#BetaRT - RTX For Minecraft Beta 1.7.3 (WIP)
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other than held items, i think the biggest hurdle next is getting transparencies to work correctly, at least in a way that resembles vanilla
i tried with clouds already and it was a horrible noisy mess
I agree, especially the way it handles mobs and anything dynamic! And compared to radiance, I'd much rather be locked into playing 1.7.3 than 1.21.4
Also the fact you put distance fog into the game puts it way above radiance to me too! I don't like how radiance and even some shaders don't really put any effort into hiding the view distance edge of the world
Radiance would like a word
Also there’s no shaders on b1.7.3 so this is a first, lol

Everyone give @hard chasm a kiss
💋
I mean maybe now after they fixed the gamma stuff (It took them like 2 months to fix it after I had told the developers it was an issue)
seriously im so thankful for this project, @hard chasm is a hero

e
m
f
ran out of gif
📝 
What OpenGL version is this?
GL 2.1, but the wrapper is not dependent on the render API
So you say it would be possible to do pretty much any version of OpenGl, what about an instance where GL 3.3 core profile with select 4.0+?
this wrapper is hooking game functions rather than anything sent to GL, so this has nothing to do with GL
so it would work for any MC version when manually ported
so even minecraft vulkan for instance
Hm Im curious to see your source once out to better understand "manually ported". Im really interested in picking it apart for Hytale compatibility, which is OpenGL
Isn’t obfuscation removed from Minecraft now?
as in static addresses from the decompiled game jar
Submitting meshes to remix api
so if hytale is not based on MC, you'd essentially be starting from scratch
Very cool trick
ye but like i said before, it would probably be easier to mess with radiance than this
to better match vanilla and for gameplay reasons, you can make the sky leak through the fog now
this looks better than radiance honestly
it looks ugly in remix but it was weird to see shadows with opaque fog lol
for reference
How do you run a game parallel like that with Remix on/off same time?
^
so the game is technically always rendering both the GL output and native remix output
Hey @hard chasm how are you handling tons and tons of blocks without killing the perf?
its very gpu bound rn
What about the cpu?
not really
I'm getting 5 fps with 500 objects instanced 12k times
In betaRT? Or beamNG 🤔
lol
@hard chasm
The man demands your presence
guh what am i replying to
what is one meant to say to that 
i have no idea how beamng works so i cant really do anything with this information
betart already uses MC's existing chunk system to batch meshes so the draw call count is rather low
most of the perf hits I run into is rendering all of the underground caves + the thousands of alpha-tested meshes
OMMs constantly run out of budget
i tried turning them into real meshes based on empty pixel data, and while that rendered fine, it absolutely murded perf
hm
the more complex games all run like shit and I'm concerned that there isn't a solution
I have been looking for one for a week straight for Skyrim
it will help for sure but not too much unfortunately
I also made changes to the runtime to disable tlas rebuild for static geometry. That gave me 30 frames
I'll send you the culling implement I have for Skyrim. you can give that to the llm and it can implement a similar version for beamng
Frustum culling after a set distance should help as well
I think I will shift from researching the plugin side to the remix side for perf improvements
That's a good place to work, yeah
oh shit i never thought about trying that
that would probably help gmod the most
an indoor scenes Skyrim runs at 60fps. but outside it runs anywhere between 30 and 60. this is without skinned meshes too so I'm kind of concerned
right now fallout 4 runs around 10 FPS because it doesn't have any culling and it's loading a huge amount of chunks that it doesn't need
I'm hesitant to put a lot more time into these mods because they might just never be playable
optimization passes are going well 
chunks with ice are somehow considered completely invisible
Wall hacks
ah this is so much better
if a space cannot physically trace to the player, it wont render
how is that for performance lmao
damnnn
almost GPU limited on a rtx 5080 @ 1080p ultra perf
is that general idea applicable to other games you think?
ahhh
caves
this is on a different save so ill see if it actually dynamically updates when traversing
it does
peak
I'd be happy to get that kind of performance without PT lmao
the game is very confused
apparently remix is running faster but im assuming game fps is tied to ticks
btw render distance is veeeery expensive for BetaRT
like dont use far otherwise you're just begging your GPU to crawl
normal and below perform well
it'll totally be fine on my GPU which is worse than a 5080
wait i just realized, remix is literally double of the game
guhhh
so which is the correct FPS
I'd trust Minecraft
yeah, input is still being fed to the GL window so i guess even if remix is running faster, input latency is quite poor if you're at like 30fps
ideally i just kill off the vanilla GL renderer but that is gonna be a huge undertaking
At least making everything pbr would be easy, it's just 1 texture
Thanks autocorrect
ye we dont have to worry about that already, remix loads its own version of the texture atlas split into different parts
im more worried about UI and input handling
im gonna have to fork LWJGL to make an native vulkan port
actually no i'd just integrate it into remix directly
Good luck with that
yeep will not be fun but i think it will pay off
i implemented this in gta 3 without even using the api, so yeah def
and skyrim has a similar system
sick
i wouldnt say this is the same thing
or rather not exactly
i know it differs. but the concept is similar
this dramatic lighting looks sooooo sick holy
it reminds me of sodium streetlamps at night irl
i love this
the clouds slightly blocking the sun and then the room getting brighter as they pass holyyyy
0:34 for what im talkin about
this looks like what I thought the game looked like years ago
looking forward to trying this eventually
yeah radiance can't replicate this at all
so why cant radiance? i havent tried that mod at all but i assume it would be the same since its path traced
bro what
Thats uh raytracing? Wheres the cool dynamic traced lighting/darkness! (not shitting on Radiances hardwork)
Shows you how hard it is to raytrace this kind of stuff, NVIDIA is masterclass
I will give some slack, radiance is still an alpha
True
I mean
NVIDIA is kind of the reason we have this type of RayTracing
I don't see AMD or Intel doing anything

