What I expect to happen: chunks closer to the position of the player are rendered first than more distant chunks. The game should take care of a player and not let him fall into the void only because the rendering process is not finished.
What actually happened: distant chunks rendered first than chunks closer to the player. Strange visible effects were seen on the game screen.
During normal walking over MC worlds nothing terrible happened as very close chunks rendered in the last moment. But when floating, the close chunks did not render on time. As a result, I felt into the Void.
The same effect can be observed when teleporting a player (/tp command) to a not-yet-recovered place. It happens that the rendering is not ready when the player appears in the new place. The only way to help in these situations is to teleport the played character two-three blocks over the ground, and quit the game immediately after teleporting. Only during reloading the game it is enough time to render the place so that the character lands on the ground and not in the Void.
In order to reproduce the bug try to float fast and long enough on a boat. The bug may not happen on really powerful computers but happens (and is very annoying) on normal/typical configurations (including newly bought computers/laptops).
How to remove the bug? I suggest:
- to change the order of rendering; more distant chunks should NEVER be started to render until the game finishes with closer chunks completely,
- the rendering distance could be set automatically and change during the game dynamically, depending on the actual number of chunks left to be rendered - thus the rendering distance would be 2 chunks in the jungle and 10 chunks on plains without the need to stop the game and to change settings,
- the player should be protected from falling into the void (which means: into the not rendered chunk) - the game should stop if the player is very close to such a chunk, and should not start again until the chunk will be rendered completely. For now, such an algorithm does not seem to exist,
- the game has become really resource-demanding lately, so it should not only rely on hardware and it should control what has already been rendered.
See pictures of rendered distant chunks while closer chunks are still not rendered. Look REALLY buggy, don't they?
Note: the render problems have been reported many times. I have found several issues but none of them contains all the problems I have presented here.