On my end, it appears that the ambient sounds are the root to the lag. I have music disabled. areas affected are random. Every area I do encounter has several ambient sounds (sheep, pigs, skeletons, lighted netherstone). If a escape from the lag to an area that has no to minimal ambient sounds..it instantly fixes the lag. I hope this helps
We actually think we have found a possible cause of the issue (+ a few memory leaks in the process).
Rollback Post to RevisionRollBack
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Can you elaborate on your finding? Possible cause does not tell us much As to a memory leak, I guess you are referring to gates remaining locked open and not resetting?
Coordinates it started happening (Roughly): About the southwest spot on the map (small island chain)
Offline/Online?: Offline
Single/Multiplayer?: single
Difficulty?: Peaceful
World Options you had enabled: defaults (Trust players, tnt explodes, fire spreads)
How long before it started happening from world creation/load: Within 5 minutes
Current settings in each of the Settings menu
Options[/b]
- View Bobbing (On/Off) Off
- Hints (On/Off) On
- In-Game Tooltips (On/Off) On
- in-Game Gamertags (On/Off) On
- Autosave Interval OFF
- Difficulty Peaceful
Audio[/b]
- Music % 29%
- Sound % 74%
- Cave Sounds (On/Off) On
Control[/b]
- Game Sensitivity % 150%
- Interface Sensitivity % 120%
Graphics[/b]
- Render Clouds (On/Off) On
- Bedrock Fog (On/Off) On
- Custom Skin Animation (On/Off) On
- Gamma % 75%
- Interface Opacity % 40%
User Interface[/b]
- Display HUD (On/Off) On
- Display Hand (On/Off) On
- Death Messages (On/Off) On
- Animated Character (On/Off) On
- 2 Player Split-Screen Vertical (On/Off) On
- Splitscreen Gamertags (On/Off) On
- Classic Crafting (On/Off) On
- HUD Size 2
- HUD Size (Splitscreen) 3
It started heavily when I built a medium sized stone brick wall around a cave entrance as part of an outpost in creative...would trigger every couple minutes and lass for 15-20 seconds. Would describe the framerate drop as Choppy (5-10 fps) during the daylight cycle transitions (dusk and dawn)
Rollback Post to RevisionRollBack
I have 100 concerns, and you aren't one of them...unless you are a blaze. Blazes melt me o.o
Can you elaborate on your finding? Possible cause does not tell us much As to a memory leak, I guess you are referring to gates remaining locked open and not resetting?
These things take time to figure out. Try to give him a break, at least they are actively working on this, with information to research the possible cause, rather than sitting around guessing. The important thing is they have the info to work with, are likely fixing it as we speak, and eventually, the game will update and we won't have to suffer from lag. Besides, I don't know how many - myself included - would understand the technical/behind the scenes mumbo.
Of course it takes time, it would be nice to mention what they think they found. My son assumed buying the game was the problem they found, lol (he was joking). Not have the source code, I can only guess to the lag issue . A MMO I am part of (I do the scripting), You just like more info when available. We use a bug tracker where bugs are entered (detailed as possible), we try to simulate the issue and confirm on bug tracker the bug exist. When we discover where the issue lies, we enter it into the tracker. When the bug is fixed, solution is entered in detail. That way everyone can keep track (everyone). That is why I was asking.
NP, I won't inquire anymore.
PS: It is nice to actually see a game developer making active posts to the peons. Something you don't see much of anymore. That is what lured me here.
These things take time to figure out. Try to give him a break, at least they are actively working on this, with information to research the possible cause, rather than sitting around guessing. The important thing is they have the info to work with, are likely fixing it as we speak, and eventually, the game will update and we won't have to suffer from lag. Besides, I don't know how many - myself included - would understand the technical/behind the scenes mumbo.
PS: It is nice to actually see a game developer making active posts to the peons. Something you don't see much of anymore. That is what lured me here.
ah. So you would get the tech stuff more than myself. Cool. And yeah, when a big issue like this hits, they're pretty good about keeping people informed, also on updates that have occurred. It's usually not hard to find out what the update included, which is great!
My hunch (as a coder) is that the lag/frage-rate-spike is actually a symptom of memory leaks - i.e. something is leaking and the Xbox memory begins to full up, then (for example) sunset kicks in and doesn't have enough memory to operate, so the Xbox has to page/swap/clear memory while also trying to render the game. Fixing the memory leaks should fix the spikes.