At least intel is trying to do anything at all
AMD may as well not exist as a company
yeah, AMD hasn't been doing anything lately besides "AI AI AI AI"
And yet I never hear them brought up ever when it comes to ai 
Hell, Sony is utilizing AMD better
PS5 Pro just got it's first Pathtraced game
at 4K using PSSR 2
mind you, PS5 Pro doesn't even have the full RDNA 4 feature set and is somehow showcasing the hardware better
AMD has completely abandoned PC gaming imo
and screwed over all their past supporters
Know its bad when the AMD Tater fries ya business 🥔
I love the AMD engineers, they've been the best and I love communicating with them
but the upper management? fuck them
Its always management man
yeah, and I'm not at all surprised when it came out to the public that some AMD employees left for NVIDIA and Intel
filler lighting (i wish top slabs worked in 1.7.3 🙁 )
what is this? Remix toolkit lights?
idk whenever i update the runtime
well I have two versions
one using imgui and the other newer remixgui
so it supports older and newer runtimes
Can we get a picture of some underwater lighting? And a picture of a cave with a lava pit?
1st one is a no-go because its currently opaque, so its pitch black underwater
i think i can find a lava pit somewhere
Dark cave highlighted by lava would look awesome Im sure
imma dream about this
Its very soothing to see all these images imo
IM SO EXCITED

backport villagers to 1.7.3 so we can have ray traced villagers on beta 1.7.3
this is one of the prettiest remix games
this is so peak
I tried to do this with multiple shaders and such but nothing can get this
I guess I can try the official minecraft rtx
oh my god they butchered the performance of it since I last played
I nearly got 200 fps with it before and now I get 55
Im curious whats left to do for at this point this looks pretty complete from what ive seen 
but it can get a similar effect
Translucents like water need changing
That can be done in 2 seconds im not counting that
so yeah it seems cr managed to make something more peak than any alternative
congrats
Rain puddle thing xor did could be added?

I'm still waiting for the day I can play with the wither storm mod with ray tracing
I don't even think zephyr-starlight works with 1.20.1.
At least there's a backport of PMWM ig
I know the plan is to port the wither storm to 1.21.1
and technically it's already possible to have a "ray traced" wither storm but you get like 5 fps with some
and then you also can't see the beams in more than half of them
yep
ReSTIR PT Enhanced in Minecraft
With proper caustics
There was this one digital foundry video years ago where they tested an RT mod in Minecraft and built a pinhole camera, which somehow worked 
They haven’t even released the code
Oh yee I know. But the results are really good
Probably gonna be used for future games and with the RTX 60 series
CR where is the dark cave lava picture I requested?! 
or nether dragon
is this performance with or without fg? curious
without fg
What res
1080p @ dlss ultra perf

great numbers for remix
480p gaming

I tried doing 1080p DLSS Ultra Performance yesterday to see how much fps I could get…I’m CPU bottlenecked, lmao
I love my shitty CPU

