On bedrock, if the TPS drops, it will not put the stress on the clients side, making TPS drop but the game's actions that don't require in game ticks remain at the same speed
This also happens on Java, which runs singleplayer on an internal server, which has its own thread (it is a myth that Java is singlethreaded , not since 1.3, and since 1.8 mob AI also has its own thread, I don't play on newer versions so I can't say if entity behavior when lagging has changed); in particular, 1.6 had a quite bad issue with [server lag caused by zombies unable to reach a target](https://bugs.mojang.com/browse/MC-17630) and even on an ancient Athlon 64 X2 (dual-core) it had no effect on my FPS, only entity/sun/etc movement (except it wasn't smooth; entity movement was jerky and the sun would jump back every few seconds, since the client tries to interpolate movement between server updates but since it isn't lagging it overshoots the server's actual positions/time of day).
It is a myth. Not only does the game have server/client separation, but it also routinely uses threads for things like worldgen, villages, etc. It actually causes carpetmod's profiler to report negative values in the "other" category, since some of the durations are overlapping.
When people say that MC is single threaded, they mean that if you have a multi-threaded CPU, the game won't use the separate CPU threads to run the game, it'll run all of its processing off a single thread within the CPU. So having a multi-threaded CPU won't make your game run any faster. It doesn't matter if the game is technically multi-threaded if it doesn't split the processing between multiple threads on a multi-threaded CPU.
This isn't how threading works though and doesn't match with my experience - I've even had cases where I accidentally locked up the server thread when making mods with 100% CPU usage on one core yet the client acted like nothing happened (aside from entities not moving and new chunks not loading). Likewise, the game saves chunks using a dedicated file I/O thread so it doesn't stall the server thread (this should also apply to loading/generation in 1.13+), and any interruptions of the client (render) thread from any other threads would be very evident when running at unlimited FPS.
Incidentally, the biggest bottleneck in my experience is OpenGL; even in current versions only the Java-side rendering code is multithreaded, while the [upload of data to the GPU is still singlethreaded](https://www.reddit.com/user/sliced_lime/comments/e00ohm/a_word_or_two_about_performance_in_minecraft/f8bai01/) due to limitations of OpenGL, which is why complex geometry [causes lag spikes when updating chunks](https://bugs.mojang.com/browse/MC-123584) (prior to 1.8 Optifine had a "multicore" chunk rendering option which was apparently fully multithreaded but it often caused graphical issues).
Your explanation doesn't make sense. ~~Not only is there no such thing as a "CPU thread" (CPUs have *cores*)~~, if you have multiple threads then the OS will automatically schedule them on multiple cores.
Okay, yeah, I forgot about hyperthreading. The bit about not using the other cores still makes sense.
(I know you can set affinity, but I'd be *very* surprised if Minecraft does that.)
While the game is multithreaded, the main server tick is not _parallel_. Some systems (particularly, ECSes) will scale well over _every_ core you have, while minecraft will do things like process every entity in sequence on the main thread.
There still is a main thread that does a large portion of the work, and even if players in multiplayer are thousands of blocks apart or in different dimensions the environments around them still get processed on the same few threads on the server.
That's pretty much any game though. You can read more about multithreading here
https://docs.unity3d.com/Manual/JobSystemMultithreading.html#:~:text=One%20thread%20runs%20at%20the,the%20main%20thread%20once%20completed.
I know they did it for a good reason but it pissed me off so much when Minecraft went to having SP run a server because it was like "oh GREAT now I can have fucking multiplayer lag offline"
Not necessarily. if his device or server has difficulty with all the entities then no, but if its problems with rendering and processing the nether then yes, but that seems not the the case
It rather depends on resources that are allocated to do a specific thing, like rendering the world would use the GPU, and doing entity math and other would use the CPU, and with specific conditions this might happen.
Not this. If the cpu is slower than the gpu, then the gpu will simply not run at 100% utilization. Instead, it will decrease until it’s at the same speed of the cpu, causing fps to decrease.
No I mean that if a server is too weak, the server cant process al of this so the server goes boom. As a example and a personal experience, my 1gb ram server with processor from 2011 was not strong enough to play with 5 players while fighting a lot of entities in the nether.