Memory leaks were found while investigating the issue.
One related to the players gamertag length
One related to the rendering of potions in the Quickselect/Inventory.
As far as I'm aware it was an issue related to memory allocation (Very small change to it that was added into TU28)
Rollback Post to RevisionRollBack
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Hi, I'm new to the forum, so apologies if I sound like a newb.
This issue has made my 360 edition of minecraft pretty much unplayable after 20 mins in single player and pointless in multiplayer, is there any chance that there will be a fix of this soon.
This is pretty much the main game our console is used for.
I can see your working on it so thanks for that, Just desperate to have things working as before.
Thank you
Your guess is as good as mine. I would hope since 4JSteve was on top of the issue right away that there would be a fix soon. Last time a game breaking bug popped up (XBOX One?) the had it nailed down pretty quick. I would think that 4JSteve will update is as he can though, as he has since this started. (I'll be honest, Minecraft is about the only thing I play on my 360 too. )
Thanks Zayne_Wolf for the reply, I understand Bug fixes take time and work. Just restarted the whole game for the Nth time today
I'm not sure restarting helps much, if at all. If it does, it's maybe mere minutes before it starts again. I only have played through it a little, just to capture the lag on video for an example. That's one of my previous post in this thread. But by that time they kinda had an idea what was up. And it's no problem to reply, just part of the moderator job. (I try to be a helpful mod!)
I'm toughing it out, but again, I can't even go to the Nether. 4J is awesome, though, and very timely with fixes. Sit tight and they will have this locked down.
Framerate drops anywhere from 15-1 fps, this is really severe and is preventing me and family from even being able to play at times
World Seed: -7131081478727846875
Coordinates it started happening (Roughly): Around my base, which is located at roughly -49 78 -20. Base is littered with torches, chests, signs, animals, underground has in addition to cave systems and naturally-occurring spawners, a large man-made stripmine made with dimensions width 9 height 5
Offline/Online?: Both, seems to make no difference
Single/Multiplayer?: Both, seems to make no difference
Difficulty?: Any (Tested with peaceful, easy, and hard)
World Options you had enabled:
Game mode: Survival
Online Game
PvP
Daylight Cycle
Weather Cycle
Mob Spawning
Mob Griefing
Mob Loot
Tile Drops
Natural Regen
Trust Players
TNT Explodes
Fire Spreads
How long before it started happening from world creation/load: Usually after I do a little bit in the map, so anywhere between 30 minutes to an hour
Options[/b]
- View Bobbing (Off)
- Hints (On)
- In-Game Tooltips (On)
- in-Game Gamertags (On)
- Autosave Interval (15 Minutes)
- Difficulty - Any (Mainly easy and hard, also peaceful)
Audio[/b]
- Music % Sometimes 0%, sometimes 50%, depending on whether or not I'm listening to something else
This lag issue is the cause of the last update for sure ! so....Why can't we just be given the previous update to over write the last ???
It was working just fine before so I am not sure what the last update was supposed to do but it has completely wrecked my life and my blood has gone past boiling point so many times !!!
A quick fix would not be hard as mentioned above and feel that it is taking to long.
I have paid for the game and also bought the disc as well which made no difference as it needed to be updated and had the same problem.
If it is not broke do not try and fix it !!!!!!!!
JOKECRAFT
Ok I'll split this up a bit.
Why can't we just be given the previous update to over write the last?
Unfortunately rolling back to the previous update wouldn't necessarily be a great solution - we'd have to increment the build number/remove change sets and then run that through as an update.
It was working just fine before so I am not sure what the last update was supposed to do
The update fixed a number of issues reported by players
A quick fix would not be hard as mentioned above and feel that it is taking to long.
Reproducing the issue (FPS issue not a lag issue) wasn't just a simple case of launching a world and seeing it happen.
There were a number of different variables that would change based on each separate user.
We also identified a number of Memory Leaks that also needed fixed will investigating this issue.
The underlying cause it seems was a small change to Memory allocation that had a massive knock on effect in certain circumstances.
Rollback Post to RevisionRollBack
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
I still think if the game has become completely unplayable after a update then there should be an option to "rollback" or there should be a way of downloading the previous update build.
It is possible with many applications from Android , Apple and especially Windows so a reply to your response would be it is possible and should be available as it is unplayable now and was fine ( for me ) before.
This is a wide spread issue and it obvious that the update had not gone through ENOUGH testing and hear lies my issue , its like Xbox 360 has become a second thought and not taken as serious as the other platforms.