So instead of increasing fps, it just dropped GPU utilization to 30%
Now make the diamond axe translucent 
definitely not final, hopefully i can use the original water texture as a transmission map to keep the vanilla vibe
koolaid
looks decent in caves but RR is really messing it up outside
Glowstone slabs 
refraction 
For Hytale I took the original texture then tried my best to match the blue color, transparency, and vertex deformations for waves from the original shader. Its really hit or miss, you should just treat this like how shaders treat water. Just make it look pretty imo
im pretty sure i can get the best of both worlds
if i cant do it with the existing material definitions in the runtime, i can always modify the runtime itself to make it work the way i need it
i really want this wrapper to respect the original game's art style as much as possible, definitely dont want to give it the "shader" treatment
it was the fucking sun volumetrics the entire time
MUCH better
you can adjust it btw
lava cave when?!
when i get to it lol
My bad not realizing that still needed work, not rushing 🤪
? lava already works, i literally just havent found a lava cave
Ah, well then get to mining!
remix why
i've seen this same issue on gmod rtx with particles when i switched back to nvidia, this doesnt happen at all on AMD
Its SCENE SCALE!!!!!!!!!!!!!!!!!!!!!
ITS SCENE SCALE!!!!!!!!!!!!!!!!!!!!
I had to deal with this in sonic adventure dx for 2 years!!!!!!!!!!!!!!!!!!!!!!!!
guh
i already fought with scene scale for everything else to work correctly
it cant be that
it was this 🥀
apparently the transmission/albedo on a translucent material will get culled by this value
stupid
grrr nvidia
true
🤤 water looks awesome when its not directly lit
i think its finally perfect now
Are you going add subtle normal maps to blocks or are you going to keep them as-is 
yes
literally my next idea 
btw this setting is evil and was causing all of the weird flickering with fog and water, setting it to none fixes it and makes everything look better
i hate u RR
RR Being simultaneously the worst and best thing ever
ok now time for water normals and underwater fog
help i am getting lost in the fog 🤤 🤤 🤤
this looks so aesthetically pleasing it's distracting me
I know the feeling
Sometimes I just wanna take screenshots all day after working on something and making it look nice its addictive
hoping this works with better than adventure
Oh
I kinda doubt they changed the rendering all that much, mostly game functions and features I assume
ah true
who knows what they touched lol
i think i've had 20 responses with gemini 3.1, why did windsurf switch to daily limits 🥹
pbr when
how long did it take after opus came out for all AI IDEs to become terrible
not by me
I was joking, I couldn't find a troll face emoji

Ill probably do some roughness maps for me when this comes out but not normals because it would just look weird
i still need to fix your texture filtering issue from ultrakill, cuz the same issue is gonna happen here 🥀

