#General Discussion

1 messages Β· Page 65 of 1

eternal shoal
#

Nevermind

foggy isle
languid tinsel
#

Some devices can get funky on folder depths?

zenith aspen
#

vibrant day!

rough path
minor quail
#

Hi, beta!

dawn fable
#

Do entities keep flickering for anyone else

simple steppe
#

with vv?

dawn fable
#

with any graphics mode

simple steppe
#

not in my end

#

preview or stable? didn't test preview

dawn fable
#

preview

latent vault
#

preview when

zenith aspen
#

1.16 when

azure spadeBOT
toxic horizon
#

Banana or orange day?

zenith aspen
#

apple

muted widget
toxic horizon
toxic horizon
limber tiger
#

no snapshot

#

?

normal wolf
#

So much

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Wait

carmine kettle
#

"snapshot delayed until enough people get the mega spud trophy in craftmine" (/s)

willow harness
marble karma
#

I wonder if the earliest versions of Minecraft have java-like modding

#

By that I mean earlier versions of pocket edition

slender wren
rich vault
#

For mcpe specifically, there was a blocklauncher which is a 3rd party launcher that allowed you to properly mod the game like on java

marble karma
#

It doesn't work/exist anymore does it

rich vault
#

afaik no

#

There is a new one being developed tho, by levilamina team

limber tiger
marble karma
#

Snapshot

#

Not preview

prisma niche
#

I could expect the same thing for the preview, but who knows. I don't think Kayla said anything in here yet, right?

limber tiger
#

nope

zealous salmon
#

Wasn't yesterday memorial day in the US? If I had to guess, that would have pushed back the preview

prisma niche
#

Yeah

zenith aspen
#

testflight is silent

eternal shoal
#

😞

zenith aspen
fringe island
#

Banana

zenith aspen
#

1amπŸ˜” eepy

pure gull
#

Minecraft Monthly is too silent

zenith aspen
#

holymoly

prisma niche
#

Wait for real?

torn pond
#

yeah

#

i just posted a link

#

3:

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i kept refreshing the preview changelogs page

zenith aspen
#

oh but veryyy small

prisma niche
#

It's a smol one

torn pond
#

Vibrant Visuals is no longer tinted green on Android devices (MCPE-220308)
tragic

toxic horizon
#

Thread?

fringe island
#

Let's go 1.21.100

rotund pivot
#

Is the next preview going to be 1.22?

limber ledge
#

They didn't announce 1.22 so we're expecting a 1.21.100 preview

rotund pivot
#

.100 is crazy

#

😭

limber ledge
#

We had it in 1.16.100

#

We even had 1.16.200

rotund pivot
#

Wth

limber ledge
rotund pivot
#

Can’t wait for 1.21.1000 in three months

limber ledge
#

The largest number was 1.16.230

limber ledge
rough path
sleek grail
#

Does that mean we're not getting a 1.21.100

torn pond
#

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

quasi wedge
#

That's how I got my name

torn pond
# rough path Every Drop has a name lol.

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?

rough path
#

Minor updates != Drop

torn pond
# rough path 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"

rough path
#

Its all marketing.

rough path
torn pond
rough path
limber ledge
plush wedge
rough path
#

#cancelled

limber ledge
#

really

rough path
plush wedge
#

I mean that doesn't really help with depth since those are just a single directory contents

dawn fable
#

we wouldn't have this issue if everything was in the same file
we need everything.json

prisma steeple
native osprey
#

so
they most likely won't fix player applyImpulse in next release

zealous salmon
#

When did 1.21.83 release for BDS?

past wharf
limber tiger
sleek grail
#

Summer drop soon then

#

Is 1.21.90 going to be the version for the summer drop?

toxic horizon
#

Is today an orange day?

#

or would that be next week?

willow harness
toxic horizon
#

That was banana day

willow harness
#

oh nvm

#

i misread mb

toxic horizon
#

You're grand

tribal torrent
#

guys

toxic horizon
#

shiternet

tribal torrent
#

yesterday was preview banana day

#

preleases last into next week

#

at minimum

#

release candidate likely by monday

toxic horizon
#

ah

tribal torrent
#

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

sleek grail
hoary forge
#

1.21.100 😭

#

and Java is only at 1.21.6

sleek grail
#

They do update less frequently

#

Which I'm sure the modding community is thankful for

rough path
#

The Modding community is mostly stuck on 1.21.1.

sleek grail
#

True

limber ledge
#

What you guys are hoping to see during the 1.21.100 preview cycles

#

I'm starting: the new in-game OreUI container screens.

charred ocean
#

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.

