In addition the behavior does not match the json..
"minecraft:brightness_filter": {
"min": 0,
"max": 7,
"adjust_for_weather": true
},
In addition after a few ghasts spawn, no skeletons spawn in soul sand valleys, This seems unintended and should be linked to biome spawns as the nether has lava. the lava is high light level and blocks spawning in large areas of soul and valley. In addition enderman are substantially less likely to spawn in the warped biome...
Blaze should be impacted then as well.
I think this is fixed.... in a full release?
This is an accessibility issue and much like the lack of crouch lock and other features that prevent people with different life experience from enjoying the game.
It is sad to see Minecraft bedrock failing the Microsoft promise of accessibility to gamers. First by removing crouch lock, then by preventing left hand mapping....
Looking at the blocks i think this is linked to MCPE=126617 where items with block variants do not support PBR. It seems to be very similar. it loads the color map from the Json file, but will not load the MER or the normal..
I concur with the conclusions of this after trying to make my own MER. The candles do not find PBR files. This is similar to if you have varied textures, Varied textures also do not respect PBR settings.
I would check in the beta... but getting into the beta is such a hug pain in the bum.... It is about 6 hours of work to change between the beta and normal....
it is in 1.17.0, 1.17.1, and 1.17.2.1.
To Repro, you must clearly have an RTX enable graphics card. Attach that pack i put in the jira, and place "coal" or "coal blocks" and dirt. Dirt is set up to use a PBR file that is not tied to variants. Dirt is tied to the EXACT SAME pbr file. and doesn't render the normal or MER file.
This is the terrain texture data to explain that in detail.
{{ "num_mip_levels" : 0, "padding" : 0, "resource_pack_name" : "vanilla",
"texture_data" : {
"dirt" : {
"textures" : { "variations" : [
{"path" : "textures/blocks/dirt/dirt"}
, {"path" : "textures/blocks/dirt/dirt1"}, {"path" : "textures/blocks/dirt/dirt2"}, {"path" : "textures/blocks/dirt/dirt3"}, {"path" : "textures/blocks/dirt/dirt4"} ] }
}, "coal_block" :
{ "textures" : "textures/blocks/dirt/dirt" }
, "coal_ore" :
{ "textures" : "textures/blocks/dirt/dirt1" }
}, "texture_name" : "atlas.terrain"}
For clarity so you don't have to open it up the texture files are named 0.png 1.png ect. So the only way for the dirt block to find the png is to actually look in the JSON. however it is not finding the MER or the Normal.
This is a really simple pack designed to only express this 1 bug.
I did some math in Sim 10 the density is way way less after this change. It is not parity. it is actually a substantial reduction in cap. Honestly. if the nether is "too hard" that is what difficulty settings are for.
The max average mobs in bedrock is about 50 on bedrock after the change, but it is 70 in java....
Attached.
Since we don't have access to the sleep time in bedrock (IE how much CPU time the game is taking up) i measure it using Date.now() in java script. If you run that command on consecutive ticks in the game test framework you SHOULD get 50ms. unless all of the Sleep time is used up. In the case of the shulker block lag issue you can use up all of the sleep time pretty easily causing major lag.
I know that on the other side of the Mojang "compile flags" settings wall the MSPT measurements would be actually trivial. But it is extremely hard to prove that something causes lag.... I have no way to measure how sleep time is impacted by things running in the game unless they are completely broken. But for now this one is so bad that even on an I9 with 32 gigs of ram i can lag my game with 6 hoppers and a few shulkers....
I attached a behavior pack to make testing easier. This uses the test framework. But to test this use the following game test commands.
every time this runs it calculates the time between ticks.
\gametest lag:shulker_lag
This spawns a setup with shulker boxes that the player can turn the item in the item frame to see how the lag increases. On a single player world it takes a few of these setups depending upon the single threaded performance on a your processor. on a realm... best of luck, it will be unplayable.
Getting carpel tunnel, i have numbness and pain in my hand as i cant shift lock... This is an accessibility issue and is actually causing pain and harm to some players.
Sorry i had a child during this period of time and was unable to update the ticket due to parental commitments
Steps to Reproduce:
Have 2 players in a world
create an EDU world
Have a player not not OP
Grant the player May fly ability
Player attempts to fly
Observed Results:
Player takes continuous fall damage and dies
Expected Results:
player can fly as if in creative without death.
I have not been able to get people together to test it in this realease as i am busy taking care of a newborn.
I cannot links these, but this was the one that was closed with a resolution that makes absolutely 0 sense.
MCPE-110361
Nowhere in the entirety of the ticket did we mention multiple packs interacting.
I will be creating a new ticket as Mega spuds response makes exactly 0 sense.
Most definitely still a problem i use this as my lag source when testing.
This occurs daily. litterally once ever few hours when you play on multi player servers. The player geo is completely messed up. It happens in all RTX version i have tried.
It even happens with Steve and Alex skins as long as an RTX pack is on and the player has RTX active
It happens so frequently i dont even both taking screen shots or reporting it. almost always a thing.
Much like my other tickets though this one was resolved without any meaningful attempt to repro by Mojang. It makes me not want to report issues.
Some tips for next time:
/kill is equal to the following survival operations:
Jumping into the void,
Looking at an enderman
Starving to death by jumping up and down and running around
Finding a shulker and having them shoot you
Also the following bits may be helpful:
end portals and the end fountain is different
The end portal structures generate regardless of the state of the end dragon.
you can pillar back to the end island
you can fly back from the end city.
Here are 2 packs. The pack with 40k bones would render just fine in 1.21.60. very little lag
https://structuralookup.s3.us-east-2.amazonaws.com/pack+with+40k+bones.mcpack
The pack with 12 bones. also has 40k cubes. The difference is that the cubes are organized differently.
https://structuralookup.s3.us-east-2.amazonaws.com/With+cubes+on+12+bones.mcpack
In 1.21.80 and 1.21.92 i get 30+ FPS with 12 bones and 40k cubes, with 40k bones and 40k cubes i get about 1 frame every 10 seconds.
In both cases the entity with the extra bones is the armor stand. These used to have similar performance prior to VV.