Then I can work on ultrakill for real 
Damn ill be doing 3 (maybe 4) remix projects at once which is kinda crazy
im so burned out from doing that, BetaRT is like my vacation in a way
Good thing with gens is that it already has pbr materials so I barely gotta do anything
i read this wrong 🥀 i thought you asked for water roughness maps
I typed it wrong
I thought I said water
i dont plan to do normals myself as the stock look is to mimic the vanilla game
pbr materials look unminecrafty anyways
i think you can probably make it work with the vanilla vibe but i dont really have the expertise there
The water is just missing caustics.
Gotta have roughness maps for translucents when restir pt is added. No more noisy normal maps
It's a little too opaque imo. Needs less blue
We gotta wait until CR makes it public
He's the only person working on this currently
gotcha
feelings hurt 💔
what do you suggest to make it less "ugg"
imo it's a bit on the bright/vibrant side, but it's def not ugly. i like it
It's really not looking like water
Well it's not meant to look like real water
It doesn't look like stlized water either
how would you make the vanilla water stylized 🥀
Probably like Minecraft RTX, keep the texture but make it more clear than blue
Keeping it blue would be stylized no?
yeah i guess, i just want a visual style that looks good that also keep the vanilla vibe
i wonder if making a basic roughness map is enough
he wants that hardware accelerated fluid simulated water
We have that now as well
Heightfield water simulation is pretty dope
There's like a 2d fluid sim slapped on as a render target and it almost works the same way
Hold on. It could be possible to do the same here yeah? Not asking if we need to do it, but would it be possible?
NVIDIA Flow is fluid simulation which @sonic dagger got into Remix
Though it’s only been tested with smoke and fire effects iirc
It needs a lot of tinkering around tbh
I thought you mean't that as in "we have that in general" and not in remix.
No, we have fluid simulation in Remix now
Been awhile since I’ve taken a look at it though
Been busy with a lot of other Remix things
prob, but im definitely not doing that for this project
Yeah it's okay. It's results would be similar to Fluid flux
Any tonemapper adjustments made yet?
no
uses HLA hable filmic rn
i haven't tried psycho yet, but the current choice already matches the vibe of the original game pretty well imo, but im definitely open to other options
@hard chasm I think the water right now is pretty close to your goal of looking like vanilla, I personally wouldn't listen to advice that draws it further away from your goal
If it at least contains the texture the base game uses then it should be considered vanilla. Bedrock RTX's water doesn't really change that much from the vanilla texture besides a little post processing.
nether portal is now transparent
fog looks a little weird through it but can probably be fixed
what it looks like with it off
Very nice 
Is this real hardware rt and not the software rt shader packs do?
It’s Remix so yes
Honestly I'm dumb
I should probably just jump off a cliff after asking that lol
you'd still have to ingest textures through the toolkit to get PBR to work tho, I take it, unless there's screenshots here of them just working
my personal interest is not doing any PBR to match the vanilla game, so at least with releases, it wont come with any PBR maps except maybe water just to make it look better.
I am using a custom way to load textures into the wrapper so capturing and making remix mods does not currently work atm. I do plan on fixing it but it's not my priority atm
aye, gotcha! Thank you for the response and your hard work
atmos sky now has fixed volumetrics (for like the 3rd time)
i prefer the vanilla fog tbh lol
you cant have both on for whatever reason
Silent Mine 
Merge them?
atmos vs vanilla
need to start integrating a dev menu like unityrtx so i can start finetuning things
That would be incredible with a horror mod lol
put a crappy VHS filter over that and you have the most viewed minecraft horror series every made (And probably the one with the most effort put in)
I have never and will never do that
if it shiny and look good, I keep it 
Though I do have the luxury on working on exclusively unrealistic games
still looks about the same as vanilla yeah?
Thats very impressive how close youve kept it to the original
"ew, Pathtracing ruined the artistic vision while running at 20fps on my RTX 2060, Pathtracing is horrible!!!"

need some SSS on the leaves and the sky needs to be more blue 
have E-Man do it
ez

Reminds me I tried to add SSS to some of the foliage in generations and it straight up just didnt work, didnt change the look or anything, still need to figure out why
Caustics tho

I wanna see the water light on my forehead
are you using a wrapper to get it off opengl or did you do some tech magic?
iirc, he decompiled it and integrated Remix API
I was wondering how well underwater fog would work
i bet we'd see a bit of a performance bump too, coming off of the 90s renderer lmao
reminds me of how continuum graphics was trying to switch mc over to a vulkan renderer so they could implement new stuff such as their own hardware rt and dlss mod
yeah but someone else would have to do it
CR has no interest in modern minecraft
fair enough!
yes but i assume most of the wrapper would probably need to be rewritten to support any renderer changes. To be clear, this wrapper still hooks on the systems that would usually go to GL, so the GL renderer is still active, just rendered below the vulkan window. Ideally before release i just integrate LWJGL directly into the remix runtime, it would help with performance and make the whole thing more polished
my recommendation for modern MC is just make radiance better or something lol, i think time is better spent there than trying to port this to modern MC
I tried looking at Radience code and I do not understand it at all
Fuck Radiance 🥀
i feel like when i release this mod the first thing people are gonna do is port it to other versions and that's how it's going to blow up 
no love for 1.7.3
no