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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

torn pond
#

1.21.80 started improving them with the presets, and they asked for feedback and said they'd keep improving it over time.

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then 1.21.90 got nothing in terms of superflats

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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

limber ledge
limber ledge
torn pond
rough path
torn pond
#

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.

limber ledge
# rough path

I hope these surveys really works. How many surveys we got in just 1 year so far?

limber ledge
#

It's been a while now, they definetely improved it so far.

rich vault
# rough path

Marketplace devs aren't allowed to participate because this is considered as "working in the games industry"?

willow harness
#

did mojang forgot to update the zombie horse egg?

fringe island
willow harness
#

oh is it in the preview?

#

if so that's why idk , mb

fringe island
willow harness
#

ahh i see

toxic horizon
#

It's updated for me in stable @willow harness

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The only experiment I have on is Beta APIs

willow harness
#

i don't have that enabled

tribal torrent
toxic horizon
willow harness
#

yea

elfin flower
#

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

carmine kettle
white fractal
hasty grotto
#

tbf there are some reasons

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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

sleek grail
hasty grotto
hasty grotto
sleek grail
hasty grotto
#

still they provided some kind of way to bypass it

sleek grail
#

The exception does not make the rule

hasty grotto
#

oh well ui is too important to restrict so they probably wont

sleek grail
#

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

charred ocean
hasty grotto
#

theyll probably just settle with not replacing gameplay screens or making the ore ui versions optional for now

rough path
elfin flower
charred ocean
#

i think he doubted with the dev builds that devs have

charred ocean
#

since achivements disabling is not a thing anymore

elfin flower
charred ocean
#

yeah

white fractal
charred ocean
#

they might look for workarounds on global resources.

#

we don't know what will happen lol

white fractal
elfin flower
charred ocean
#

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

white fractal
charred ocean
#

Removing UI in resource packs is a kill ig

elfin flower
#

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

white fractal
#

and json ui marketplace screen optimizes like nether

charred ocean
#

maybe integration of html and css into resource packs?

#

They did js for bp then why not html and css for rp

white fractal
elfin flower
dawn fable
#

I doubt ore ui makes use of any of those APIs so they could all be disabled

white fractal
elfin flower
#

i highly doubt that console people gonna like it when you can join some realms and it auto-jailbreak your console

white fractal
#

sandboxed ui, done

charred ocean
white fractal
torn pond
#

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.

sleek grail
dawn fable
#

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)

rough path
manic tinsel
#

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.

rough path
#

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.

dawn fable
#

i'm curious how they'll handle stuff like the marketplace button

torn pond
# sleek grail You make it sound look ore ui isn't visually better than JSON UI

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.

torn pond
dawn fable
torn pond
#

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

manic tinsel
dawn fable
#

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

torn pond
#

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)

torn pond
#

like how seed templates work, also add a "world templates" button and direct to a full screen version of that

manic tinsel
# torn pond aren't marketplace partners more limited, actually?

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

torn pond
#

yeah. Obviously mojang have interest in making things good for the marketplace, but idk how many features they've made "marketplace creator exclusive"

manic tinsel
#

None. From what I know

dawn fable
#

I think there are some APIs that can open the marketplace screen for featured servers but that's it afaik

torn pond
#

(on the topic of the marketplace and UI, why have they still not added a "last updated" tag and search option)

rough path
torn pond
#

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.

hoary forge
manic tinsel
manic tinsel
torn pond
# manic tinsel None. From what I know

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

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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.