Your saying its not as easy as to rollback the update due to build numbers and change sets and I disagree , I have had previous update versions saved on a USB and when a released update was found to be buggy or have lag issues I have deleted the update on the HDD and copied the old update across with no problems.
I just wish I had the previous update backed up but I don't...
Let's not forget the issues players have had by manually rolling back with back ups of TUs.
Worlds breaking because they are incompatible with previous versions.
Rolling back to a previous version using a USB is a completely different matter to forcing an "update" back to a previous version.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Dusk/Dawn. 6 Water Source Blocks creating falling water from more than 10 blocks high.
Offline
Single
Difficulty: Peaceful
World Options you had enabled:
How long before it started happening from world creation/load: The more I build the shorter the time between lag spikes gets. At first it wouldn't happen until Autosave. Gradually though it's gotten much worse and I now get about 5 mins of lag free play before the day/night cycle lag starts.
Your not forcing anything if it's an previous update build with a different build number or as I have said before it being the same build available as a separate download somewhere for us to manually apply.
I just think as it has been unplayable for sometime now we shouldn't have to wait for an update to fix a broken update for something that was fine in the first place .
There should and COULD be alternative fixes to this issue that seems to not have a solution yet.
There are always 2 Minecraft files on the Xbox which are 1, Minecraft Main Game. 2,Update file and it is the update file we are talking about as it is this one that got replaced with the new update so why can't it just have the last one replace it for now ?
I usually just delete the update file when there is a update before downloading but thought this may have been the issue so I have uninstalled both which made no difference, You will probably say that the main game changes with some updates but this would not be true with the Disc version so I doubt it to be true with the digital either.
This hasn't got to be as complicated as it is from my understanding.
What 4JSteve is saying is that once a world is opened with the most recent update (regardless if it was saved or not), it would corrupt the file to then try to open it with the previous update loaded. This has been an issue that has caused a lot of heartbreak in the community... NOT ONLY, though, for players who have manually tried to rollback, but others who have been merely bumped (timed out) of the Xbox Live download without realizing it.
So, 4JSteve - why not just put a "lock" in place that stops a file from opening if it has been opened with a more recent update than the then active one... protecting it... until the user decides to again fully download the most recent update? I agree with Bondle0666, the lack of an ability to step back from an update if it isn't working right for that user is a major drawback on otherwise great customer service.
On my end, it appears that the ambient sounds are the root to the lag. I have music disabled. areas affected are random. Every area I do encounter has several ambient sounds (sheep, pigs, skeletons, lighted netherstone). If a escape from the lag to an area that has no to minimal ambient sounds..it instantly fixes the lag. I hope this helps
Minecraft - Xbox Live Download
I get the most lag from heavy mob presence. It is murder in my villages, but much less frequent in the mines. The Nether is unplayable.
We actually think we have found a possible cause of the issue (+ a few memory leaks in the process).
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Sure hope so! Definitely looking forward to a fix!
World Seed: 973735494100659789
Coordinates it started happening (Roughly): About the southwest spot on the map (small island chain)
Offline/Online?: Offline
Single/Multiplayer?: single
Difficulty?: Peaceful
World Options you had enabled: defaults (Trust players, tnt explodes, fire spreads)
How long before it started happening from world creation/load: Within 5 minutes
Current settings in each of the Settings menu
Options[/b]
- View Bobbing (On/Off) Off
- Hints (On/Off) On
- In-Game Tooltips (On/Off) On
- in-Game Gamertags (On/Off) On
- Autosave Interval OFF
- Difficulty Peaceful
Audio[/b]
- Music % 29%
- Sound % 74%
- Cave Sounds (On/Off) On
Control[/b]
- Game Sensitivity % 150%
- Interface Sensitivity % 120%
Graphics[/b]
- Render Clouds (On/Off) On
- Bedrock Fog (On/Off) On
- Custom Skin Animation (On/Off) On
- Gamma % 75%
- Interface Opacity % 40%
User Interface[/b]
- Display HUD (On/Off) On
- Display Hand (On/Off) On
- Death Messages (On/Off) On
- Animated Character (On/Off) On
- 2 Player Split-Screen Vertical (On/Off) On
- Splitscreen Gamertags (On/Off) On
- Classic Crafting (On/Off) On
- HUD Size 2
- HUD Size (Splitscreen) 3
It started heavily when I built a medium sized stone brick wall around a cave entrance as part of an outpost in creative...would trigger every couple minutes and lass for 15-20 seconds. Would describe the framerate drop as Choppy (5-10 fps) during the daylight cycle transitions (dusk and dawn)
These things take time to figure out. Try to give him a break, at least they are actively working on this, with information to research the possible cause, rather than sitting around guessing. The important thing is they have the info to work with, are likely fixing it as we speak, and eventually, the game will update and we won't have to suffer from lag. Besides, I don't know how many - myself included - would understand the technical/behind the scenes mumbo.