Doubt
Casuals don’t understand Remix
Because its not a shader pack I think everyone outside of here will just be confused
On a technical level^
It’s not even a mod like Radiance
You basically reversed engineered Minecraft
🤤
my entire build style has completely changed just to accommodate this sexyy lighting
really want to add custom remix light blocks into the game
would be sick
Patience is a virtue (ULTRAKILL REFFERENCE
)
barely darker
i wonder if this would work on the normal minecraft launcher
maybe, but the way how this wrapper is built and deployed heavily relies on prismlauncher
i really dont want to support that stock CEF garbage launcher but i know better than to gatekeep
I doubt 99% of people who would use this use the official launcher anyway, its so terrible
honestly its not really gatekeeping, its way more work for you to do than it would be for anyone to just move to prism launcher
you can even copy your instances over im pretty sure
Yeah most modern modpacks you can't use with the official launcher anyway
Using the official launcher just crashes my game whenever I try adjusting video settings
am i crazy for using the official one for like 2 years now
XBOX MODE will fix this
Its the steam killer
😭
not really but like if you want way better instance management and easier moddability it really isnt hard to switch over to prism launcher
I've used it for the entirety i've had the game 
ice 
fixed how triangle culling works on a few blocks, they now match vanilla with it on
Give 🔫
i spoke too soon 🥀
also i dont have the block highlight or breaking particles
sometimes i just gotta say dumb stuff to get past a mental block
You should try to make the slimes look the way they do in BRTX. This was just a thought i had because you were working on translucents.
do slimes work properly?
ill find out in a bit
I can't find any images of this, but in Bedrock RTX the outer part of the slime's model is a translucent material while the inner is a diffuse material.

😭 armor stands are so cursed
armor stands dont exist here
this is a redstone repeater
I didn't really see much use for them before trims were added. Even with the trims, i don't really put my armor on them.
Put it on Patreon till you hit $10K a month

Just like SUES intended
I can't think of a cool acronym for the mod like SEUS
MCRTX

i think the current name is cool but it's not descriptive enough
im open to suggestions if yall got some
Golden Age RTX
ShinyMC 
I think unlike Gmod RTX
This mod will blow up, very much
And then CR will know fame

I like this one
RTX for obsolete game versions.
RTX for peak game versions*
fixed it for you
We started with Portal RTX and now we got Portal RTX in Minecraft
I kid. I hate modern mc
They cringed the game up too much around the nether update. The cave and cliffs update was fine. 1.9 ruined the game for alot of players also.
Do their emissives work?
What’s the bounce count set to? iirc, Minecraft RTX did 8 bounces
ClassicRT or something like that
Its gotta be Minecraft RTX Turbo Edition Deluxe Remake Remix Enhanced Edition featuring Jack Black as Steve
Moody
4, pretty sure remix defaults to this
Is it possible to replace the player model with an Ultra HD Model of jack blacks arm
You gotta do this if you want this to be popular, everyone loves chack blacks arm
brb gonna rub my eyes with bleach
Typo but im keeping it his name is Chack Black now
You can increase to 8 and see how it compares to official MCRTX
i could probably do 1 and it would still look better than official mcrtx
Can anyone else almost never tell the difference between 2 and 8 bounces or just me 
with RR it's definitely hard
I remember one trick was to make a room of mirror glass to test the bounce quality
1 / 8 bounces
wow 1 / 8 actually looks incredible with caves
that indirect lighting 🤤
Probably good for performance too
Going from high to ultra on my GPU is like a 10fps loss
At native resolution
welp time to do the more scary change in this project, migrate to lwjgl 3 and then integrate it with remix so i can completely remove any opengl dependencies
this should ideally help performance and give remix a native window with UI
How does Remix API work? Is it injecting DX9 then converting to Vulkan or is it straight Vulkan? Because a direct Remix renderer I imagine performs much better
its already direct, remix doesnt interact with GL at all other than UI capture, but this project hooks on a lot of render threads that usually go to GL
since rendering is 95% complete, i think its time i just kill off the vanilla renderer
I mean like, is it still dxvk or just vk
also, no matter what API your game is, remix requires a d3d9 HWND for window creation
but nothing graphical is going through that
so it will always be dxvk no matter what, you're just not converting anything
or do you mean change steve to jack black
jk
J(ack Blac)k
Time to ask Valve for source code again

