#General Discussion
1 messages Β· Page 65 of 1
Some devices can get funky on folder depths?
vibrant day!
Consoles restricting everything.
Hi, beta!
Do entities keep flickering for anyone else
with vv?
with any graphics mode
preview
preview when
1.16 when
Ladies and Gentlemen, it is with great honour to announce that it might be preview day
Previews starting from March 11, 2025 will try to release on a Tuesday: https://bsky.app/profile/jorax.bsky.social/post/3lk4lhrpmoc2p
Banana or orange day?
apple
banana

Thank you
"snapshot delayed until enough people get the mega spud trophy in craftmine" (/s)
I wonder if the earliest versions of Minecraft have java-like modding
By that I mean earlier versions of pocket edition
Tbf even Windows freaks out when the file path gets too long.
Not linked to the actual depth though
old scripting api was the closest thing to that, it had client scripting and access to filesystem iirc
For mcpe specifically, there was a blocklauncher which is a 3rd party launcher that allowed you to properly mod the game like on java
It doesn't work/exist anymore does it
I could expect the same thing for the preview, but who knows. I don't think Kayla said anything in here yet, right?
nope
Wasn't yesterday memorial day in the US? If I had to guess, that would have pushed back the preview
Yeah
testflight is silent
π

1amπ eepy
Minecraft Monthly is too silent
holymoly
Wait for real?
oh but veryyy small
It's a smol one
Vibrant Visuals is no longer tinted green on Android devices (MCPE-220308)
tragic
Thread?
Let's go 1.21.100
Is the next preview going to be 1.22?
Bruh small chance
They didn't announce 1.22 so we're expecting a 1.21.100 preview
Wth
Canβt wait for 1.21.1000 in three months
The largest number was 1.16.230
It's a little bit confusing yeah. While the new drop update system is good, Mojang didn't clarified on when we will get large updates. So far we were getting them one in every year, but now they may changed it to every 2 years.
That was a different time.
Does that mean we're not getting a 1.21.100
i really wish they just went with "named content drop that's on both java and bedrock is a full version number". It's not like every "drop" even gets a name, only the ones that are on both java and bedrock do (even if one of them has more features than the other)
like, Bundles of Bravery had different content between java (just bundles) and bedrock (bundles and hardcore mode), but that's considered a drop.
Bats and Pots is considered a drop despite how little it really changed. But 1.21.70 isn't a drop despite adding a major feature (superflat presets) to bedrock
Every Drop has a name lol.
That's how I got my name
does 1.21.70 have one?
I don't think it's considered a "drop", but at the same time, it adds more content than some actual drops (bats and pots), so it practically is a drop, just a bedrock only one.
but i didn't think it had a name?
It is not a Drop.
Minor updates != Drop
but like, what is the practical difference besides "mojang considers bats and pots a drop, but not 1.21.70" and that "drops" are on both java and bedrock.
I know all the drops we generally consider drops have names. I'm just asking "why are these other minor updates not counted as drops if they also add significant features, what's the distinction"
Because Drops are quarterly content updates for both editions.
Its all marketing.
And bats and pots were both on JE and BE hence it is a Drop.
I guess. Still, my main point is just that drops should be considered 1.X versions rather than being the same as bug fixes and minor updates
A dev did say they want to address the versioning system.
Btw still not seeing the mob spawning experiments in 1.21.90 was sad.
Reason #524 why packs should be zipped on disk instead of unpacked
#cancelled
really
Let us use .brarchive
I mean that doesn't really help with depth since those are just a single directory contents
we wouldn't have this issue if everything was in the same file
we need everything.json
isn't that what brarchive is meant to be? just not in json form
When did 1.21.83 release for BDS?
yeah
orange day was yesterday
That was banana day
You're grand
guys
shiternet
yesterday was preview banana day
preleases last into next week
at minimum
release candidate likely by monday
ah
unless the update is in two weeks
which is how it usually goes with the end of a preview version cycle
then i could see release candidates coming in next thursday onwards
If next week is 1.21.100.20 then we've got 3 weeks till stable
The Modding community is mostly stuck on 1.21.1.
True
What you guys are hoping to see during the 1.21.100 preview cycles
I'm starting: the new in-game OreUI container screens.
nah. I think it's still early
I don't expect them to come in like the next version itself.
they are working on multiple screens, I think they are gonna be released all at the same time as it's in-game UI.
if they come. I want them to be customizable. Like the 2 screens of the chest to be left to right or top to bottom as per in positions
for the HUD hotbar. I didn't want the hotbar to be changed. I think that's really alright. Feels too iconic to change it tbh.
I did not expect they would change the hotbar too lmao
superflat improvements.
1.21.80 started improving them with the presets, and they asked for feedback and said they'd keep improving it over time.
then 1.21.90 got nothing in terms of superflats
so, hoping for 1.21.100 to have the stuff they've been working on in the background during the 1.21.90 development cycle
Yeah but let's be honest; the current Minecraft UI and hotbar was getting old. If they are overhauling the graphics with the Vibrant Visuals then they can even overhaul the UIs and the Hotbar too.
Yeah I hope they will finish it soon!
i think the current UI is fine for the most part. And the thing is, so far they have done nothing to let us revert to the old UI style. Maybe they will once container UI is here but i doubt it.
i like the container UI colours depending on the container, but i prefer the current UI style. No need for rounded edges for the inventory slots (that simply does not fit Minecraft), or changing the font to what i find to be a less visually appealing one.
I hope these surveys really works. How many surveys we got in just 1 year so far?
I think that was just a placeholder
It's been a while now, they definetely improved it so far.
Marketplace devs aren't allowed to participate because this is considered as "working in the games industry"?
did mojang forgot to update the zombie horse egg?
Actually mojang updated
ahh i see
It's updated for me in stable @willow harness
The only experiment I have on is Beta APIs
i don't have that enabled
hmmm i wonder what this survey is for
It's only for scripting. Shouldn't have an effect on the textures
yea
yeah but its way too early for hud screen to be changed, so not soon for now.
that'll cause alot of mayhem between creators on both marketplace and basically anyone who does hud screen UI will riot.
maybe they might give us a head up or something
Erm, this is the test view for the survey?
either completely no one will be able to customize ore ui, or marketplace only
Average marketplace hater
tbf there are some reasons
having to use marketplace uuids to bypass model size limitations, render dragon ditching shader support, ore ui not being built to be data driven from the start
- The model restrictions exist for a reason
- Unrelated to marketplace
- Also unrelated to marketplace
he brought up not being able to customise ore ui (yet)
but then those restrictions should apply to everything
Remind me again, how many maps have blocks that exceed the geo limit?
still they provided some kind of way to bypass it
The exception does not make the rule
oh well ui is too important to restrict so they probably wont
Saying "having to use marketplace uuids to bypass model size limitations" would imply that every marketplace addon can bypass the limit which is simply not true
Even marketplace creators won't be able to because the main modding system hasn't even been introduced to public creators
theyll probably just settle with not replacing gameplay screens or making the ore ui versions optional for now
What is it with you and this whole marketplace only fearmongering with oreui?
i doubt about that honestly, they might try to do some customize stuff and give us a head up about it. again, they already said that they'll look for options for creator that moving from JSON-UI but it will not be resource pack ways that we normally use.
i think he doubted with the dev builds that devs have
maybe a behaviour pack ig?
since achivements disabling is not a thing anymore
Yeah, server-side only like script-api.
yeah
but it won't work outside a world
they might look for workarounds on global resources.
we don't know what will happen lol
(one of the reasons why i said this is because every update keeps breaking json ui)
can't, they'll just nuke the folder like shaders does anyways. unless there's ways to inject custom stuff via RP which def gonna cause security problems.
it's web standards and the only way that it would work systemically is to make the rp or bp an overlay of the game's UI that includes our setting stuff on how we made it
i wonder..
next year will be the end of json ui hud screen
Removing UI in resource packs is a kill ig
this is HTML or web stuff we're talking about so i guess it probably makes sense for them not putting a literal web stuff on resource pack
and json ui marketplace screen optimizes like nether
maybe integration of html and css into resource packs?
