EDIT: Found the problem. It's an issue with the aggressive mob AI, specifically zombies.. For whatever reason it lags the crap out of the game. Playing on Peaceful for now until it's fixed.
Hi guys, I'm hoping you can help me out. I'm having this problem on a world I made where I'm getting decent FPS (35-45) yet I'm getting serious block lag. Like, I'll break a block and it'll reappear only to disappear a second later.
I'm playing on Windows 7 64-bit, with 64-bit Java on the latest version of Minecraft. I am using a laptop with on board graphics, so I know I won't get perfect performance but I have never had this problem before now. I'll put my DxDiag notes in a spoiler if that helps at all.
------------------
System Information
------------------
Time of this report: 8/29/2013, 15:03:21
Machine name: JEREMYSCOMPUTER
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130708-1532)
Language: English (Regional Setting: English)
System Manufacturer: Hewlett-Packard
System Model: HP Pavilion dv6 Notebook PC
BIOS: InsydeH2O Version CCB.03.61.09F.1C
Processor: AMD A8-3520M APU with Radeon™ HD Graphics (4 CPUs), ~1.6GHz
Memory: 6144MB RAM
Available OS Memory: 5610MB RAM
Page File: 2698MB used, 8519MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7601.17514 64bit Unicode
------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Sound Tab 2: No problems found.
Input Tab: No problems found.
I can confirm this issue is happening in mine, also.
I literally started playing this game yesterday, and have no mods in place, or much of anything else, for that matter. I tried exiting and restarting within the client, exiting the entire client, deleting the world, and the blocks kept lagging.
I did notice a rather large number of zombies in the village I was beginning to take over. Having never played before, I don't know what's a typical size for a zombie horde. I noticed they caught fire in the sun, and ran for the well. After jumping in, they got stuck and were trying to jump out for forever after.
I searched for someone else having this issue for at least an hour online, and finally found this (thank you thank you jhesser23). Switching difficulty to Peaceful immediately stopped the block lag. If my system specs are needed, I'll gladly post them.
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Hi guys, I'm hoping you can help me out. I'm having this problem on a world I made where I'm getting decent FPS (35-45) yet I'm getting serious block lag. Like, I'll break a block and it'll reappear only to disappear a second later.
I'm playing on Windows 7 64-bit, with 64-bit Java on the latest version of Minecraft. I am using a laptop with on board graphics, so I know I won't get perfect performance but I have never had this problem before now. I'll put my DxDiag notes in a spoiler if that helps at all.
System Information
------------------
Time of this report: 8/29/2013, 15:03:21
Machine name: JEREMYSCOMPUTER
Operating System: Windows 7 Home Premium 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130708-1532)
Language: English (Regional Setting: English)
System Manufacturer: Hewlett-Packard
System Model: HP Pavilion dv6 Notebook PC
BIOS: InsydeH2O Version CCB.03.61.09F.1C
Processor: AMD A8-3520M APU with Radeon™ HD Graphics (4 CPUs), ~1.6GHz
Memory: 6144MB RAM
Available OS Memory: 5610MB RAM
Page File: 2698MB used, 8519MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7601.17514 64bit Unicode
------------
DxDiag Notes
------------
Display Tab 1: No problems found.
Sound Tab 1: No problems found.
Sound Tab 2: No problems found.
Input Tab: No problems found.
--------------------
DirectX Debug Levels
--------------------
Direct3D: 0/4 (retail)
DirectDraw: 0/4 (retail)
DirectInput: 0/5 (retail)
DirectMusic: 0/5 (retail)
DirectPlay: 0/9 (retail)
DirectSound: 0/5 (retail)
DirectShow: 0/6 (retail)
---------------
Display Devices
---------------
Card name: AMD Radeon™ HD 6620G
Manufacturer: Advanced Micro Devices, Inc.
Chip type: ATI display adapter (0x9641)
DAC type: Internal DAC(400MHz)
Device Key: Enum\PCI\VEN_1002&DEV_9641&SUBSYS_358B103C&REV_00
Display Memory: 3044 MB
Dedicated Memory: 495 MB
Shared Memory: 2548 MB
Current Mode: 1366 x 768 (32 bit) (60Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: unknown
Monitor Id: AUO22EC
Native Mode: 1366 x 768(p) (60.042Hz)
Output Type: Internal
Driver Name: aticfx64.dll,aticfx64.dll,aticfx64.dll,aticfx32,aticfx32,aticfx32,atiumd64.dll,atidxx64.dll,atidxx64.dll,atiumdag,atidxx32,atidxx32,atiumdva,atiumd6a.cap,atitmm64.dll
Driver File Version: 8.17.0010.1099 (English)
Driver Version: 8.900.7.1000
DDI Version: 11
Driver Model: WDDM 1.1
Driver Attributes: Final Retail
Driver Date/Size: 9/28/2011 22:15:26, 867328 bytes
WHQL Logo'd: Yes
WHQL Date Stamp:
Device Identifier: {D7B71EE2-D501-11CF-C777-8115BEC2C535}
Vendor ID: 0x1002
Device ID: 0x9641
SubSys ID: 0x358B103C
Revision ID: 0x0000
Driver Strong Name: oem2.inf:ATI.Mfg.NTamd64.6.1:ati2mtag_Sumo_Mobile:8.900.7.1000:pci\ven_1002&dev_9641&subsys_358b103c
Rank Of Driver: 00E60001
Video Accel: ModeMPEG2_A ModeMPEG2_C
Deinterlace Caps: {6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(YUY2,YUY2) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
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{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(YV12,0x32315659) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{3C5323C1-6FB7-44F5-9081-056BF2EE449D}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{552C0DAD-CCBC-420B-83C8-74943CF9F1A6}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,2) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{6E8329FF-B642-418B-BCF0-BCB6591E255F}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,1) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_PixelAdaptive
{335AA36E-7884-43A4-9C91-7F87FAF3E37E}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY DeinterlaceTech_BOBVerticalStretch
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(NV12,0x3231564e) Frames(Prev/Fwd/Back)=(0,0,0) Caps=VideoProcess_YUV2RGB VideoProcess_StretchX VideoProcess_StretchY
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC1,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC2,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC3,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(IMC4,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
{5A54A0C9-C7EC-4BD9-8EDE-F3C75DC4393B}: Format(In/Out)=(S340,UNKNOWN) Frames(Prev/Fwd/Back)=(0,0,0) Caps=
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D3D9 Overlay: Not Supported
DXVA-HD: Not Supported
DDraw Status: Enabled
D3D Status: Enabled
AGP Status: Enabled
I literally started playing this game yesterday, and have no mods in place, or much of anything else, for that matter. I tried exiting and restarting within the client, exiting the entire client, deleting the world, and the blocks kept lagging.
I did notice a rather large number of zombies in the village I was beginning to take over. Having never played before, I don't know what's a typical size for a zombie horde. I noticed they caught fire in the sun, and ran for the well. After jumping in, they got stuck and were trying to jump out for forever after.
I searched for someone else having this issue for at least an hour online, and finally found this (thank you thank you jhesser23). Switching difficulty to Peaceful immediately stopped the block lag. If my system specs are needed, I'll gladly post them.