progress
Email notch maybe he can help
lmaooo
finally, a window
Looks like I wont be playing THIS mod then!
I HATE Windows 😡 😡 😡 😡 😡 😡 😡
I play all my games on command line 
Like a REAL Gamer
Better not be Windows 11
Will this support the new XBOX MODE on Windows 11, the STEAM KILLER??
Will this support my Xbox?
(fr tho it would be awesome if i can get this working on linux because i would really like to stop using my windows partition rn)
(lwjgl 3 pls save me)
You can leave Windows but the Windows will never leave you

it died there but we're getting closer
the compat shim is working 
game is lobotomized
Shimmy ya
“Welcome to UnityRTX”
Also why is it telling you “you have no new mail” since when did we have mail in Minecraft

audio is completely broken now but i will cross that bridge when i get there
running a local server to make testing easier
commands n stuff
what is this creative you speak of
☺️
since the window is finally native, i can record it with obs and msi afterburner now doesnt freak out
look at that frametime counter 🤤
good luck to anyone using a 2060
pre-lwjgl 3 this area would be in the 100s
still havent finished the shim so perf will be rough
#1493835790801965116 message
yeah, that's still a 5080 though lol
i think if a 5080 gets 199fps @ 1080p dlss ultra perf, a 2060 will at least get 30-40 fps
surely
nothing is final still, so this can always improve
still impressive this is even possible
40fps on my 5060 Ti, lets gooooo

looks fine
@fallen birch Server when 
I’m at 1080p native

My GPU is shit
And my CPU
My PC is shit
When CR releases the damn thing
Im excited 
meanwhile I have a decent gpu and a good cpu
9950x3d and 4070 ti super

Couldn’t be me

trying to kill off GL has been hell
Why would you ever wanna get rid of one of the best APIs ever made next to Metal

OpenGL more like CloseGL 
You mean PeakGL
I bet it can give 1000% better Pathtracing performance

pain
part of me thinks i should probably stop pursuing this
UI and audio is completely broken but at least the main visuals and now input work
(remember that they all worked perfectly with lwjgl2 and the only issue was the jank window)
😭
fyi I'm cool with opening a pr for psychoV tonemapping once you push BetaRT to github if you don't feel like doing it
you can if you want, i was going to add it near release. no need to wait for betart to come out, the dxvk-remix repo is already public
or maybe just PR to sparkle's repo instead since ill be eventually migrating to that anyway
Ah okay lol
the tonemapping itself is easy but I found that the brightness slider in remix is rather odd and I still need to figure out what the best option is for that lol
@hard chasm this also includes my improved RCAS changes
why are these camera changes part of the PR 🥀
also you should PR this to sparkle's repo, not mine
Who?
Because it was based on a newer version of Remix
I have no idea what commit made those changes as it wasn’t me
brotha did you even try compiling the PR you made
@sonic dagger
I mean, how am I supposed to test it
hi
hi
i cant tell if its sarcasm, you did compile it?
Um
Give me a sec to fix some things
UI is finally back, input still buggy
what version is it based on?
I should be able to do a straight pr then
unlike CR's branch
there are specific guidelines to follow for PRing to this fork
https://github.com/RemixProjGroup/dxvk-remix/blob/main/CLAUDE.md#how-contributing-works
i could rework your PR to fit this if you don't want to do it
but it would come much later
the reason for this is to make rebasing easier in the future while keeping all of the additional features
like late november lol
gmod rtx has the newer runtime but the mc-173 runtime is based off unityrtx
dlss ultra performance at 1080p... ? that sure sounds awful
even if that were with dlaa 
shit's more demanding than cyberpunk
wait nevermind
do you get 60 with dlaa?
project is still in an early state, current performance isnt final.
but to answer your question, 1080p @ DLAA gets 30fps across the board
also keep in mind remix itself is a lot more demanding than cyberpunk
which card?
look at my name
What the hell
Thats what I get with DLAA in most Remix games 😭
My GPU is cooked in Minecraft 
read the first sentence 🙂
reading is hard
most of the perf cost comes around the atmos sky and amount of alpha-rendered objects
I'm also adding frustrum culling with a distance of 200 blocks so its not noticable, should give some free FPS
I read that as “atoms” and was wondering what the hell you’re simulating
very high tech 
photons are like atoms kinda
Introducing: Particle Tracing
Only need a RTX 6090 for $4999
frustrum culling working 
20 block buffer to exaggerate results
needs to react faster with the camera but looking good so far
i think the next optimization is combing multiple chunks together the further away they are from the player
frustrum culling + no atmos sky so far
atmos sky takes like 30 fps holy shit
Guhhh
hi
Sky optimization update when
How will mirror rooms work with this
probably fine?
i should try building one lol
The ultimate test on how it compares to official MCRTX
my windows install is too lobotomized to run the bedrock edition
its still UWP right?
No, it switched to GDK
People have been running it on Linux for awhile
Including Minecraft RTX
cool
Hopefully keyboard and mouse has been fixed
Last I saw, GDK version needed a controller
*bugrock
its 
I tried the rtx demos and they don't even work now, 99% of light sources don't make light lmao
this is just sad
I sure do love working lava
added support for PBR maps for most textures, time to build that mirror room
this is the asset layout btw, you dont do normal remix replacments
i intend to make a converter for texture packs so you can use those still
Mojang’s fault ngl
They did nothing to fix the bugs and quietly discontinued support in favor of Vibrant Visuals in an announcement
exactly
didnt do normals because i have no idea how to do those properly for pixel art
about to make it actually mirror like so one sec
🪞 🪩
Oh thats awesome
This is a good comparison video, nothing beats RTX Remix: https://youtu.be/e97xv0BchMA?si=xRwK9v875AxnY-r9&t=21
Something like this. Little ramps between pixels
This is just one pixel but you get the idea
yea but making that manually is something im probably not up for
i can send an archive of the stock assets if someone wants to make some PBR maps