They did js for bp then why not html and css for rp
just js and css are enough, html is nearly non-existent in ore ui
they can't. probably gonna cause security issues and weird web loop holes. JS is exception since they made their own JS engine and making sure that it works only the minecraft stuff.
gotta remember that some platforms has really strict rules about those kind of stuff.
I doubt ore ui makes use of any of those APIs so they could all be disabled
yes, the store won't be like today without ui
i highly doubt that console people gonna like it when you can join some realms and it auto-jailbreak your console
sandboxed ui, done
but how would css be enough tho i wonder..
css just for styling, not even part of ui
I feel like if they don't add good customizability for Ore UI, it'll just end up being a purely negative change without really any upsides (from a player standpoint at least), so they'll probably do it. Just weird that they'd roll it out first and then work on that later. Especially since the direction the game is seemingly going in is trying to add more features for creators, not remove existing ones.
so, i hope Ore UI editing is added somewhat soon at least.
You make it sound look ore ui isn't visually better than JSON UI
given the scaling issues it has, I personally would say it isn't
I prefer the design, but the overall look needs improvements imo (especially text)
The style is subjective yes.
The implementation though, HTML + CSS is objectively better than JSON UI imo.
They are very aware we need customisation like what currently we can do with JSON UI. They also know how powerful it is for allowing the content made with them to be amazing. Ore UI will also just allow for better future proofing of content without the major fears that it will just randomly break.
I do find it funny some people keep saying OreUI will be Marketplace only when even JSON UI we can't use it for add-ons.
i'm curious how they'll handle stuff like the marketplace button
1- does it matter if it looks better, if before Ore UI i could have a resource pack that completely changed how it looks, and now i'm stuck with what they give me? That's not really an improvement right now. Before, i used the pack that makes it look like Legacy Console Edition, which imo is way nicer looking.
2- eh... i think the current screens, it depends. I prefer the old world selection screen, and really don't like the sceen where the game tries to shove the marketplace in your face by pretty much having a marketplace ad between 2 "create new world" buttons (sure, the old UI had something similar but from what i remember it wasn't quite this bad).
And then i certainly prefer the current loading screen, inventory and hotbar over the OreUI prototypes.
yeah, i can do CSS, trying to mess with JSON UI confused me.
oh I agree that the new templates screen design is definitely worse from a UX perspective
it feels more like an ad than a proper part of the UI. It invokes the same feeling as getting an ad before a video.
especially since it defaults to things you can pay for, not things you already own
I find it more crazy cause we don't get to use special features for our content lol. (Unless you are doing something for Minecraft themselves but even then they mostly want those features to be public)
with the old one, I only had to double click to get to the create new world screen, now i have to move my cursor half way across the screen
I also liked how the old one put recently purchased templates near the top of the screen
aren't marketplace partners more limited, actually?
like, they want marketplace add-ons to be compatible with other marketplace add-ons. dynamic worlds i think lift some of those restrictions?
(also, having to follow general marketplace rules, obviously)
the one thing i like about the new screen is that it is easier to find your templates. You can sort through them, you have a search.
It's a bit of decent UI that would be far better if it was its own screen in the "create new world" menu. Like, behind a button.
like how seed templates work, also add a "world templates" button and direct to a full screen version of that
Yeah we have more rules cause of course we can't just build whatever we want. Example we are not allowed to use Experimental APIs or other features like that for Addons/Worlds. We also need to make sure we don't just crash clients or give a subpar experience
yeah. Obviously mojang have interest in making things good for the marketplace, but idk how many features they've made "marketplace creator exclusive"
None. From what I know
I think there are some APIs that can open the marketplace screen for featured servers but that's it afaik
(on the topic of the marketplace and UI, why have they still not added a "last updated" tag and search option)
π One day I will pitch a Realms Crasher addon.
it'd be so useful. Every time i boot up the game and see "updating 1 of 2 packs", i have to re-check every single one of the 4J packs i have to see if that's the one that was updated.
Tbh, you can do the same in BDS with high op permissions. There is a command for it
Well yeah but thats servers cause they needed a way to open screens like that for their stores.
Thats just any world π Realms always breaks some how XD
So yeah, idk what's up with the idea that they'll lock stuff behind being a marketplace partner. In fact, how would that even work? Maybe for some things they could do it, but not something as major as UI changes i'd assume?
they said they encourage marketplace partners to also use things like MCPEDL and stuff, so you'd assume they would really avoid any "partner exclusive" features
i could see them prioritising features that would make sense for the marketplace, but the reason those features would make sense is because people want them anyway.
(or i could see them not adding other features that people want because they'd take away from the marketplace, i guess)
The only reason behind this phenomenon is because of the leaked dev builds from years past which led people to think, "Woah, Marketplace content have special configs that allow that their addons to run things hobbyists cant"
I still wish some features from those dev builds were added properly :<
but also yeah what was up with those actually
like, why were they given to marketplace partners instead of adding relevant features into the regular game behind some toggle
they would probably have to spend a while polishing and testing before some of those features could be added into a public build
probably easier to just give them to some people
i still dont get the obsession with dev builds
ig the Streisand effect kind of happened here when the people covering that stuff got DMCA strikes
i think ive mostly just seen people be angry about not having the f3 menu on mobile and more superflat options?
I mean, it makes sense people would be upset that features which exist on java and still aren't on bedrock are just sitting there in a dev build for years and not given to the public or confirmed to be in development or anything.
still null and void without js
?
if only html (<script> disallowed) and css then it's not comparable to json ui
?
how many question marks are there
Because you're speaking nonsense.
adding a simple <Text> without data is not cool
::before and ::after won't help
We are discussing creating UIs.
im actually confused what.
then how about bindings
JSON by itself cant do anything by your logic.
I don't see why Ore UI wouldn't have javascript compatibility
yeah since it likely gonna be server-side only anyway.
Thats using the Bedrock engine yes...JSON itself cant do anything. Why are you applying this logic only to JSON UI? We are aware you dislike OreUI because your packs are now invalid but thay doesn't mean making up arguments to invalidate OreUI.