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(or i could see them not adding other features that people want because they'd take away from the marketplace, i guess)

rough path
torn pond
#

but also yeah what was up with those actually

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like, why were they given to marketplace partners instead of adding relevant features into the regular game behind some toggle

hasty grotto
#

probably easier to just give them to some people

hasty grotto
#

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?

torn pond
white fractal
rough path
white fractal
# rough path ?

if only html (<script> disallowed) and css then it's not comparable to json ui

white fractal
#

how many question marks are there

rough path
#

Because you're speaking nonsense.

white fractal
#

::before and ::after won't help

rough path
white fractal
#

then how about bindings

rough path
#

JSON by itself cant do anything by your logic.

quasi wedge
#

I don't see why Ore UI wouldn't have javascript compatibility

elfin flower
#

yeah since it likely gonna be server-side only anyway.

white fractal
#

and ability to use operators

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there are basic operators in json ui bindings

rough path
#

Its frankly getting so annoying.

white fractal
quasi wedge
#

yes, and more complex operators will absolutely be available in Ore UI

quasi wedge
#

If anything, it should be much easier to obtain information

quasi wedge
#

things won't need to be fed through display strings

rough path
# white fractal .

Again...you do know HTML can call functions without needing a script tag in it yes? It will call the native methods.

white fractal
#

or html tags only

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(can't even console.log)

quasi wedge
#

what

rough path
#

Once again, your arguments is null and void on the basis that you're just making things up to invalidate OreUI.

elfin flower
#

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.

white fractal
#

then wait and see, until year (undefined)

manic tinsel
#

JSON UI is going and there’s not a lot you can do about that πŸ€·β€β™‚οΈ

rough path
white fractal
quasi wedge
#

What is your point?

rough path
quasi wedge
#

They absolutely could add world search

rough path
#

Again, we are discussing about the implementation. We are not discussing the UI style itself

quasi wedge
#

JSON UI is not powerful whatsoever and pales in comparison to modern implementations

manic tinsel
rough path
#

πŸ’” I have to learn React.

quasi wedge
#

Live React Reaction

elfin flower
#

how hard is react

rough path
# white fractal

Again...is that proof they CANT ADD IT instead of they WONT ADD IT?

quasi wedge
#

If you have javascript proficiency it shouldn't be too difficult

rough path
elfin flower
#

ah, might be alright for me i suppose.

white fractal
rough path
white fractal
rough path
#

I am failing to see your point.

elfin flower
#

man if they add lua to script-api my life would be alot easier

white fractal
rough path
#

We have gotten so far from the original point.

manic tinsel
rich vault
hasty grotto
plush wedge
rich vault
#

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

tribal torrent
#

major orange day next month?

elfin flower
languid tinsel
#

JSON UI makes me cry sometimes

#

React makes me cry, but at least I can google about my tears

hasty grotto
#

kind of

simple steppe
#

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

manic tinsel
languid tinsel
#

Is it the mobvote JSON UI files that then crop up everywhere? πŸ˜‚

viral plinth
#

I love react

#

you all are just haters

toxic horizon
#

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++

toxic horizon
#

Idk, it's 1:20am and I'm tired

hoary forge
#

Real

white fractal
#

which is not native by design

#

everywhere i go, i see CEF

hasty grotto
#

i think one of the prototypes they showed off was just CEF

white fractal
#

i don't like this move

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is it an attempt to prevent modifications to marketplace

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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

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as addons can't be enabled globally

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and texture packs might be able to customize only css, which is a big downgrade

rough path
white fractal
#

i hope what i saw was incorrect

rough path
#

Please dont just repost everything you see online that paints OreUI in a bad light without actually doing research. This is frankly getting annoying.

elfin flower
#

though again we can't modify it's texture yet so not soon.

rich vault
elfin flower
#

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

rich vault
white fractal
elfin flower
#

lemme find their twitter rq

rough path
# elfin flower yeah it is confirmed that it's not gonna be the same method as JSON-UI has (aka ...

@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.

rough path
torn pond
#

a resource pack and behaviour pack are in no way different "levels" of "modding".

#

just different things being edited

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or added

stoic junco
#

@minecraft/server-editor example

torn pond
rough path
# torn pond > There is still a lot of uncertainty in how Ore UI customisation will be done, ...

