That almost certainly doesn't have much to do with the water as such.
That's the graphic engine not rendering chunks fast enough.
What version are you playing?
There was an awful lot of that a few updates ago, I haven't seen any recently though I know it can happen in any version but it mostly is extremely rare.
As can be just glimpsed, the next chunk over is entirely un-rendered, water and all (except for those caves/mineshafts) the water just lets you see through it to the "missing" chunks.
The game engine seems to prioritize the chunks right in front of you, it can be pretty scary but sometimes it's possible to catch up with the "missing" chunks and run out into them, they are, at least in my experience, still there, you can stand on them you just can't see them.
That almost certainly doesn't have much to do with the water as such.
That's the graphic engine not rendering chunks fast enough.
What version are you playing?
There was an awful lot of that a few updates ago, I haven't seen any recently though I know it can happen in any version but it mostly is extremely rare.
As can be just glimpsed, the next chunk over is entirely un-rendered, water and all (except for those caves/mineshafts) the water just lets you see through it to the "missing" chunks.
The game engine seems to prioritize the chunks right in front of you, it can be pretty scary but sometimes it's possible to catch up with the "missing" chunks and run out into them, they are, at least in my experience, still there, you can stand on them you just can't see them.
The crazy thing is, it only happens when you look down.
and there is still blocks underwater.
I even dug down.
- the chunk is still fine
and
but I'll try to fix it by updating my graphics driver.
Do you have an SSD? if not, that might fix the problem because the traditional hard disk is in fact slower at fetching the chunk information than an SSD is. You don't need a large one, a 120gb one will do if it is just 1 world, I doubt you'd run into problems anytime soon with that.
I can only see this helping if the chunks are preloaded onto the drive and not RNG.
If the chunks haven't yet been saved onto the disk then it's obviously something else that's causing this.
I dont have one, I have HDD.
and I am pretty sure I deleted 30.14 gigabytes. now I have 24.6 gb free space
updated: There are still blocks underwater, I think the rendering is the problem here.
If it only happens when looking in a certain direction it is because of the occlusion culling that the game uses to hide chunks that you (supposedly) can't see to improve performance:
This also happened in older versions, like 1.6.4, when "Advanced OpenGL" was enabled (hardware occlusion culling, which uses the GPU instead of CPU like 1.8+ does; it was removed because it caused massive issues with 1.8's renderer, and only otherwise only worked well on NVIDIA and/or specific GPUs; for example, on my older computer it more than doubled FPS but the effect is much less on my current computer, and it actually decreases FPS on lower render distances (higher render distances generally have more chunks loaded that can't be seen because closer chunks cover them, so occlusion culling benefits higher render distances more, and in either case when you are underground):
I don't know about newer versions but Optifine improves how Advanced OpenGL works, eliminating artifacts in its "fancy" setting at the expense of performance (less aggressive culling).
Also, this has nothing to do with disk speed - the chunks are already loaded but the game isn't sending the rendered data to the GPU due to the aforementioned, or hasn't built it yet, which is solely based on the speed of the CPU (what many people call "chunk loading" is highly erroneous - what they really mean is rendering, even Optifine is guilty of this as its "chunk loading" setting (in 1.6.4) has nothing whatsoever to do with loading chunks from disk, which isn't touched at all by Optifine - rather, it affects how they are rendered). Also, I have a traditional drive and have no issues; of course, I play in a vastly optimized version (existing worlds load in less than 1 second and disk usage is 1% or less while playing, which shouldn't be surprising since the average chunk is only 5-6 KB when saved to disk - most of the work needed to load (or save) a chunk involves the CPU as the data is compressed and must be loaded into the appropriate data structures - once loaded into memory a chunk is around 10 times larger).
Even more so, world generation (loading new areas) is entirely CPU dependent as there is no data being read from disk, and is much slower than loading existing terrain (I've gotten new world creation down to around 3 seconds after optimizations, despite heavily modded world generation; vanilla 1.6.4 is around 5 seconds while 1.13 took half a minute, no idea about 1.14 but I wouldn't be surprised if it is slower). This can certainly increase rendering issues since the client has a bad habit of not refreshing chunks after it has received the data for them from the server (at least in 1.6.4, where if the client-side render distance is higher than the server-side view distance there are unrendered chunks everywhere, but not vice-versa. Because of this, if you play on a server you shouldn't set your render distance higher than the server's view distance).
Allocating more memory will also make things worse unless the game actually needs it since the JVM has to spend more time managing more memory (here is a good example of how memory affects performance; FPS decreased from 144 FPS at 512 MB to 123 FPS at 4 GB); this is one reason why I only allocate 512 MB (though modern versions probably can't even start up with this; the default allocation should be enough though - the default JVM arguments were chosen by Mojang to optimize performance, as seen by the fact they have been changed several times over the years).
Easier said than done, although I do agree with your point that the game should be made to prioritize everything that is rendered closest to the player.