Its frankly getting so annoying.
then will there be a way to retrieve custom data
yes, and more complex operators will absolutely be available in Ore UI
so go back to this
If anything, it should be much easier to obtain information
.
things won't need to be fed through display strings
Again...you do know HTML can call functions without needing a script tag in it yes? It will call the native methods.
what
Once again, your arguments is null and void on the basis that you're just making things up to invalidate OreUI.
well obviously, they knows that people make stuff with UI, so they're gonna improve it on way or other. while yeah it's disappointing that this isn't resource pack thing anymore but that's how it is.
hopefully people will cope without some weird hacky custom buttons on their screen i guess.
or maybe buy a controller so they don't have to get a resource pack that "shift-click" for you.
then wait and see, until year (undefined)
JSON UI is going and thereβs not a lot you can do about that π€·ββοΈ
Then can you also wait before complaining about OreUI and fearmongering its only Marketplace partners?
they can't even add world search (it exists on education edition)
What is your point?
Do you have proof that they cant add it rather than they dont want to?
They absolutely could add world search
Again, we are discussing about the implementation. We are not discussing the UI style itself
JSON UI is not powerful whatsoever and pales in comparison to modern implementations
Exactly OreUI is literally built on react which is so powerful
π I have to learn React.
Live React Reaction
how hard is react
Again...is that proof they CANT ADD IT instead of they WONT ADD IT?
If you have javascript proficiency it shouldn't be too difficult
Idk, I only know VueJS.
ah, might be alright for me i suppose.
already on feedback page
So...theres no proof they cant add it...which makes your point null.
but it was there since the new play screen was still beta
I am failing to see your point.
man if they add lua to script-api my life would be alot easier
java parity
We have gotten so far from the original point.
I feel you hahahaha
Molang with JSON UI tho... React killer 100%
i feel like theres a bit of a language barrier here
That's a relief, surely that means that all my customizations will be straightforward and easy to port
I'm sure there are at least a few addon devs that are insane enough to make a translation layer or a converter from json ui to ore ui
we don't even have a json-ui editor or atleast viewer so i have no faith.
JSON UI makes me cry sometimes
React makes me cry, but at least I can google about my tears
somehow NetEase made one
kind of
Json ui editor is possible only if it was aimed at a specific screen.
It is not a hard thing to code it just need time
Do you want me to send you a JSON UI help guide?
Is it the mobvote JSON UI files that then crop up everywhere? π
OreUI will just act like html but everything done by scripting and JS/C based, right?
I mean C based because JS is C based and the game is made in C++
Idk, it's 1:20am and I'm tired
Real
it is html
which is not native by design
everywhere i go, i see CEF
i think one of the prototypes they showed off was just CEF
i don't like this move
is it an attempt to prevent modifications to marketplace
even though addons can be enabled without disabling achievements, if it was the thing, then it's no longer possible to customize literally every single pre-game ui
as addons can't be enabled globally
and texture packs might be able to customize only css, which is a big downgrade
Misinformation and its finest. @charred ocean care to explain?
maybe, it was under this category
i hope what i saw was incorrect
Its not maybe, there is no evidence it being server side at all.
Please dont just repost everything you see online that paints OreUI in a bad light without actually doing research. This is frankly getting annoying.
yeah it is confirmed that it's not gonna be the same method as JSON-UI has (aka resource pack), though what is unconfirmed is how are they gonna let us do things with it.
though again we can't modify it's texture yet so not soon.
Well if it's not going to be a resource pack, then there is only one other option left.
they're already confirmed it on twitter and people seems to misinterpreted that alot.
i don't know how are they gonna let us modify in the first place maybe they'll change their mind or something
they wanted us to customize or modify it like JSON-UI but again. not happening yet
Could you share a source for this, for context
but if what i saw was true, then this is no longer valid
lemme find their twitter rq
All this fearmongering for nothing. Just like RenderDragon, OreUI will have an API. Volgar has already confirmed that.
https://x.com/Volgar/status/1908076182052147210?t=5rQlx48u-ArxDTxG5zIeUQ&s=19
https://x.com/Volgar/status/1877403732096294937?t=h3o1hpyCe8GtF-8XD18T-Q&s=19
https://x.com/Volgar/status/1877646602703196601?t=IKjj2hzCyjRcepFq5mA3cQ&s=19
@nakaguro_ten Um, Ore UI customisation is not available on any device. What do you mean by it being available on PC?
There is still a lot of uncertainty in how Ore UI customisation will be done, so it's hard to talk about specifics like this.
@agentms_ At no point I stated that all UI modding is going to be removed.
@agentms_ Oh, I see how it can be interpreted this way. My answer was more about the approach of just moving every single Ore UI file under resource packs, and that's not gonna happen for the reasons mentioned above. We working on other mechanisms to do modding.
modding = addons only?
Not at all what?
a resource pack and behaviour pack are in no way different "levels" of "modding".
just different things being edited
or added
@minecraft/server-editor example
There is still a lot of uncertainty in how Ore UI customisation will be done, so it's hard to talk about specifics like this.
I wonder why they decided "let's redo the UI, and then decide on how editing it should work afterwards" instead of building it to be customizable from the start.
@SnifferWasHere No. Allowing directly changing screens is what made improving the UI design of Minecraft impossible: any change breaks existing mods. It's the same reason why there is a graveyard of abandoned mods for Java Minecraft β not every modder has time to make updates for every release.
Yeah but like
if the goal is to let it be customizable in the end anyway, why not work with that in mind from the start?
well @elfin flower explained it ig
Ok that explains it. It doesn't confirm that it will be editable via RP, but it also doesn't state that it won't. And it would be a very bad idea to lock down UI editing behind BPs, so I think it's fair to assume moving forward that it's not gonna happen, and we will have at least some level of control for UI via RPs.
whatever i was about to say similarly
They have to now design the UI, and then change anything that might prevent it from being customizable later when they decide to implement that, no?
just have a way to standardize it
What?
a way to add or modify existing objects without overriding everything
as a whole, the way Ore UI is being implemented is just weird to me.
Thats...what the tweets I linked...are about..m
also wait @rough path you haven't heard about oreUI modding at all???
volgar tweeted it on twitter bruh
truth nuke
Did you not read the tweets I just linked?
rather than blocking it
Again, what?
- it's being done in parts, so we get an inconsistent UI until it's done
- it's being hardcoded first and then they'll decide on how to allow customization later
- it's a UI visual overhaul that's being done on bedrock but seemingly isn't currently planned for Java, which will be a pretty major parity issue
- it's a forced visual update (previous visual updates have, for the most part, been either fully (VV, smooth lighting) or partially (classic textures) optional)
wait
UI parity is never planned.
Its only gameplay parity.
yeah from texture pack creator perspective - why is the font is actual font rather than spritesheet and why can't we modify any single textures of it yet. and most importantly WHY does JSON-UI global variables and texture pack only works on death screen.
ig we just wait and watch just like renderdragon situation
Yes, so lets not spread misinformation and fearmonger. "Oh it will only be Marketplace" "Oh it will be server side only"
New texture styles eventually became forced tho
I mean, no UI parity for the "out of gameplay" screens makes sense, but i'd say that things like the inventory/containers and hotbar are a bit closer to like if certain block textures were just different, those are visual differences during gameplay.