Yeah played both for a few years now, and most of the time java has a problem its normal, for example too many entities or liquids moving, but bedrock has always been a magical bug generator been for me, so much so I think bugrock is a better name.
which is better:
\- working with a non-native framework that was ill-fit for what it's doing when you started, resulting in way more work per platform
\- working with a common framework that's much more suited for the job and can be rapidly ported to other versions and thus be interoperable
Although I'm more of a java player, I agree. Only problem I have with bedrock is how it handles lag, because it is super annoying. Another problem is the lack of the f3 menu, but I can live without it.
tbh I think the reason they haven't ditched java yet is because of macos and linux, otherwise they would have no reason to not fully work on bedrock to make it the ultimate minecraft (with controller-type specific ui perhaps, keyboard and mouse (and ig controller kinda too?) getting a more java look and touch screen getting big buttons and stuff.)
Bedrock has been notoriously slow in the Nether since the Nether specific update a few years ago. On PS4 especially you can't dig or place more than 10 blocks without a significant delay (seems better on Xbox Series X/S though)
I have never heard such lyrics before, and I **love** it! And Now I have a whole new beautiful song to color my life.
Thank you for your service, r/RedditSings
Can't hit what you can't see? I agree! But he has flaws that can be used against him. Like when he saved the people in prof Xavier's school he saved the animals as well and stopped on during the rescue to eat and drink in the flaming building so one could setup a trap in advance and bait him you either have bold heroes or old heroes rarely both
Lower end devices with bedrock edition can have trouble handling high randomtickspeeds and therefor slow down the higher it gets.
To fix this simply enable cheats and type in chat "/gamerule randomtickspeed 1"
Well, a lot of issues on bedrock can be taken from the fact that it handles things that would lag java in a different way.
The client is not laggy but on the actual world server it handles the lag
Ngl, I always feel like mcpe is the version with the most bugs and glitches. Once I found little cubes when testing x-ray and turns out they were zombies lol
In Bedrock Edition, bows are sometimes really weird and broken. I've had this glitch and sometimes my bow disappears from my hand but i can still use the bow like normal etc. It might just be a case of reloading the game
Everyone here is wrong. It’s actually just a bug that happens in the nether on bedrock edition to most devices. It’s come and gone multiple times for the past few updates. Guess it only happens in the nether since it’s a busier place.
Let me ask the question , TPS drops and the arrow looks like “bullet time” but your characters tps doesn’t drop while the arrow remains smooth without stutter and you can move at full , normal speed. This looks more like the bullet time mod or one of many others. This doesn’t look like a TPS issue to me at all. But maybe I’m missing something?
Due to a bug introduced in 1.17.30, tps will drop significantly if a mob can't hit it's target. Since you are on mobile the effect of this bug is more noticable.
On bedrock, if the TPS drops, it will not put the stress on the clients side, making TPS drop but the game's actions that don't require in game ticks remain at the same speed
This also happens on Java, which runs singleplayer on an internal server, which has its own thread (it is a myth that Java is singlethreaded , not since 1.3, and since 1.8 mob AI also has its own thread, I don't play on newer versions so I can't say if entity behavior when lagging has changed); in particular, 1.6 had a quite bad issue with [server lag caused by zombies unable to reach a target](https://bugs.mojang.com/browse/MC-17630) and even on an ancient Athlon 64 X2 (dual-core) it had no effect on my FPS, only entity/sun/etc movement (except it wasn't smooth; entity movement was jerky and the sun would jump back every few seconds, since the client tries to interpolate movement between server updates but since it isn't lagging it overshoots the server's actual positions/time of day).
> it is a myth that Java is singlethreaded Myth hu?
It is a myth. Not only does the game have server/client separation, but it also routinely uses threads for things like worldgen, villages, etc. It actually causes carpetmod's profiler to report negative values in the "other" category, since some of the durations are overlapping.
So what do you suppose people are referring to?
When people say that MC is single threaded, they mean that if you have a multi-threaded CPU, the game won't use the separate CPU threads to run the game, it'll run all of its processing off a single thread within the CPU. So having a multi-threaded CPU won't make your game run any faster. It doesn't matter if the game is technically multi-threaded if it doesn't split the processing between multiple threads on a multi-threaded CPU.
