Hey Mojang,
I’m a mobile player focused on PvP and technical gameplay, and I really think RenderDragon needs a serious overhaul regarding how it handles entities and close-quarters combat.
Right now, the game runs fine in empty areas, but the second you get into a close fight, near massive crystal explosions, or close to complex mobs like the Warden, the FPS just plummets. My phone starts overheating, and the game drops frames like crazy. This happens because the engine tries to calculate every single particle, animation, and hitbox at 100% capacity without any smart optimization.
On Java Edition, mods like Sodium completely fixed this by rewriting the rendering pipeline—basically removing hidden geometry and optimizing how the CPU handles entity memory.
RenderDragon on Bedrock needs a similar approach for mobile:
Smart entity culling: Stop rendering animations, particles, or extra layers of a player/mob if they are hidden behind another block or right against your face.
Lightweight particle caching: Optimize how the game processes rapid PvP combos, potion effects, and explosive particles so it doesn't overload the processor.
Preventing thermal throttling: If the rendering is optimized, our phones won't overheat after 5 minutes of playing, which means no more sudden lag spikes in the middle of a fight.
Mobile players who play competitively really need a stable 60Hz/90Hz experience that doesn't freeze during intense fights. Hope you guys can look into this!
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