It's partially optional. You still have the classic texture pack.
and not bed screen
it's visually inconsistent, which is why it's only partially, not fully optional.
Ore-UI will not exist on your microwave.
I think the only visual changes to existing textures/models that were forced are the pre-1.14 visual changes (grass colour, sponge texture), and bats (because mojang forgot to revert them in classic texture pack).
I'm still waiting for shader support π₯²
they reverted all the other mobs. Just not the bat.
if they make it modifiable, having actual fonts would be better as individual characters could be changed
the thing is, marketplace packs already edit the UI, so they're taking away a thing that was currently being sold there. With render dragon, they didn't remove any feature that was actively being sold by them.
plastic texture pack makes the UI stuff blue, for example!
so, hopefully Ore UI editing releases sooner after Ore UI is done than the deferred rendering stuff did
give it 10 years and we'll talk
That's not entirely true, RD did significantly reduce capabilities of materials, even excluding shader support
also they did add texture pack support only exclusive to death screen so i don't know why didn't they do that to the rest Β―_(γ)_/Β―
Wait ore UI death screen supports texture packs?
Yeah, button textures including the border gets swapped with texture pack.
Colors too from JSON-UI global variables.
O. Hopefully that means they'll do that for other gameplay screens.
Does bed screen not support it?
not sure if they did to bed screen yet
but I'll try
though unfortunately the font is, well. can't be modified since they're literally .ttf
bed did support it.
also this is what it looks like
the font was supposed to be custom but nah not happening yet.
if i had to guess they probably gonna support it only in-game screens
only button textures and text colors, none otherwise
yeah it's literally just a screen with only buttons what else can they add lmao.
font, red background
font maybe but again. they're .ttf and they doesn't want to implement the spritesheet font anyways and there's literally no red background as texture pack since JSON-UI ver uses gradient.
just pretend that ttf fonts were supported
So, hopefully that means gameplay screens will work then.
i do NOT wanna convert all of my spritesheet fonts into .ttf π
though might look interesting if i slam comic sans font to it
but we can use custom .ttf fonts on JSON-UI anyways so nothing interesting.
there are very few to no free font editor apps so, still hard
yeah and obviously im not gonna pay for just having my custom texture pack font on Ore-UI.
Always jumping to the most insane conclusions
Clearly ore UI edits will be possibly through oreUI editor ++, which contains a micro transaction for each screen you want to modify! /S
I already edited Ore UI and made a customizer for it: https://www.8crafter.com/utilities/ore-ui-customizer
8Crafter's Ore UI Customizer. This allows you to customize Ore UI in Minecraft Bedrock Edition. You can add custom themes, get the debug tab, disable experimental toggles, and so much more!
They should copy Java's font system.
That seems like a #add-ons thing tbh. Make a PR then.
i'll add it to my script that auto generates that table
Will in game touch controls be based on oreui or it will remain to be native?
native for lowest latency
The fact that Bedrock could reach 1.21.150 by the end of this year is crazy.
Not quite. They are specifically building a package called react-facet which is supposed to fix the latency issues caused between state changes. They did say they were gonna use this as on option for ingame controls but realistically we would only know once they actually ship it. https://react-facet.mojang.com/
Description will go into a meta tag in <head />
obviously it will still have bindings to native, but there is a world where rendering will be done with react in the future
The Windows 11 UI is React...
React Native
Still unfortunate. π
I don't really mind
I mind a bit because when I started using computers, there were no web based UIs for programs. Everything was so snappy.
everything becomes web nowadays
they developed win ui but refused to use it
The web has many good standards that most of the time are just not worth to recreate.
Nothing renders plain text better then a browser does.
Yeah. π
I've used various native UI frameworks and they were all a pain.
I'm probably showing my age, but most people nowadays probably have no idea how responsive programs used to be. UIs would load instantly too.
but can it handle a large amount of elements
react can, but they didn't
Why couldn't it? There were games written in Assembly that had window managers and stuff in it. They were designed to show tons of info.
The web won the UI battle because it's easy to learn and easy to find developers. However, that comes at a cost: performance and memory usage.
Optimization is probably less of a priority nowadays due to all the advancements we've made across the board. Still not an excuse in my opinion
then pagination came in, why not just hide elements outside view instead
unfortunately windows 365 is even worse π
It gets worse and worse every day
π
like wdym a security menu or aka "ctrl+alt+del" menu is a literal react UI
i guess we're getting a welcome screen as react UI in win12
Btw, speaking of UI, I seen some people saying OreUI is server side only. But that just seems like they're complete bullshit
It wouldn't make sense to replace a client side UI with server side
Anybody have any actual good docs or updates on OreUI?
well it's a yesnt for now
it is pretty unconfirmed what methods are they gonna give us but it's clear that they're not doing the JSON-UI ways aka overriding files on a resource pack.
unfortunately looking at it already β they're not allowing us creators modifying pre-game menu with Ore-UI which, quite disappointing and it's major downgrade for me.
maybe they will but seeing texture pack stuff only work on certain in-game screens is giving me doubt already.
an os powered by only web
because money
we already have it, it's called chromeOS.
yeah shocking, a OS powered by a literal chromium.
Now when I think of a chromebook it makes me think of the f students are inventors meme
this thing alone is already bad enough I don't know what else when win12 exists.
only thing i don't get about chromebooks is why are they expensive than your regular windows laptops.
not just expensive but are utterly low powered so you can't really game that much.
that's like contestant to nintendo switch.
New drop name chase the skies
The posted on instaram
Yep. After 4 minutes of Minecraft Monthly fluff.
Oh so Vibrant Visuals is coming AFTER this drop
No? It IS this Drop.
Let's see if they will enable by default in this drop
It is.
Well Drops tend to not be finished
it is a shame that it feels like a lot of these drops could be better if they did get a full update's development cycle.
Nah, drops are perfect
yeah it does feel weird to release it now. Like, it's not in a bad state, but it feels like a visual overhaul to the entire game is something you'd want to release finished to get the best first impressions.
The community complained for years that we were waiting over a year for a single update that would "hardly add anything"
Now we get consistent updates with very nice features
They're a neat system, but most of the time it feels like "this could have been so much better if they spent more time on it".
pretty much a deep dark situation if they didn't delay it.
yeah, the deep dark in 1.18 would have been neat and still had all the sculk stuff, the warden, and some small structures probably.
but what we ended up with in 1.19 is so much better than that
I don't see anything else they could add to the happy ghast
It's much better to set a definitive release date and release what you have so far on that release date than to continuously delay an update to finish features
that is true, if those features that would have come will be added in a later drop.
I think the happy ghast is mostly fine. But at the same time, this drop feels like it could have been transportation stuff in general. They updated lead mechanics, added the locator bar, and made saddles craftable.
but didn't implement minecart changes, or do anything with horses or boats
Didn't we get minecart changes several months ago and boats can be dragged around with leads now as well?
minecart changes are still experimental on java (and require a command to increase their max speed) and aren't on bedrock.
boats with leads are a parity change, that's already been a thing on bedrock and is now on java yes.