Its not really much a problem if its only about rendering stuff, but ye It needs to get fixed and optimized for the best.
", monospace">Staff : We're actually already tracking this issue in [b]MC-63020[/b], so I resolved and linked this ticket as a duplicate.
", monospace">MC-63020 states that
", monospace">If you are in a small enclosed room, which spans two chunks in the Z direction, but fits entirely within an X-chunk/Y-section, and you stand right at the chunk border, and turn your head, a portion of the world (the other chunk) completely disappears from view. I've attached screenshots. In all the screenshots, I'm standing in one place, but then barely turning my head, and the world disappears in the bottom left-hand portion of the screen.
What exactly is happening here?
That almost certainly doesn't have much to do with the water as such.
That's the graphic engine not rendering chunks fast enough.
What version are you playing?
There was an awful lot of that a few updates ago, I haven't seen any recently though I know it can happen in any version but it mostly is extremely rare.
As can be just glimpsed, the next chunk over is entirely un-rendered, water and all (except for those caves/mineshafts) the water just lets you see through it to the "missing" chunks.
The game engine seems to prioritize the chunks right in front of you, it can be pretty scary but sometimes it's possible to catch up with the "missing" chunks and run out into them, they are, at least in my experience, still there, you can stand on them you just can't see them.
Just testing.
The crazy thing is, it only happens when you look down.
and there is still blocks underwater.
I even dug down.
- the chunk is still fine
and
but I'll try to fix it by updating my graphics driver.
I dont have one, I have HDD.
and I am pretty sure I deleted 30.14 gigabytes. now I have 24.6 gb free space
updated: There are still blocks underwater, I think the rendering is the problem here.
Is this lethal tho?
Ok Ty for the informatation dude.!
If it only happens when looking in a certain direction it is because of the occlusion culling that the game uses to hide chunks that you (supposedly) can't see to improve performance:
MC-63020 Chunks are not rendered in first person in some cases
This also happened in older versions, like 1.6.4, when "Advanced OpenGL" was enabled (hardware occlusion culling, which uses the GPU instead of CPU like 1.8+ does; it was removed because it caused massive issues with 1.8's renderer, and only otherwise only worked well on NVIDIA and/or specific GPUs; for example, on my older computer it more than doubled FPS but the effect is much less on my current computer, and it actually decreases FPS on lower render distances (higher render distances generally have more chunks loaded that can't be seen because closer chunks cover them, so occlusion culling benefits higher render distances more, and in either case when you are underground):
MC-129 Chunks not loading surface, revealing caves, etc. (gotta love the "fix" version, since 1.8's own culling method suffers from the same issue)
I don't know about newer versions but Optifine improves how Advanced OpenGL works, eliminating artifacts in its "fancy" setting at the expense of performance (less aggressive culling).
Also, this has nothing to do with disk speed - the chunks are already loaded but the game isn't sending the rendered data to the GPU due to the aforementioned, or hasn't built it yet, which is solely based on the speed of the CPU (what many people call "chunk loading" is highly erroneous - what they really mean is rendering, even Optifine is guilty of this as its "chunk loading" setting (in 1.6.4) has nothing whatsoever to do with loading chunks from disk, which isn't touched at all by Optifine - rather, it affects how they are rendered). Also, I have a traditional drive and have no issues; of course, I play in a vastly optimized version (existing worlds load in less than 1 second and disk usage is 1% or less while playing, which shouldn't be surprising since the average chunk is only 5-6 KB when saved to disk - most of the work needed to load (or save) a chunk involves the CPU as the data is compressed and must be loaded into the appropriate data structures - once loaded into memory a chunk is around 10 times larger).
Even more so, world generation (loading new areas) is entirely CPU dependent as there is no data being read from disk, and is much slower than loading existing terrain (I've gotten new world creation down to around 3 seconds after optimizations, despite heavily modded world generation; vanilla 1.6.4 is around 5 seconds while 1.13 took half a minute, no idea about 1.14 but I wouldn't be surprised if it is slower). This can certainly increase rendering issues since the client has a bad habit of not refreshing chunks after it has received the data for them from the server (at least in 1.6.4, where if the client-side render distance is higher than the server-side view distance there are unrendered chunks everywhere, but not vice-versa. Because of this, if you play on a server you shouldn't set your render distance higher than the server's view distance).
Allocating more memory will also make things worse unless the game actually needs it since the JVM has to spend more time managing more memory (here is a good example of how memory affects performance; FPS decreased from 144 FPS at 512 MB to 123 FPS at 4 GB); this is one reason why I only allocate 512 MB (though modern versions probably can't even start up with this; the default allocation should be enough though - the default JVM arguments were chosen by Mojang to optimize performance, as seen by the fact they have been changed several times over the years).
TheMasterCaver's First World - possibly the most caved-out world in Minecraft history - includes world download.
TheMasterCaver's World - my own version of Minecraft largely based on my views of how the game should have evolved since 1.6.4.
Why do I still play in 1.6.4?
Then Mojang should improve the game.
