Bouncy items
MrEAlderson opened this issue ยท 5 comments
Only Fabric mod (0.115.0) and EntityCulling (1.7.2) are installed on Fabric (0.16.10). It doesn't happen if no mods are installed.
https://github.com/user-attachments/assets/9b36da48-9186-46a4-a08a-2bd6b5d7fc07
To replicate:
- Open a single player world, open it to LAN
- Drop many items from your creative menu
- Reduce FPS to min and increase it to max with a click
- Might need to test it a couple of times
There's also a problem where items heavily bounce even with FPS not being manually adjusted, although I haven't been able to figure out whether it's actually EntityCulling causing it.
EntityCulling isn't linked to the fps, and if you can see the items, then nothing is happening to them in terms of EntityCulling. So I'm like 99% sure it's something else going on.
EntityCulling isn't linked to the fps, and if you can see the items, then nothing is happening to them in terms of EntityCulling. So I'm like 99% sure it's something else going on.
It only happens with EntityCulling installed
Edit: I didn't intend to close this issue. No permissions to reopen it.
I seem to be able to replicate it, buuuut a few questions:
- How in the hell did you even notice that?
- It's purely visual, so the only interesting part about this is, why the heck does it happen?
Because as I stated, they are visible, so EntityCulling shouldn't be doing anything. So why does their velocity randomly pick up in this case?
Another way to replicate it is setting the fps to 10 and then turning culling on/off. They also seem to update less often then? I'll investigate what the heck is going on.
Ok I think I figured it out:
Setting the game to 10 fps, the game ticks more often than it renders. This causes EntityCulling to assume the entity is offscreen since it didn't get rendered the last tick (since there are 2 ticks per frame). That's also why the animation gets slower, because they only actually tick every second frame.
Apparently, Items have some logic that runs every 4 ticks which nudges them, and does all the movement calculations even when standing still. From my testing, this gets lost a bit and causes this visual jump.
But is there anything to fix here? From what I can tell, this behavior doesn't happen when the item comes into view no matter the fps, so the only way to trigger this slight visual oddity is to have the game run at under 20fps. That should only happen when afk or having the game minimized, both cases where "the item visually jumps once" once you return to the game isn't an issue.