I'm actually curious...
Did NO ONE try applying the bare bones texture pack with vibrant visuals on bedrock to see how it looked up with the textures? My phone can't support it sadly i might try it on my laptop at day
Chase The Skies does improve the boats i guess, just because you can now connect them to one another, but i still feel like more could be done with them
@torn pond u on ur pc?
yeah
try this
if u can
And see
I'm not on my laptop rn. Lazy to check lol
i might open my laptop in the morning tomorrow lol
It's been a month since I opened my laptop due to the preparations for a public entrance exam lol
damn
honestly looks better already than expected
also chat, this is getting crazy
heres how it looks at max settings
damn
what about other time settings like sunset or sunrise?
looks good damn
I hope they let us enable VV with marketplace packs, but the fact that we still can't means they probably won't.
(unless the pack allows it which they probably can after the summer drop releases)
since most of their official texture packs are abandoned now, so it's unlikely they'll be updated to allow it.
waiting for the ultimate modded combination on bedrock
so far from me:
better on bedrock x eternal-end addon x A&S x realistic biomes addon x (upcomming) RLCraft addon x vibrant visuals
if this happens, it's gonna be an insane gameplay combination lmao
crazy how much better this version of VV is compared to the initial showcase
ah, same studio who caused quite a showcase chaos here. β we're cooked.
That aside, RLCraft is a modpack that has like 140+ mods. how are they gonna achieve that
i guess it's probably gonna be very dumb down version of RLCraft or idk generic addon packs slammed on a world template or something because it does not have any realism charm whatsoever.
was wandering why they always have open job application
I mean rlcraft was never meant to be realistic
well that's what "RL" stand for in RLCraft, it supposedly to be more survival realistic or just Rust/ARK. honestly it feels like skyrim but in minecraft to me.
it's always funny seeing people lockpicking some chests on that modpack and they get just raw pork.
Yea I donβt like using tnt for the locked chests but it saves so much time
Why Mojang is going to release Vibrant Visuals in 1.21.90 as default? I'm experiencing too many graphical errors in the latest preview
This could be the most bugged bedrock release since the 1.13.0 release
Such as?
heres my most recent one
probably should try to see how it looks when updates come thru
bruv this matches the trailer graphics alot
the foliage shadows look weird
That haven't been fixed tho
huh. I wonder why.
i guess maybe they want all the "render dragon features for creators" stuff out of experimental first?
Maybe it's because worlds are version locked in general
And texture packs would require an update to support mers and other stuff
but like, before the most recent 1-2 previews, VV worked great even on really old version locked worlds.
that's true but
1- the wording here to me seems more like "we won't allow marketplace packs to enable VV", which means that marketplace creators still won't be allowed to use VV for their packs
2- texture packs without it still generally work fine. Not as good as if they were updated to support it, sure, but also not so bad that it feels like people shouldn't be able to enable it.
- I don't think so
moving events for scripts was a great decision, though its a steep learning curve its totally worth it
π΅ 
I know for some creators, ourselves included, in worlds playing with lighting and spending time on lighting to make the right atmosphere is important. There are parts of games which my feel entirely different or maybe even wrong if it's not the same crafted experience
I can't seem to find the source of your image. Could you share a link? Would much appreciate it.
Yeah. Lighting and audio can make or break a good game.
Back when I was into rendering, I spent way too much time on lighting. π
The Minecraft website page on the summer drop
ah, yeah I missed that. Thanks
Yeah exactly this!
Mojang, give us 1.21.100 tomorrow π β€οΈ
HCF v2 tomorrow
should i π₯yay! or π no 1.22.0
VV updates is my only reason to play minecraft
no way!
Feel that lmao. I spend ALOT of time on lighting in my projects. Recently did an unreal project and spent an unreal amount of time on lighting π
Just realized I said unreal after mentioning unreal engine π
Yeah I just got the update on android
Finally fixed that annoying login bug I swe
So true
No preview tomorrow?
probably
what makes you guys think there will be a preview
has there ever been a βhotfixβ preview
ig some of the things here are kind of hotfix worthy
but like hmmm
when preview day was wednesday we did see tuesday previews
why cant we have monday previews when the day is now tuesday
You know what's interesting? None of the Devs came to say "happy preview day!"
I'll have a sad preview then!
Aw boooo!
Love you devs <3
maybe all the devs were sleeping
It would be funny if there was a Preview again today
Sorry - I'm in Stockholm and the Preview went out long after my bed time.
Oh, I thought you were a Redmond office's employeer π
For some reason, the performance is now downgraded. I'm getting 30-35 FPS on my Xbox Series S with Ultra settings.
Maybe the new fogs downgraded the performance? Idk.
Usually betas release early on tuesday, a late monday beta can only mean one thing.. This is the final beta for chase the skies, and they had to get these fixes out today since .100 betas start tomorrow, and once .100 is started then chase the skies has to be β¨doneβ¨
Do you think that's possible?
Only one way to find out
Did you permanently relocate? π―
I am based out of Seattle. Just visiting Stockholm this week.
i like silent but cmon this is just cope
lovingly debunks #1379201336234610759 message
AFAIK there is no .100 Preview this week.
Okay, thanks. Any reason why preview went earlier this week?
Probably just to give the team more signal on the fixes - one extra day of data.
Maybe 1.22 is the friends we made along the way
Well then we'll see you next week
now that bedrock has full shader support
maybe that can now work on spectral arrow as they have more visual abilities with bedrock
"full shader support"?
well Vibrant Visual
if they can do what they did
they can work on glowing effect
for players
It isn't actual shaders, but the glowing effect afaik should be possible and might have been ever since RenderDragon existed
okay okay
well it's one of the only left features from Java that bedrock doesn't have
I don't remember any item not being added
Wtf, old marketplace worlds work by using old minecraft versions
MC worlds have the ability to lock versions. Just add it in your manifest.
Will work old scripting api if i will load it on 1.13 world?
probably not
is it documented?
MS Docs.
Wait we can choose versions now?
it's the base game versioning which has existed for years
it's why the vanilla packs are split up by version
Wait so I could theoretically just load up an old an outdated addon that was meant to work with hcf
Oh
aren't we getting 1.21.90 already?
no but i mean theres a .28 preview already
aint no way they dont release soon
release candidates will probably start next week
leading into a release the week after
so yeah thereβs probably not going to be another one but
without a release date, anything can happen
we've been able to for a long time now, just there isn't an in-game option for it sadly. (the debug menu in that screenshot isn't normally visible. imo it really should be)
also wait howd you get the debug menu on Ore UI
(also, does "Flat Nether" actually work? is it on by default on that map, and if so, what map is it)
Yeah I was referring to in game option which is what I was seeing.
Yeah, sadly we don't have that debug menu normally. It would be very useful to have it, much more convenient than having to use external tools to do this stuff.
(also would make it possible to make single biome worlds and set specific baseGameVersion on console which you can't do because you can't edit the world file there)
Get ready to get lots of hotfix updates once 1.21.90 officially releases
Players will report lots of Vibrant Visuals bugs with that release.