Its not really much a problem if its only about rendering stuff, but ye It needs to get fixed and optimized for the best.
", monospace">Update: It did not get fixed by updating my GPU.
", monospace">I reported in https://bugs.mojang.com
", monospace">and this is the response I got.
", monospace">Staff : We're actually already tracking this issue in [b]MC-63020[/b], so I resolved and linked this ticket as a duplicate.
", monospace">MC-63020 states that
", monospace">If you are in a small enclosed room, which spans two chunks in the Z direction, but fits entirely within an X-chunk/Y-section, and you stand right at the chunk border, and turn your head, a portion of the world (the other chunk) completely disappears from view. I've attached screenshots. In all the screenshots, I'm standing in one place, but then barely turning my head, and the world disappears in the bottom left-hand portion of the screen.
", monospace">affected versions: Affects Version/s:[/b]Minecraft 14w30a,Minecraft 14w30b,Minecraft 14w30c,Minecraft 14w33c,Minecraft 14w34b,Minecraft 1.8-pre1,Minecraft 1.8-pre2,Minecraft 1.8-pre3,Minecraft 1.8, Minecraft 1.8.1-pre4, Minecraft 1.8.1-pre5, Minecraft 1.8.1, Minecraft 1.8.2-pre1, Minecraft 1.8.2-pre2, Minecraft 1.8.2-pre3, Minecraft 1.8.2-pre4, Minecraft 1.8.2-pre5, Minecraft 1.8.2-pre6, Minecraft 1.8.3,Minecraft 1.8.6, Minecraft 1.8.7, Minecraft 1.8.8,Minecraft 15w31a,Minecraft 15w31b,Minecraft 15w31c,Minecraft 15w32a,Minecraft 15w36b,Minecraft 15w36c,Minecraft 15w36d,Minecraft 15w37a,Minecraft 15w39b,Minecraft 15w40b,Minecraft 15w42a,Minecraft 15w43b,Minecraft 15w43c,Minecraft 15w44a,Minecraft 15w44b,Minecraft 15w45a,Minecraft 15w46a,Minecraft 15w47a,Minecraft 15w47b,Minecraft 15w47c,Minecraft 15w49a,Minecraft 1.8.9, Minecraft 15w50a, Minecraft 15w51b, Minecraft 16w02a, Minecraft 16w03a, Minecraft 16w04a, Minecraft 16w05b, Minecraft 16w06a, Minecraft 16w07a, Minecraft 1.9 Pre-Release 1, Minecraft 1.9 Pre-Release 2,Minecraft 1.9 Pre-Release 3, Minecraft 1.9 Pre-Release 4, Minecraft 1.9,Minecraft 1.9.1 Pre-Release 1, Minecraft 1.9.1 Pre-Release 2, Minecraft 1.9.1 Pre-Release 3,Minecraft 1.9.1, Minecraft 1.9.2, Minecraft 16w14a,Minecraft 16w15a,Minecraft 16w15b,Minecraft 1.9.3 Pre-Release 1, Minecraft 1.9.3 Pre-Release 2, Minecraft 1.9.3 Pre-Release 3,Minecraft 1.9.3, Minecraft 1.9.4, Minecraft 16w20a,Minecraft 16w21a,Minecraft 16w21b,Minecraft 1.10 Pre-Release 1, Minecraft 1.10 Pre-Release 2, Minecraft 1.10, Minecraft 1.10.1,Minecraft 1.10.2,Minecraft 16w32a,Minecraft 16w32b,Minecraft 16w33a,Minecraft 16w35a,Minecraft 16w36a,Minecraft 16w38a,Minecraft 16w39a,Minecraft 16w39b,Minecraft 16w40a,Minecraft 16w41a,Minecraft 16w42a,Minecraft 16w43a,Minecraft 16w44a,Minecraft 1.11 Pre-Release 1, Minecraft 1.11,Minecraft 16w50a,Minecraft 1.11.2,Minecraft 1.12 Pre-Release 2, Minecraft 1.12 Pre-Release 5, Minecraft 1.12, Minecraft 1.12.1 Pre-Release 1, Minecraft 1.12.1, Minecraft 1.12.2,Minecraft 17w43a,Minecraft 17w43b,Minecraft 18w19b,Minecraft 18w22a,Minecraft 1.13-pre1,Minecraft 1.13-pre6,Minecraft 1.13, Minecraft 1.13.1, Minecraft 1.13.2,Minecraft 18w48a,Minecraft 18w48b,Minecraft 18w49a,Minecraft 18w50a,Minecraft 19w02a,Minecraft 19w08b,Minecraft 19w09a,Minecraft 19w11a,Minecraft 19w11b,Minecraft 19w12b,Minecraft 1.14 Pre-Release 5, Minecraft 1.14,Minecraft 1.14.2,Minecraft 1.14.3, 1.14.4.
", monospace">this has to be a common problem of everyone. xD
", monospace">The resolution: Postponed.
", monospace">lol