enough away to force a chunk reload (or briefly toggle graphics modes) to rebuild the GPU pipeline. The game will recover instantly.
Please investigate the shader cache and pipeline reset logic urgently.
A recent change related to memory measurement suggests the engine's memory accounting has been underreporting. This supports MCPE-243118: the 1.26 deadlocks are caused by hidden engine overhead, not a lack of physical RAM.
Additional Observation for 1.21.100.24 (Unrecorded UI Change):
I forgot to mention this crucial detail in the main report. In version 1.21.100.24, the "Edit" (map-copying/editing) option was either removed or relocated, requiring players to scroll down to access it.
However, the official changelog records absolutely nothing about this UI overhaul. This further confirms the unrecorded migration to Ore UI in this specific build. Silently restructuring core UI elements drastically increases baseline memory and main-thread overhead.
Precise Regression Timeline (Hidden UI Migration):
Extensive testing pinpoints the exact regression to version 1.21.100.24.
· 1.21.100.23: Official logs only mention "adjusting setting spacing." The game is highly stable. River-crossing chunk generation has no notable impact.
· 1.21.100.24 (NO OFFICIAL LOGS): The official changelog records nothing for this build. However, the World Creation UI was silently overhauled (observed in-game: map-copying options now require scrolling). Concurrently, small-probability stutters during river-crossing chunk generation begin to appear. This strongly indicates an unrecorded migration to the heavier Ore UI framework.
· 1.26.52 Hotfix: The deadlock rate skyrockets to 90%+ for identical routes, resulting in hard 0 FPS freezes.
Conclusion: The unrecorded UI framework migration in 1.21.100.24 raised the baseline memory/thread overhead, leaving zero headroom. The addition of 1.26 Vibrant Visuals then pushed the engine past its limit, causing fatal thread synchronization deadlocks.
Attached files summary:
1. Video: 1.21 smooth, 1.26.52 River [Max 731ms] spike, Village 0 FPS deadlock.
2. 1.21 Baseline: Recording at Avg 92.3 FPS (Min 49.0), 100% smoothness [Max 178ms]. Proves hardware is fully capable.
3. 1.26 Regression: Official Hotfix deadlocks at Village (0 FPS), no recording.
Conclusion: Thread synchronization failure, not hardware/memory limit.
· Debug_Overlay. (Shows the memory spike and render freeze)
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Obviously.
My test compares the stable 1.21.93/94 baseline against the current 1.26 preview. The Switch is included to show that this is a cross-platform RenderDragon regression, not just a mobile or VV-specific issue.
Suggestion: I fully support high refresh rate support. However, implementing it exclusively for Android might make PS5, Switch, and iOS players feel left behind, causing cross-platform division.
But when the stutter happens, please make sure to keep it at the normal x1 speed so QA can see the real frame time. Or, you can just slow it down briefly to highlight the freeze, then put it back to x1.
Don't worry about not having CPU/GPU usage stats on PS5 — the developers have internal tools to check that. Your video of the stutter at low graphics is already the perfect evidence. Thanks again for your help!
This is also exactly why it keeps stuttering on PS5 even with low graphics — it's a CPU render-pipeline issue, not a GPU load issue. Your observation about camera movement is spot on.”
Regarding the methodology: this is a sampled test across the 1.26 branch, compared to a carefully selected stable 1.21 baseline. The results suggest a systemic RenderDragon pipeline regression.
It literally drops to single-digit FPS and I haven't even complained about that yet.
Yes, you can absolutely test with simple graphics to verify this. I only have Android devices to test on, so I can't speak for PS5 directly. But I think this test is necessary across all platforms.
On my Android device, I already tested with 2 chunks render distance and all effects disabled (shadows/clouds/fog/reflections). The stutter still happens.
Please do try it on your PS5: lower the graphics to the absolute minimum and move the camera near blocks. If it still stutters, it will perfectly prove my point — the issue is NOT hardware load, but a core RenderDragon bug. The engine is failing to pre-compile shaders at runtime, causing CPU bottlenecks even when the GPU is idling. Please share your test results with us.
Confirmed stutter on Xiaomi Pad 8, same test route with Vibrant Visuals on.Attached perf log. Stutter remains on Simple graphics.