I think Mojang needed to delay the VV to 1.21.100 but anyway...
They may slam VV into experimental toggle back though
looking at it's state rn itd be abit chaos.
Few people who create or currently developing addon with VV somehow causes entire UI and renderer to freak out.
Also not sure why 3 consoles has VV disabled by default when the phone itself is, well. not optimized enough. not all high-end phones able to get 60fps stable without changing the renderer resolutions.
apparently java edition may get some system where they can disable individual graphics features
Even on PC itβs very unoptimised
hell not even iphone 16 pro can get 60fps stable π
RTX 4060 and with a mix of low and medium settings it can be barely stable
120 is not even constant
Yeah it doesnβt run great
Yeah thatβs fucked up
Bedrock engine is really bad to be fair
Compared to java shaders which look way better, it still runs worse
it's not bedrock engine thing but rather the deferred renderer is poorly optimized.
Since render dragon, graphical bugs and performance got a massive hit
Well when I played BE because Render Dragon the game was running smoothly but when itβs running randomly with FPS drops
Render dragon gets alot better now than before, all bugs just completely gone including pink glitches, performance ran whole better than legacy render (aka HAL), it does not lag for me whatsoever on phones or "low-end" laptop.
i kept getting 90fps stable on my phone with 16 render distance and 60fps on my laptop with 28 render distance
so it's fine for me until i switch to deferred/VV.
There's one time where mojang accidentally reenabled legacy/HAL renderer back to android and good god i tell you this is VERY laggy. fps stuttering like hell, graphical glitches exists now for some reason, also randomly crashes in mid-game too.
I wonder how NetEase's version of Bedrock runs
supposedly they still use the old renderer
kind of
I'm guessing that part of this is just due to bedrock being optimised for RD specifically nowadays
apparently according to most chinese people who moved from netease to international version β performance is garbage.
Thatβs terrible, really?
is it "garbage" in the netease version?
ποΈ Just saw this...kayla in MC Monthly or something soonβ’οΈ
I'm fine with VV releasing, just some things feel under cooked/unfinished
looking at you nether
1.21.90 is going to be so huge actually.
Nether needs some spice and love like the end got because it's so boring and bland
Game Drop, Editor V1, VV
Sad that the weather change didn't make it in time
My problem with the previous weather attempt tbh was that volumetric fog just got deleted
VL fog in VV has a huge issue where if there's no direct light, it just won't render at all
One of the things that makes the nether look horrible
Or the end without a flash
Realistically that should happen, it sounds like the solution would be to up the ambient lighting and increase the fog density
And since point lights aren't gonna be in release, there's literally no way to trigger VL fog outside of the sun at all
In fake worlds like the nether, I think it could render and be visible just treated like a smoke instead
Yeah, my suggestion still applies. Unless ambient lighting has no effect on fog?
Fog used to have some ambient property that was always visible way back in 1.20.80
It does not
That should change then
But between then and now they heavily reworked their density distributions (not talking about the inclusion of HG) probably with a rework or optimization of the ray marching algorithm
And the whole ambient factor has been gone
And previously the only way to see that ambient fog was if you were standing next to a light source
Which that was fixed but not in the way I had hoped π
Instead of making it so that ambient fog would be rendered regardless of being next to a light source, the fog just won't render at all
It's a bit disappointing
I wonder what they could do to the Nether actually.
besides adding point lights which improves everywhere like that (caves, interiors and the nether)
like, the nether doesn't have a sky, so they can't just put a sky light source in it.
i guess, other forms of coloured lighting would be good for things like that, yeah.
really the game could use proper coloured lighting even outside of VV. There's a resource pack for Java that adds coloured floodfill lights and that works really well
Ok so what I've seen in Java shaders is like volumetric smoke effects moving all throughout the nether
Along with a like kinda heavy ambient fog
Lemme see if I can find any pics of what I'm talking about
Just a few examples
I'd love to see an approach like this taken
that does look nice, yeah. (but it does seem like there's at least some coloured lighting there for the soul fire which so far isn't part of VV)
Yea. This was more to show off the atmosphere I'd like them to do. I mean one of these does colored lighting via screenspace path tracing, they other does floodfill through voxels
Which floodfill is super doable for VV and I hope they'd at least consider it (at least make it a toggle or a setting)
You could also do screenspace colored lighting that leverages bloom
It's cool but tbh not a super effective method
yeah i really hope they do it. Any sort of coloured lighting would make VV look a lot better for areas without a visible sky.
right now, VV is amazing for the End and the overworld surface.
Scripting v2
it is a bit goofy to see all these blatantly coloured light sources not giving off any coloured light :<
That's why we need shader support, to add features mojang wouldn't
point lights + coloured floodfill (with just coloured floodfill for the full blocks) would be ideal imo.
I really like how point lights interact with tinted glass. Removes the block light but keeps the point light, and it looks great to have just the coloured light
Coloured lighting isnt coming anytime soon to VV per Java.
Yeah, and i really hope they change their mind on that as it feels like that decision will be the thing really holding back VV :<
I can understand how point lights might hurt gameplay clarity (personally i think the game shouldn't rely so much on light levels as a whole, and if they changed that, it wouldn't matter), but i don't feel like coloured floodfill lights would have the same issue?
The improved emissive strength definitely helped now that bloom is more noticeable which gives the illusion of colored lighting. (Ik it's not a great compromise but it makes it better). I think if they can add a good amount of bloom on emissive sources (like extending the blur radius a bit) it could be ok without colored lights. Also if they can get their fog figured out and looking good without the need of point lights and directional lights I think VV will be ok
Also they just need to make the basic floodfill look better (which they've already done to a degree)
Java shaders survived years without colored lighting
yeah, but they're a lot better with it.
I mean colored lights in Java shaders wasn't even standardized up until like a year ago when someone realized you could use voxel maps and floodfill to do colored lighting
That's when bliss, comp, photon, BSL all of those got colored lighting
Previously you had to use some kind of raytracing or pathtracing to do it
But colored floodfill is cheap and you can map it to the exact same intensities as the vanilla lightmap
It will definitely change a shit ton of things if things dont rely on light level anymore.
i mean, point lights are still ideal if they were optimised, just because of how they work with all the materials.
I wish indirect skylight and blocklight could influence normals
It's very possible to do that too
the screenshot with point lights is very visibly VV, while the one without is very flat, it's a much more subtle improvement.
Although... this doesn't help default vv cuz mojang didn't use normals π
Yeah, but i think relying so much on light level was a bad idea in the first place.
mob spawning especially
Cant change that unfortunately.
I get why they only included a normal on water but it would've been really nice if they did normal map support in the base pack
i mean, Mojang could absolutely change it. I don't mean just for VV or something, i think mob spawning being tied to light levels as a whole hurts the game.
the problem is that then they need to rework a lot of things, and it would break people's farms.
so, it sadly probably won't happen
yeah, so no gameplay clarity lost but you get great visuals.
I wonder, have mojang said anything about colored floodfill? Like, did they consider it and decide against it, or did they just not say anything about it
Backlash prevents a lot of things. And what is you proposition for mob spawning then if not for light level?