@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 – not every modder has time to make updates for every release.

torn pond
charred ocean
rich vault
charred ocean
torn pond
#

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?

white fractal
rough path
white fractal
torn pond
#

as a whole, the way Ore UI is being implemented is just weird to me.

rough path
charred ocean
#

also wait @rough path you haven't heard about oreUI modding at all???

#

volgar tweeted it on twitter bruh

rough path
white fractal
rough path
torn pond
# torn pond as a whole, the way Ore UI is being implemented is just weird to me.
  • 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)
charred ocean
rough path
#

Its only gameplay parity.

elfin flower
charred ocean
#

ig we just wait and watch just like renderdragon situation

rough path
#

Yes, so lets not spread misinformation and fearmonger. "Oh it will only be Marketplace" "Oh it will be server side only"

rich vault
torn pond
# rough path UI parity is never planned.

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.

torn pond
torn pond
#

it's visually inconsistent, which is why it's only partially, not fully optional.

elfin flower
torn pond
#

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).

rich vault
torn pond
#

they reverted all the other mobs. Just not the bat.

dawn fable
torn pond
#

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

elfin flower
rich vault
elfin flower
#

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―_(ツ)_/Β―

torn pond
elfin flower
#

Colors too from JSON-UI global variables.

torn pond
#

O. Hopefully that means they'll do that for other gameplay screens.

#

Does bed screen not support it?

elfin flower
#

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

elfin flower
#

also this is what it looks like

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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

white fractal
elfin flower
elfin flower
# white fractal 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.

white fractal
torn pond
elfin flower
#

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.

white fractal
elfin flower
#

yeah and obviously im not gonna pay for just having my custom texture pack font on Ore-UI.

sleek grail
languid tinsel
#

Clearly ore UI edits will be possibly through oreUI editor ++, which contains a micro transaction for each screen you want to modify! /S

opaque shadow
obsidian lark
rough path
#

That seems like a #add-ons thing tbh. Make a PR then.

dawn fable
#

i'll add it to my script that auto generates that table

spring arrow
#

Will in game touch controls be based on oreui or it will remain to be native?

white fractal
rough path
#

The fact that Bedrock could reach 1.21.150 by the end of this year is crazy.

viral plinth
#

obviously it will still have bindings to native, but there is a world where rendering will be done with react in the future

obsidian lark
#

The Windows 11 UI is React...

viral plinth
#

React Native

obsidian lark
#

Still unfortunate. πŸ˜”

viral plinth
#

I don't really mind

obsidian lark
#

I mind a bit because when I started using computers, there were no web based UIs for programs. Everything was so snappy.

white fractal
white fractal
viral plinth
#

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.

obsidian lark
#

Yeah. πŸ˜”

#

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.

white fractal
#

react can, but they didn't

obsidian lark
#

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

white fractal
elfin flower
toxic horizon
#

😁

elfin flower
#

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

toxic horizon
#

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?

elfin flower
#

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.

native osprey
#

ore ui optimization

white fractal
elfin flower
cloud moon
#

Chromebooks πŸ’”

#

Hated chromebooks

elfin flower
#

yeah shocking, a OS powered by a literal chromium.

cloud moon
#

Now when I think of a chromebook it makes me think of the f students are inventors meme

elfin flower
#

this thing alone is already bad enough I don't know what else when win12 exists.

elfin flower
#

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.

normal wolf
#

New drop name chase the skies

rough path
normal wolf
#

The posted on instaram

fluid wadi
#

Yep. After 4 minutes of Minecraft Monthly fluff.

limber ledge
#

Oh so Vibrant Visuals is coming AFTER this drop

rough path
limber ledge
past wharf
#

But it's clearly not finished

#

😐

rough path
#

Well Drops tend to not be finished

torn pond
#

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.

quasi wedge
#

Nah, drops are perfect

torn pond
# past wharf But it's clearly not finished

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.

quasi wedge
#

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

torn pond
# quasi wedge Nah, drops are perfect

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

quasi wedge
#

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

torn pond
#

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

quasi wedge
#

Didn't we get minecart changes several months ago and boats can be dragged around with leads now as well?

torn pond
charred ocean
#

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

torn pond
#

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

charred ocean
#

@torn pond u on ur pc?