Of course it takes time, it would be nice to mention what they think they found. My son assumed buying the game was the problem they found, lol (he was joking). Not have the source code, I can only guess to the lag issue . A MMO I am part of (I do the scripting), You just like more info when available. We use a bug tracker where bugs are entered (detailed as possible), we try to simulate the issue and confirm on bug tracker the bug exist. When we discover where the issue lies, we enter it into the tracker. When the bug is fixed, solution is entered in detail. That way everyone can keep track (everyone). That is why I was asking.
NP, I won't inquire anymore.
PS: It is nice to actually see a game developer making active posts to the peons. Something you don't see much of anymore. That is what lured me here.
ah. So you would get the tech stuff more than myself. Cool. And yeah, when a big issue like this hits, they're pretty good about keeping people informed, also on updates that have occurred. It's usually not hard to find out what the update included, which is great!
I have spent the last 24 hours or so experimenting with these settings. I have noted some occasions in which fps would
literally crawl, light sources, dakness, rain with clouds on, mob presence, vegetation growth and a few other small things
like running through trees or heavily wooded areas.
Every time I find a fps drop I attempt to recreate it but every time it fails. I have only ever had my first 2 successful
occurances. Mobs in general do not seem to be the culprit. It is still noted that the drops do occur seemingly random.
Usually more so with dawn than most other times. Most of my tests are run on SPS with no host privilages. I play
with 0-50% music and sound effects.
Cloud rendering on. Bedrock fog on. Hud ooacity 100%. Cave ambience on.
tnt and fire on. controls are default. Display hud/hand on. Gamma 80%. view bobbing on. Toolstips off. Hints off.
game sensitivity 100%. interface sensitivity 100%. autosave off.
Gamertags on. Difficulty hard. Death messages on. Classic crafting on. Online. Single player.
I greatly appreciate y'all looking into this so quick. I am definitely looking forward to the conclusion you guys reach.
Would love to see what I have been missing. I can't even tell you how much experimenting I have done lol.
But yeah, thank you very much 4jsteve!
Youtube-eonwolfx9, Twitter @eonwolfx9
Memory leaks were found while investigating the issue.
One related to the players gamertag length
One related to the rendering of potions in the Quickselect/Inventory.
As far as I'm aware it was an issue related to memory allocation (Very small change to it that was added into TU28)
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Your guess is as good as mine. I would hope since 4JSteve was on top of the issue right away that there would be a fix soon. Last time a game breaking bug popped up (XBOX One?) the had it nailed down pretty quick. I would think that 4JSteve will update is as he can though, as he has since this started. (I'll be honest, Minecraft is about the only thing I play on my 360 too. )
I'm not sure restarting helps much, if at all. If it does, it's maybe mere minutes before it starts again. I only have played through it a little, just to capture the lag on video for an example. That's one of my previous post in this thread. But by that time they kinda had an idea what was up. And it's no problem to reply, just part of the moderator job. (I try to be a helpful mod!)
I'm toughing it out, but again, I can't even go to the Nether. 4J is awesome, though, and very timely with fixes. Sit tight and they will have this locked down.
like a jailhouse. Got them bugs singing the blues lol. Definitely cannot wait for this one to get sentenced.