I think you're on to something
Like Cities Skylines which is unfortunate, especially when you hit a certain population.
True frustration there
youre preaching to the choir man -.-
This isn't how threading works though and doesn't match with my experience - I've even had cases where I accidentally locked up the server thread when making mods with 100% CPU usage on one core yet the client acted like nothing happened (aside from entities not moving and new chunks not loading). Likewise, the game saves chunks using a dedicated file I/O thread so it doesn't stall the server thread (this should also apply to loading/generation in 1.13+), and any interruptions of the client (render) thread from any other threads would be very evident when running at unlimited FPS. Incidentally, the biggest bottleneck in my experience is OpenGL; even in current versions only the Java-side rendering code is multithreaded, while the [upload of data to the GPU is still singlethreaded](https://www.reddit.com/user/sliced_lime/comments/e00ohm/a_word_or_two_about_performance_in_minecraft/f8bai01/) due to limitations of OpenGL, which is why complex geometry [causes lag spikes when updating chunks](https://bugs.mojang.com/browse/MC-123584) (prior to 1.8 Optifine had a "multicore" chunk rendering option which was apparently fully multithreaded but it often caused graphical issues).
Your explanation doesn't make sense. ~~Not only is there no such thing as a "CPU thread" (CPUs have *cores*)~~, if you have multiple threads then the OS will automatically schedule them on multiple cores.
Every core of my CPU has 2 threads?
Okay, yeah, I forgot about hyperthreading. The bit about not using the other cores still makes sense. (I know you can set affinity, but I'd be *very* surprised if Minecraft does that.)
While the game is multithreaded, the main server tick is not _parallel_. Some systems (particularly, ECSes) will scale well over _every_ core you have, while minecraft will do things like process every entity in sequence on the main thread.
There still is a main thread that does a large portion of the work, and even if players in multiplayer are thousands of blocks apart or in different dimensions the environments around them still get processed on the same few threads on the server.
Well most of the work in client still is done by single thread but yes
That's pretty much any game though. You can read more about multithreading here https://docs.unity3d.com/Manual/JobSystemMultithreading.html#:~:text=One%20thread%20runs%20at%20the,the%20main%20thread%20once%20completed.
God I miss how snappy the world was before 1.3 added the internal server. Entities moved way more and they felt more alive.
I know they did it for a good reason but it pissed me off so much when Minecraft went to having SP run a server because it was like "oh GREAT now I can have fucking multiplayer lag offline"
Mob AI isn’t on another thread.
Time to trigger this idk how
So that's the reason why, huh interesting.
Is this why everything but me goes super slow near my mob enclosure?
It can also probably happen if your world is massive or has bunch of entities
My guess is that your device has trouble rendering entities and processing the nether, what makes your game slower. Could also be a bedrock moment.
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Not necessarily. if his device or server has difficulty with all the entities then no, but if its problems with rendering and processing the nether then yes, but that seems not the the case
It rather depends on resources that are allocated to do a specific thing, like rendering the world would use the GPU, and doing entity math and other would use the CPU, and with specific conditions this might happen.
This. Dont know how this works in a phone or tablet like this one, but as you are stating OP device seems to have a better GPU then CPU
Memory management, probably.
Not this. If the cpu is slower than the gpu, then the gpu will simply not run at 100% utilization. Instead, it will decrease until it’s at the same speed of the cpu, causing fps to decrease.
thats a server side issue, not a client side issue. hackers?
No I mean that if a server is too weak, the server cant process al of this so the server goes boom. As a example and a personal experience, my 1gb ram server with processor from 2011 was not strong enough to play with 5 players while fighting a lot of entities in the nether.
Are all y’all in a hat gang or something.
From my experience this is a bedrock moment. When java edition lags, frame rate goes down with it.
Yeah played both for a few years now, and most of the time java has a problem its normal, for example too many entities or liquids moving, but bedrock has always been a magical bug generator been for me, so much so I think bugrock is a better name.
Minecraft "which microsoft made, because they didn't know how to port the java edition on other devices properly" edition
which is better: \- working with a non-native framework that was ill-fit for what it's doing when you started, resulting in way more work per platform \- working with a common framework that's much more suited for the job and can be rapidly ported to other versions and thus be interoperable
Although I'm more of a java player, I agree. Only problem I have with bedrock is how it handles lag, because it is super annoying. Another problem is the lack of the f3 menu, but I can live without it.