ok one sec
i have some unfinished maps in there so just delete whatever. needs to match the naming scheme tho because its hardcoded
This is what weekends are made for
mirror room
You missed peak bro 
i dont see any maps in here?
unless your talking about somethin else
theres roughness and metal maps in here what you talkin about
i thought he meant minecraft maps 😭
wow i completely forgot about held items in 3rd person, ty reflections 
ur obviously just not holding anything
so the pickaxe is just an illusion?
it is
🥹
ngl i have no idea what iron is supposed to look like with PBR but i definitely dig the rough metalltic look
@final mountain will definitely cook here


Well that’s a problem, lol
the frustrum culling?
its customizable, current default is 40 blocks away
🙀
mp with a non BetaRT client works fine
lol holding a steve
Should of used the herobrine skin for that
lol yea i was thinking about that
skins dont work atm tho
really want to get held torches working for other players
would look sick in motion
The denoiser is struggling, lol
I’m definitely importing my skin
@hard chasm Should diamond blocks be metallic or just really shiny?
figured it out, diamond block looked weird fully metallic, made the borders slightly less metallic and it looks much better
why did i think that was herobrine
hes even in a different pose i think

make diamond actually diamond and not metal or plastic
add caustics too
🔦
ok its been a sec are u done

other held items 
Gonna make that pick so shiny you wont even believe it can get that shiny 
But now im working on the mushroom textures 

@hard chasm I’m expecting this to run at 100fps on my Steam Deck, Native 800p with 32 chunks

my mac sweating
Banger thumbnail btw
Should have ran 4 RTX clients on your main
Put that RTX 5080 to work

if you consider that iron is just shiny dirt, you're fine
Pretty sure it isn't
everything is dirt if you imagine
AAAHH IT IS HEROBRINE
HIS REFLECTIONS STILL THERE
@hard chasm Do you have normals for water yet?
nop
Almost done all the blocks Ill probably do the armor after that
Combining into the terrain.png now 
I need the mod so bad
Gonna look so peak
Cr be gatekeeping so hard these days

what am i gatekeeping
this is good ragebait btw
Shiii, let me cancel my FSR 3.1 PR
And do the same



i might need to reingest them because they have the same darkness falloff as mine and i had to up the gamma to counteract that
i blame paint.net so my skill issue
Actually cooked
All that gatekeeping, smh
I think real minecraft varies the texture mapping 90 degrees randomly per block
Get good 
To break up tiling
old MC definitely does not do that
Hmm. Idk when they added it
yeah I think they started doing that after they revamped the textures
The textures are kinda repetitive
I liked the original more 
here u go 
Something about the PBR makes me feel wrong but I don’t know what
it looks good to me, the only nitpick i have is that the normals may be too strong for some blocks?
Yep im going to double the res of the normals so perceived strength is less and it should look cleaner overall
It feels strange, as if there were holes, and at the same time there is a shadow on the edges, as if something were sticking out.
your pfp keeps confusing me, is that homelander's body with the Deep's head lmao?
With the peak of human evolution*, And yes.
fishlander
He has an octopus son named Ryan