I'd say distance from a mob spawning preventing block, which would include light sources, but also blocks that prevent mob spawning without generating light. (and presumably, it'd also ignore walls then i guess, preventing you from having small patches where you didn't realize you forgot to light up?)
that way, it doesn't completely change it, but fixes things like the ridiculous nether mob spawning, where it's just impossible to spawnproof an area. (and allows for light sources which aren't "mob spawn prevention block")
and means it'd be possible to have dark builds without mobs, that don't rely on slabs everywhere
this is probably not an ideal approach, but just something on the spot :<
it does lack a form of visual clarity sadly which light sources WOULD provide, if it wasn't for nether mob spawning rules which throw it out the window anyway.
Here's my solution to the colored lighting issue
Don't have it in the base pack cuz gameplay. But give creators an option to use it in their packs
Like we kinda have right now with the point light system
I mean, would coloured floodfill hurt gameplay?
i guess. But builds are affected by VV either way.
you can't do a visual overhaul of the game which DOESN'T affect how builds look
just like how builds look different without smooth lighting or fancy leaves
i think coloured light should be a setting that you can turn off, but should be included in vanilla
Idk I don't see the point in not doing something because of gameplay intrusion when it's meant to be a "new look for the game"
...that...is already the status quo.
Well currently in releases we don't even have access to point lights regardless
Unless they give us the toggle in 1.21.90
Which it's unknown if they even will
Either way I don't think I've seen anyone really be in support of no colored lighting
They can pull it off with the right upgrades to the lighting system but that's not happening in a week
That's something that should have been done/established from the start
better visuals tend to hurt gameplay clarity anyway.
with VV, your builds in different biomes will be completely different. If you built something in the pale garden, it's now filled with fog. In the desert it has the mexico filter. Your render distance is reduced, you have different shadows which affect how a block's light level looks on the surface.
i mean, look at the previous lighting upgrade
smooth lighting hurts visual clarity over fast lighting
And ig you could say that went out the window with raytracing
But RT wasn't advertised as "the new look of the game"
especially considering the fact it's completely dead right now
They are playing it incredibly safe with VV which is understandable but sucks
However I'm pretty sure most of the community literally doesn't care and is happy enough with what we have and it's likely only really us that care this much
I dont really know anything about the technical aspects of making it work, but i think without point lights and/or colored lighting in general, underground environments and builds just dont look good
it would be really cool to be able to have more unique lighting in say, an underground base or in the nether
Let's compare the visual clarity of every lighting system available in bedrock right now.
I agree. There's no visual differentiation between VV on vs off in these situations
VV (point lights), VV (default), Fancy (smooth lightning), Fast (no smooth lighting)
I mean the VV floodfill is a lot better looking
yeah its yellow rather than white
it's better looking in terms of colour and emissive torch, but the shape is the same as fancy. Hard to say if it'd still be better looking if it was white light rather than yellow.
Yeah, when using VV on the surface, there isn't a moment where i'm like "am i playing with VV on or off"
in caves, the difference is subtle enough that it becomes harder to tell.
What would help however would be proper ambient occlusion and some kind of indirect lighting
which makes for an inconsistent experience, it's amazing in some places and a subtle improvement in others. (or, in some, a downgrade)
(please we need fog in caves so we don't see the sunlight out of the edge of the render distance)
How this is possible
Fog used to look good in caves cuz the volumetric fog didn't just delete itself
It would be present then enhanced by point lights and it worked wonders
right, my point here being:
would you say the addition of smooth lighting hurts gameplay clarity
the only one where i can blatantly tell what light level a block is from looking at it is simple lighting.
it didn't stop them adding smooth lighting despite hurting visual clarity
(No smooth lighting I mean)
yeah
they added a visual improvement that hurt gameplay clarity when it comes to light levels.
do that again.
it went well the first time and everyone uses smooth lighting
But also keep in mind. MC was small back then
It wasn't the big titan it is now. Making a big change like that was very doable back then
Now you change that and people will cause extreme back lash
yeah, but it's not like people use fast lighting because it improves visual clarity, are they? the option is still in the game, if people care so much, they'd use it.
This is a custom shader (via material.bin files) that modifies the way deferred pipeline works in bedrock, read from here and below to see how it was developed over time #1182095383015456829 message
lpv
Can you give material file
The problem now is, you make a big change, like introducing VV and it makes your gameplay experience harder because of, poor visibility, or altered lighting that makes a lighting harder to distinguish and then you have a creeper spawn in your house cuz you thought it was lit enough is a big problem and people would absolutely freak out
@rich vault Can you give material bin files
#1182095383015456829 message
#1182095383015456829 message
Note that it most likely doesn't work in latest versions
We've gotten constant complaints within betterRTX because it made a change that hurt gameplay for better visual quality
i guess.
i'd still say it's worth it. I'm already sacrificing performance and render distance to use VV anyway. might as well sacrifice a little bit of gameplay clarity to make it really worth sacrificing the first 2.
me using Vibrant Visuals
@veka thanks
I can understand why cuz it did make caves harder to play but your main adjustment was just using more torches rather than relying on ambient light to just pull you through cuz like the majority of players just crank up their brightness and not use torches in caves
Adding something that looks better and hurting gameplay clarity is a very slippery slope because people HATE change
yeah :<
but i mean, it'd still be entirely optional.
and i'd say coloured floodfill at least doesn't hurt clarity all that much? point lights, sure, a bit (but even then i'd say it's not too bad)
Point lights hurt gameplay by being excessively laggy π
However point lights are not intended for use within large numbers
Even regular game engines say this
You can mix a few real time point lights fine but really need to bake them after a certain point because performance can get too bad really fast
tbh I wish caves were darker. This is fast lighting at minimal brightness, and VV at 50%
VV at around 30% and lower is good
So betterRTX removed ambient lighting completely because it's unrealistic and looks terrible within the ultra accurate lighting it's trying to provide. People complained and complained to no end because of it
Because they can't run around with no torch and see perfectly fine
And would complain 90% of presets are "too dark and unusable"
The response "just use torches" would also upset people
So I really get why mojang is playing it hyper safe
And caves honestly being as dark as they are right now is such a risky move
i mean, they're only dark with VV at very low brightness.
assuming players play at 50% or higher, you can see absolutely everything
In the vanilla game lights aren't actually meant for lighting. They are meant for keeping monsters away
i mean, i think caves used to be dark in really old versions on java, right?
before they added brightness slider
So having to adjust your gameplay to use torches as lighting rather than just monster repellent was apparently just too much ig?
Probably idk
I never really dug super deep into anything below 1.0
which is a shame as i personally prefer that tbh. But also, i can kind of see it.
if you have a cave build, you probably want to see the cave
and might not want to light it all up
and there isn't a way to create just a small level of ambient lighting for a large area
If you're doing a cave build and using MCRTX you'd wanna light up the cave for fancy effect that's like... the whole point of it lmao. But yea in vanilla this isn't an issue cuz torches are like, literally useless outside of mod deterrent
Cuz like, profit lmao
yeah but i mean like
imagine you're building a batcave. You probably don't want light sources around the cave itself, only the areas you walk around, but you also don't want the cave to be just pitch black.