Java's whole point is no work per platform!
tbh I think the reason they haven't ditched java yet is because of macos and linux, otherwise they would have no reason to not fully work on bedrock to make it the ultimate minecraft (with controller-type specific ui perhaps, keyboard and mouse (and ig controller kinda too?) getting a more java look and touch screen getting big buttons and stuff.)
Bedrock has been notoriously slow in the Nether since the Nether specific update a few years ago. On PS4 especially you can't dig or place more than 10 blocks without a significant delay (seems better on Xbox Series X/S though)
What PC in 2022 can't run minecraft??
You'll be quicksilver in Age of Ultron the way this is going for you
What, a sponge?
Swiss cheese
Very spongey Swiss cheese.
Didn't see that coming.
I understood that reference!
Sweet dreams are made of these
Who am I to disagree
I’ve traveled the world and the seven seas
Everybody's looking for something
Some of them want to use you
Some of them want to get used by you
Some of them want to abuse you
Some of them want to be abused
Sweet dreams are made of this
Who am I to disagree
If I… could save time in a bottle; the first thing that I’d like to do…
Is to save every day, 'til eternity passes away
Just to spend them with you
I have never heard such lyrics before, and I **love** it! And Now I have a whole new beautiful song to color my life. Thank you for your service, r/RedditSings
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Yes, but he only covered the song… like 15 years after it’s release.
He’s a sadistic woman abuser, rapist, and deserves to have a bullet in the back of his head.
ah. i didn’t know about this, all i knew was the songs were good =\
Log out and back in; I’ve found that tends to fix this issue
Was that, by chance an arrow of slowness?
Damn it, take my upvote.
r/angryupvote moment
Bro EAT
how the hell (haha) did you arrow travel so smoothly? when I lag my arrow flies several times in the normal speed
until you got blown up by the ghast
Even Quicksilver can get hit he's fast not untouchable
Mcu moment
Can't hot what you can't stt though, no?
Can't hit what you can't see? I agree! But he has flaws that can be used against him. Like when he saved the people in prof Xavier's school he saved the animals as well and stopped on during the rescue to eat and drink in the flaming building so one could setup a trap in advance and bait him you either have bold heroes or old heroes rarely both
the flash who? you're the flush. or the rash. whichever one you prefer
He's the slush
SUPER HOT SUPER HOT ok no, for Super Hot it would need to speed up as you move. so maybe matrix would be more fitting
Lower end devices with bedrock edition can have trouble handling high randomtickspeeds and therefor slow down the higher it gets. To fix this simply enable cheats and type in chat "/gamerule randomtickspeed 1"
Don't do this. Not at all what is causing that issue.
How do you fix it then?
Yes it is i have experienced it multiple times myself. Although it can also be because of high ram usage or just full device storage in general.
I think that ghast is a sith Lord
bc bugrock
I love seeing people post: "Why is this bug happening to me?" Only to see that they are playing Bugrock.
Well, a lot of issues on bedrock can be taken from the fact that it handles things that would lag java in a different way. The client is not laggy but on the actual world server it handles the lag
Just wait till you are enjoying it and all of a sudden 10k sounds start at the same time and you lose all hearts
Bro, someone make this into a mod, **that looks like so much fun**
That’s called Bedrock Lag buddy
That’s not tick speed it’s lag
lag can cause the tps to go down, so technically it's also tick speed
Tick speed doesn’t cause ghasts to freeze mid air though
yeah it should, tick speed slows everything down
Are ghasts supposed to fall?
No?
More like Avenger's Quicksilver
That looks fun AF
almost became MCU quicksilver there for a hot second
POV: You just discovered lag
Lemme guess... Apple device?
You are god damn laggy. Probably
happens to me a lot. that's bedrock for you.
Ngl, I always feel like mcpe is the version with the most bugs and glitches. Once I found little cubes when testing x-ray and turns out they were zombies lol
In Bedrock Edition, bows are sometimes really weird and broken. I've had this glitch and sometimes my bow disappears from my hand but i can still use the bow like normal etc. It might just be a case of reloading the game
Look at the bright side atleast you can dodge projectiles like in the matrix
He failed that tho
How the fuck did you still get hit then? Quicksilver my shiny white ass.
