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Bug
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Resolution: Unresolved
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None
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1.20.80.20 Preview
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None
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Unconfirmed
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iOS
When playing in a survival world I created to experiment with the deferred pipeline, I noticed that despite the game running at a stable 60 fps most of the time, I would experience significant lag when in the following circumstances:
-Multiple point light sources are in view of the camera,
-While in a cave lit up by torches,
-Or while in a tight space containing a single point light. Walking up to and entering villager houses, especially the spruce village building that contains a smithing table, causes the performance to tank, even if there was only a single lantern.
All deferred video options are set to medium quality, bloom at 97%, and upscaling is on with a 16 chunk deferred render distance. The resource pack I was using was Poggy’s Luminous Dreams.