Youtube-eonwolfx9, Twitter @eonwolfx9
Framerate drops anywhere from 15-1 fps, this is really severe and is preventing me and family from even being able to play at times
World Seed: -7131081478727846875
Coordinates it started happening (Roughly): Around my base, which is located at roughly -49 78 -20. Base is littered with torches, chests, signs, animals, underground has in addition to cave systems and naturally-occurring spawners, a large man-made stripmine made with dimensions width 9 height 5
Offline/Online?: Both, seems to make no difference
Single/Multiplayer?: Both, seems to make no difference
Difficulty?: Any (Tested with peaceful, easy, and hard)
World Options you had enabled:
Game mode: Survival
Online Game
PvP
Daylight Cycle
Weather Cycle
Mob Spawning
Mob Griefing
Mob Loot
Tile Drops
Natural Regen
Trust Players
TNT Explodes
Fire Spreads
How long before it started happening from world creation/load: Usually after I do a little bit in the map, so anywhere between 30 minutes to an hour
Options[/b]
- View Bobbing (Off)
- Hints (On)
- In-Game Tooltips (On)
- in-Game Gamertags (On)
- Autosave Interval (15 Minutes)
- Difficulty - Any (Mainly easy and hard, also peaceful)
Audio[/b]
- Music % Sometimes 0%, sometimes 50%, depending on whether or not I'm listening to something else
- Sound % Stays at 50%
- Cave Sounds (On)
Control[/b]
- Game Sensitivity % 150
- Interface Sensitivity % 120
Graphics[/b]
- Render Clouds (Off)
- Bedrock Fog (Off)
- Custom Skin Animation (On)
- Gamma % 100
- Interface Opacity % 45
User Interface[/b]
- Display HUD (On)
- Display Hand (On)
- Death Messages (On)
- Animated Character (On)
- 2 Player Split-Screen Vertical (On)
- Splitscreen Gamertags (On)
- Classic Crafting (On)
- HUD Size 1
- HUD Size (Splitscreen) 2
Minecraft username: DevannB
Xbox 360 Gamertag: DevannB
Nintendo Network ID: DevannB
Nintendo Account: DevannB
3DS Friend Code: 4296-2976-3061
Ok I'll split this up a bit.
Why can't we just be given the previous update to over write the last?
Unfortunately rolling back to the previous update wouldn't necessarily be a great solution - we'd have to increment the build number/remove change sets and then run that through as an update.
It was working just fine before so I am not sure what the last update was supposed to do
The update fixed a number of issues reported by players
A quick fix would not be hard as mentioned above and feel that it is taking to long.
Reproducing the issue (FPS issue not a lag issue) wasn't just a simple case of launching a world and seeing it happen.
There were a number of different variables that would change based on each separate user.
We also identified a number of Memory Leaks that also needed fixed will investigating this issue.
The underlying cause it seems was a small change to Memory allocation that had a massive knock on effect in certain circumstances.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
Let's not forget the issues players have had by manually rolling back with back ups of TUs.
Worlds breaking because they are incompatible with previous versions.
Rolling back to a previous version using a USB is a completely different matter to forcing an "update" back to a previous version.
Twitter - @4JSteve
Currently Playing - League of Legends (EUW), Tales of Vesperia (PS4) and Kingdom Hearts 2 (PS4)
Feel free to add me on Steam, PSN and XboxLive, Make sure and leave a message saying you are from the forums
World Seed:unknown
Dusk/Dawn. 6 Water Source Blocks creating falling water from more than 10 blocks high.
Offline
Single
Difficulty: Peaceful
World Options you had enabled:
How long before it started happening from world creation/load: The more I build the shorter the time between lag spikes gets. At first it wouldn't happen until Autosave. Gradually though it's gotten much worse and I now get about 5 mins of lag free play before the day/night cycle lag starts.
Options
- View Bobbing (On)
- Hints (Off)
- In-Game Tooltips (Off)
- in-Game Gamertags (On)
- Autosave Interval 120min
- Difficulty: Peaceful
Audio
- Music % Default
- Sound % Default
- Cave Sounds (On)
Control
- Game Sensitivity % Default
- Interface Sensitivity % Default
Graphics
- Render Clouds (On)
- Bedrock Fog (Off)
- Custom Skin Animation (On)
- Gamma % Default
- Interface Opacity % Default
User Interface
- Display HUD (On)
- Display Hand (On)
- Death Messages (On)
- Animated Character (On)
- Classic Crafting (On)
- HUD Size Default
What 4JSteve is saying is that once a world is opened with the most recent update (regardless if it was saved or not), it would corrupt the file to then try to open it with the previous update loaded. This has been an issue that has caused a lot of heartbreak in the community... NOT ONLY, though, for players who have manually tried to rollback, but others who have been merely bumped (timed out) of the Xbox Live download without realizing it.
So, 4JSteve - why not just put a "lock" in place that stops a file from opening if it has been opened with a more recent update than the then active one... protecting it... until the user decides to again fully download the most recent update? I agree with Bondle0666, the lack of an ability to step back from an update if it isn't working right for that user is a major drawback on otherwise great customer service.