torn pond
#

yeah

charred ocean
#

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

torn pond
charred ocean
#

honestly looks better already than expected

#

also chat, this is getting crazy

torn pond
charred ocean
charred ocean
#

what about other time settings like sunset or sunrise?

charred ocean
#

looks good damn

torn pond
#

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.

charred ocean
#

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

half depot
# rough path

crazy how much better this version of VV is compared to the initial showcase

elfin flower
#

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.

hasty grotto
#

honeyfrost

#

wonderful

simple steppe
#

was wandering why they always have open job application

cloud moon
elfin flower
#

it's always funny seeing people lockpicking some chests on that modpack and they get just raw pork.

cloud moon
#

Yea I don’t like using tnt for the locked chests but it saves so much time

limber ledge
#

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

limber ledge
tribal torrent
#

probably should try to see how it looks when updates come thru

charred ocean
hasty grotto
tribal torrent
#

well yeah but its an old preview

#

things will look different now

tropic coral
torn pond
#

huh. I wonder why.

#

i guess maybe they want all the "render dragon features for creators" stuff out of experimental first?

sleek grail
#

Maybe it's because worlds are version locked in general

#

And texture packs would require an update to support mers and other stuff

torn pond
torn pond
# sleek grail And texture packs would require an update to support mers and other stuff

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.

inner ivy
#

moving events for scripts was a great decision, though its a steep learning curve its totally worth it

languid tinsel
# torn pond huh. I wonder why.

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

random karma
obsidian lark
#

Back when I was into rendering, I spent way too much time on lighting. πŸ˜…

torn pond
random karma
#

ah, yeah I missed that. Thanks

heady sable
#

Mojang, give us 1.21.100 tomorrow 😍 ❀️

willow sequoia
#

HCF v2 tomorrow

foggy isle
#

VV updates is my only reason to play minecraft

dusty shale
tribal torrent
#

no we can’t break the precedent

#

it has to be 1.22.0.20

half depot
#

Just realized I said unreal after mentioning unreal engine πŸ˜‚

cerulean quarry
#

New preview?

#

but nothing new

#

looks like Preview hotfix

simple badger
#

Yeah I just got the update on android

marble karma
tropic coral
minor quail
#

No preview tomorrow?

fringe island
tribal torrent
#

what makes you guys think there will be a preview

#

has there ever been a β€œhotfix” 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

celest sluice
#

You know what's interesting? None of the Devs came to say "happy preview day!"

languid tinsel
#

I'll have a sad preview then!

tribal torrent
#

maybe all the devs were sleeping

fringe island
stoic orchid
limber ledge
limber ledge
#

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.

limber tiger
#

Do you think that's possible?

hoary forge
#

Only one way to find out

edgy abyss
stoic orchid
tribal torrent
#

lovingly debunks #1379201336234610759 message

stoic orchid
#

AFAIK there is no .100 Preview this week.

limber tiger
stoic orchid
#

Probably just to give the team more signal on the fixes - one extra day of data.

limber tiger
#

Okay okay

#

So you just confirmed that next preview is .100?

#

I was hoping for 1.22

hoary forge
#

Maybe 1.22 is the friends we made along the way

fringe island
limber tiger
#

now that bedrock has full shader support

#

maybe that can now work on spectral arrow as they have more visual abilities with bedrock

hoary forge
limber tiger
#

if they can do what they did

#

they can work on glowing effect

#

for players

hoary forge
limber tiger
#

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

spring arrow
#

Wtf, old marketplace worlds work by using old minecraft versions

rough path
spring arrow
#

Will work old scripting api if i will load it on 1.13 world?

prisma steeple
#

probably not

rough path
hasty grotto
#

oh

#

thanks

lunar musk
#

Wait we can choose versions now?

dawn fable
#

it's the base game versioning which has existed for years
it's why the vanilla packs are split up by version

marble karma
dawn fable
#

no

#

it's so that maps made with old vanilla mechanics in mind don't break

marble karma
#

Oh

tribal torrent
#

1.21.90.29 preview next week?

peak idol
tribal torrent
peak idol
#

aint no way they dont release soon

tribal torrent
#

release candidates will probably start next week

#

leading into a release the week after

#

so yeah there’s probably not going to be another one but

#

without a release date, anything can happen

torn pond
torn pond
#

(also, does "Flat Nether" actually work? is it on by default on that map, and if so, what map is it)

lunar musk
torn pond
#

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)

limber ledge
#

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...