(i mean, maybe you do, but for this example you don't because you're rebuilding LEGO Batman 2)
With raytracing there's many clever ways you can manipulate global illumination to illuminate the cave without like being overly bright
Just needs some creativity
hm. fair point.
and yeah i'm all for needing to use torches to light up the area, otherwise it's very dark
something i don't like is the autoexposure with VV. I'm standing next to the torch and can barely see in front of me. I move away, and this whole area around it is lit up.
now, this is an extreme example at 0% brightness
but this does actually hurt gameplay clarity
It's way too strong right now. I have a video literally showing that it will adjust to a diamond block if it's got any smidge of blocklight touching it
I wish I was kidding
yeah i dont like that :<
yeah that's way too much and way too easy to just have happen in a situation where it doesn't make sense
needs a slider.
it doesnt seem like vibrant visuals is ready to release in 1.21.90
"autoexposure strength" slider please
theres a lot of stuff that just doesnt look polished, especially stuff like the weather
Yeah, it feels too early to release it properly, especially as the new default.
but maybe they just want to release it as is and then continue to work on it afterwards
(which personally seems weird but idk)
It's like if 1.14 released with 2/3rds of the texture update.
Yes VV will continue dev after release
That's been the plan
I know, but i would think that they would want it looking better by now
Which weather did look better for a bit but the changes got removed due to some bug
it will hurt first impressions of VV, sadly.
exactly
First impressions were already bad in that initial reveal. People shit on it really bad in the Java shader communities
And on Twitter
But Twitter is Twitter
Yeah but there's a difference between a very early trailer, and the release version.
The VV we have now is way better than the VV they showed initially
yeah. Significantly so.
definitely but theres still a decent amount of problems
yeah
i really like a lot of the biome based color grading but some of it is just too much
in the desert the sky is basically green lmao
I haven't seen this sentiment.
People thought VV looked stunning and popularity grew as development continued.
Within the shaderLABS discord many non shader devs called VV a disappointment and should stay away from Java because the solo devs do it better and the mojang graphics devs are incompetent
I wish I was kidding
However those messages are months old now so finding them would be hard
Well they're idiots.
Get off their high horse. They are no better than the people who say "Modders work more than Mojang"
yeah, while VV has it's flaws and places where it could clearly improve, it's still great to actually have it.
it's a much needed update imo.
helps the game's visual consistency
Most of the actual shader devs I've seen talk about it like VV but believe that it could and should be way better than it is
That's a fair sentiment because that's also what I believe and I think many of us also belive
specifically like, the old lighting worked well with the old textures and world detail.
new lighting works well with the texture update, and with spring to life making worlds a lot more detailed.
visual consistency is still not great within VV itself because of just how much less noticable underground light changes are compared to surface ones, so it still could use work on that, but still.
(also, it's nice to not have those goofy circular shadows)
This sentiment only got worse when one Java shader dev basically replicated VV in a few days.
However the dev meant no hate towards mojang or whatever. Just showing that it's possible to do
Java shader dev using OpenGL vs Bedrock devs using RenderDragon, working on multiple devices, ensuring performance, and had months to take feedback.
Yep that's the difference people miss
Ensuring performance

VV Has to work on EVERYTHING
and make sure it works well
Java devs only have to work on one platform
VV is hella performant NOW then it was initially.
That's also not a custom in-house made engine
That's true
Still need more optimization
OpenGL has multitudes of documentation and tutorials etc. Mojang had to make VV themselves off their own graphics pipeline
I swear that's the biggest thing a lot of just random community members don't understand
That's true but is also true that mojang is not an indie company
They have the resources and the people to do so
Ofc it still needs a lot of time to make something like VV
Especially having in mind compatibility with mobile devices
One big thing though is all the deferred features weren't just built into render dragon
To explain what I mean
Iris has built in uniforms and buffer that you can access that automate the drawing and calculation of a shadow map
It's done all the backend stuff for you
Mojang had to do all that backend stuff manually on which likely started out as a 1-maybe 3 person team
Like that's just the shadow buffer
Then ontop of that adding in all the relevant backend information to store and read normalmap and MER data from a. Resource pack had to be done (although I wouldn't be surprised if they pulled from RTX there)
There's like 5x more effort that had to go into making VV what it is then just making a cheap copy in a few days on Iris
That's a crazy small team, if they had the idea of adding something like VV to Minecraft idk why starting with such a small team knowing all the things that need to be made for something like VV
One thing that i hate about mojang is that they always show very early development of things
Unfortunately graphics for Minecraft isn't really invested into. Considering the development. Hell that was raytracing
Hiring veka is the answer βοΈ
The story behind MCRTX really just is super sad
Because it could have been so much more
Thankfully VV doesn't seem like it was development hell
And mojang not announcing VV publicly but giving creators early access for feature feedback/general feedback was honestly a great call
True, I still have the hope of the graphics team doing something for rtx
I just need rtx to be stable
I will forever huff copium for the day betterRTX is not required
Betterrtx is something like optifine at this point
Mojang please just add particles to the BVH 
Don't even have to do anything with them just raytrace the particles so we can manipulate them in better RTX 
People complain about my super clean dof shots because of the particles π
Me for example
Always just like "why no particle blurred" idk cuz mojang didn't raytrace them π
Things that I dream about
-configurable refraction
-ray traced particle
-entity PBR
-custom point lights
-Better denoiser
-updated dlss with new features
-frs for amd folks
And volumetric clouds
Point lights seems a little unnecessary because of per pixel emissive GI
True, the problem is that the noise is extremely bad
true but VV also lacks some basic effects like SSAO π₯
Well a better denoiser and improved sampling would fix that issue π
Prob
still disappointed that consoles never got RTX despite it being advertised.
That was a scam and nobody will tell me the opposite
I will
they advertised SDGP as "look, finally, shaders on console!", then cancelled it.
then they advertised RTX as "look, you didn't get SDGP, but here, better lighting on console!" and then cancelled it
The lore behind the development of RTX is really sad and likely when it was advertised for console yk the devs were working on it and from then they literally all left because of management issues
i wonder why they failed to have proper management on that.
like, you'd think they would have put effort into making it all go smoothly
since it was a big advertised thing
No idea. People left the company, management refused to fill the now empty slots
fun fact, in one of the recent previews for consoles, VV is no longer enabled by default 
That's not fun at all π
And the final team working on MCRTX was like 4 people and almost all of them left after releasing because of how awful the management was
i still don't get why they reduced the max VV render distance to 16 on series S.
it ran fine at 24
the render distance doesn't change much, if it was smooth 60 at 24, it's smooth 60 at 16. if it wasn't, it still isn't
Fine vs Consistent smoothness.
To be fair it's the like 15 year old Xbox and PlayStations that are barely functional for modern games anymore
I mean they can run gta V and rdr2
mojang hate consoles /j
But they can still use VV it just won't be defaulted
Likely because it just doesn't run well on the xb1 and ps4