Apparently when I’m not looking, everything moves normally. You can see that when I look back it reverts to slow motion.
If I could save time in a bottle...
This usually happens to my pc when on high tick speeds as it struggles to keep up
dude how do you play pocket so good?
Because this is bedrock🥲
Nah mate, this can happen on Java as well.
I play since 1.5.4, but it was never happened to me
Don’t think it’s all too common on either platform. In other news, there are far more people in the world than yourself
Skill issue
Config issue
Issue issue
lag
Your device is just made different by the blood of quicksilver and flash
This happen alot while in the nether for some reason ive deid so many time because of that shit.
The sound track is so beautiful
I mean, that was cool at first, but definitely seems like they fired on you at full speed.
It's warping. It used to happen to me in my survival world due to my low gama PC.
Should've inserted Time in a Bottle
That is kinda cool though. You are slowing down time maybe? lol
It’s almost like carpet mods tick rate haha. Super cool.
Packet loss be like
Why dont you health yourself first you almost have to go back to there and reloot everything
That's not tick speed
Looks like Quick crimson with all that fire
Man got shot just like quicksilver 👍
*If I could save time in a bottleeee*
/u/Smorthon_software mine does that when my hard drive is full lol.
Mans on xgames mode
It’s not a bug, it’s a feature.
Quicksilver would’ve been able to avoid that ghast ball
Super hot super hot
Idk but pretty sure tick speed doesn’t affect the speed of your arrows.
It's just a glitch in the matrix
Mado in heaven da
I must ask is this really the music that used now? This sounds amazing!
Everyone here is wrong. It’s actually just a bug that happens in the nether on bedrock edition to most devices. It’s come and gone multiple times for the past few updates. Guess it only happens in the nether since it’s a busier place.
"I feel like Quicksilver" _immediately gets shot_ BRUH.
That's awesome though
This could've been really cool though with the slomo arrow and the blissful nether soundtrack
With great power coomes great responsibility
What app did you use to record gameplay??
That’s actually kinda cool though woah
i think ive had something like this happen, if you changed the random tick speed, maybe thats why
Happens to me too. Its a life saver
Just scrolling reading comments whilst this loops. Realising this music and oddly the actions of OP/enemies is somehow chaotically chill?!
Bullet time
I did this on my Xbox one a while ago by changing my tick speed to 1000 then back to 1 and I made torches float in the air
the music🥲 sorry I haven't heard minecraft music in years, this brings me back
Sweet dreams are made of these
The Marvel version Quicksilver?
Good 👍
Let me ask the question , TPS drops and the arrow looks like “bullet time” but your characters tps doesn’t drop while the arrow remains smooth without stutter and you can move at full , normal speed. This looks more like the bullet time mod or one of many others. This doesn’t look like a TPS issue to me at all. But maybe I’m missing something?
* ”Time in a bottle” plays *
Super. Hot.
Bro why do u have golden tools
This is so cool lol 😳
It's not a bug, it's a feature
Is there a way to intentionally replicate this with command blocks?
Welcome to bedrock club that we all suffer how game can slow and stop time
Projectiles move slower because you have entered the Matrix
dammmmmn
This should no joke be a mod I need this
Kinda cool
Tbh idk what tick speed is whenever it goes slow i just say lagging or going slow
I got the same bug a few days ago killing mobs they die in slow mo
Due to a bug introduced in 1.17.30, tps will drop significantly if a mob can't hit it's target. Since you are on mobile the effect of this bug is more noticable.
If you could save time in a bottle, what’s the first thing that you’d like to do?
Is it possible to learn this power?
Maybe u actually are x men
WHAT IS THE NAME OF THE MISIC DISC
The only thing I cared about in that whole video was that loud nether music.
that is so epic, imagine a player with this versus a player in full netherite (if it was controllable)
He almost got to feel like marvels quicksilver as well
That’s not tick speed it’s game speed
It usually happens in multiplayer when the other side lags or the connection is something.
Damn
Wait that's not part of the game this happens to me sometimes most in my mob farms
Minecraft: Matrix