this will be minecraft in 2013
If you are remixing the minecraft game. why not try to upscale and remix the 3d models. I think lava would look great.
It looks like pre 1.16 "pbr" bedrock texture packs
someone recreate the minecraft movie with these screenshots
made a better one
A Minecraft Movie: RTX Remixed
I will not be doing that, the mod will releasing with no PBR materials by default, as the goal is to match the vanilla game's visuals as much as possible. I will be including Jacob's excellent PBR maps as an optional add-on but nothing else.
Also, it's not possible to do individual mesh replacements as all blocks are combined into their respective chunk region for performance
No remix mod that turns every block into a sphere? 
What?! Why
brainrot minecraft resource packs
What happens if you use a heavy shader pack with this
shader packs don't exist for 1.7.3
Oh
Things would probably break
More the reason this is gonna blow up

Remix is shaders right
yes
I wonder if the first release of mc will work
Beta
Adds non voxel model to mc via remix
What is the limitations of Java in this
wat
non voxel model?
You won't be able to do per block replacements but player model replacements should work i think
There is only one texture since it's all merged together so no point in trying to mess with them
Just uvs
Shouldn't there be a way to decouple these textures and make them work separately via a different mod?
Probably
Just remove all the optimizations
Before someone ports jack Black to mc assets
most already are
so remix could play nice
i mean
it kinda does
Macula supports it
This is better than Remix
102%
Even runs on AMD native resolution


i tryed to install this and
lmao
yes, the pbr stuff is an optional feature
and how good is the performance
decent, I've sent a few screenshots recently, nothing is final though
20fps on my RTX 5060 Ti

lies
Wdym, surly my RTX 5060 Ti gets the same performance as a RX 9060 XT
The internet would never lie to me

Just cause like, I don’t really see the fps cost being worth it if the visuals are still pretty underwhelming
Just curious, what do you think looks underwhelming?
Maybe I should've worded it as "only slightly different than vanilla"
maybe it does look different idk i've only seen a few screenshots of this
You should have the ability to edit textures and stuff in the runtime/toolkit to make it look the way you want it to. Stuff like custom shader based water shaders and clouds could be added via a fork. Vanilla fog is togglable also afaik, so there's more customization.
I feel like you may be kinda missing the point of ray tracing? Like the lighting is many magnitudes more realistic, it's able to react in a very accurate way to lighting situations that would just be impossible without it. It's not supposed to look incredibly different necessarily, it's supposed to look like what if the blocky Minecraft world was real
i wouldn't say I'm going for realism, i just like the beta atmosphere plus path tracing because it looks visually pleasing.
something about it, to me at least, looks right
as someone who started playing minecraft during beta 1.6.6, seeing path tracing being implemented adds to the nostalgia/feel of beta minecraft
Alpha 1.0.16 player here, I agree
finally got this working on linux, had to use prismlauncher under wine
runs as fast as it does on windows
Whatever you did with the grass is driving me insane
early iteration of jacob's pbr pack
i had my instanced zipped up so that's what was there
is that fog or something
remix volumetrics, seperate from the game fog
It's Alot
Separate from game fog? ITS MOT VANILLA???
-5/10
guh
fuckin FINALLY the menu works on launch
i had to previously autojoin a server just to make the UI render
remix menu or the main menu?
main menu
this may look like nothing, but man did it take a lot of work to get windowing and the menu to work correctly
🥹
time to update the remix runtime
im sure nothing will break /s
u can wait until tonight. i'm adding weather presets, then i';m going to publish a new build
it'll have a lot of docs too
i dont mind updating now, all of the BetaRT changes probably wont conflict with future commits
It’s server time boys

I got my debit card preloaded
Damn. Are you sure you don't want to polish it
?
I mean work on it more
work on what? the runtime upgrade was going to happen eventually for this project
missing what?
Ideas
such as
Well since remix plus is getting weather. Why not add tree effects with wind
Im gonna add jack black 
Plus I was swapping between plus and mc project fast. So I got confused
this project is focusing on the vanilla game's visuals, nothing like that will be added
And hookers?