elfin flower
#

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.

hasty grotto
#

apparently java edition may get some system where they can disable individual graphics features

limber tiger
elfin flower
#

hell not even iphone 16 pro can get 60fps stable 😭

limber tiger
#

RTX 4060 and with a mix of low and medium settings it can be barely stable

#

120 is not even constant

dusky wasp
#

Yeah it doesn’t run great

limber tiger
#

Bedrock engine is really bad to be fair

dusky wasp
#

Compared to java shaders which look way better, it still runs worse

elfin flower
#

it's not bedrock engine thing but rather the deferred renderer is poorly optimized.

limber tiger
#

Since render dragon, graphical bugs and performance got a massive hit

limber tiger
elfin flower
#

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.

hasty grotto
#

I wonder how NetEase's version of Bedrock runs

#

supposedly they still use the old renderer

#

kind of

rich vault
elfin flower
ionic ocean
#

That’s terrible, really?

rich vault
rough path
half depot
#

I'm fine with VV releasing, just some things feel under cooked/unfinished

#

looking at you nether

rough path
#

1.21.90 is going to be so huge actually.

half depot
#

Nether needs some spice and love like the end got because it's so boring and bland

rough path
#

Game Drop, Editor V1, VV

celest sluice
#

Sad that the weather change didn't make it in time

half depot
#

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

celest sluice
#

Realistically that should happen, it sounds like the solution would be to up the ambient lighting and increase the fog density

half depot
#

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

half depot
celest sluice
#

Yeah, my suggestion still applies. Unless ambient lighting has no effect on fog?

half depot
#

Fog used to have some ambient property that was always visible way back in 1.20.80

celest sluice
#

That should change then

half depot
#

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 πŸ˜”

#

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

torn pond
#

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.

torn pond
#

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

half depot
#

Along with a like kinda heavy ambient fog

#

Lemme see if I can find any pics of what I'm talking about

#

I'd love to see an approach like this taken

torn pond
# half depot Just a few examples

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)

half depot
#

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

torn pond
#

right now, VV is amazing for the End and the overworld surface.

sleek grail
torn pond
#

it is a bit goofy to see all these blatantly coloured light sources not giving off any coloured light :<

rich vault
#

That's why we need shader support, to add features mojang wouldn't

torn pond
#

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

rough path
#

Coloured lighting isnt coming anytime soon to VV per Java.

torn pond
#

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?

half depot
#

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

torn pond
half depot
#

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

rough path
torn pond
#

i mean, point lights are still ideal if they were optimised, just because of how they work with all the materials.

half depot
#

I wish indirect skylight and blocklight could influence normals

#

It's very possible to do that too

torn pond
#

the screenshot with point lights is very visibly VV, while the one without is very flat, it's a much more subtle improvement.

half depot
torn pond
#

mob spawning especially

rough path
#

Cant change that unfortunately.

half depot
#

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

torn pond
# rough path Cant change that unfortunately.

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

torn pond
rough path
torn pond
#

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.

half depot
#

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

torn pond
#

I mean, would coloured floodfill hurt gameplay?

half depot
#

Builds

torn pond
#

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

half depot
#

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"

rough path
half depot
#

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

torn pond
#

i mean, look at the previous lighting upgrade

#

smooth lighting hurts visual clarity over fast lighting

half depot
#

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

glass basin
#

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

torn pond
#

Let's compare the visual clarity of every lighting system available in bedrock right now.

half depot
#

I agree. There's no visual differentiation between VV on vs off in these situations

torn pond
#

VV (point lights), VV (default), Fancy (smooth lightning), Fast (no smooth lighting)

half depot
torn pond
#

yeah its yellow rather than white

half depot
#

And the introduction of emissives

#

But that's really just not enough

torn pond
#

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.

torn pond
half depot
#

What would help however would be proper ambient occlusion and some kind of indirect lighting

torn pond
#

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)

normal wolf
half depot
#

It would be present then enhanced by point lights and it worked wonders

torn pond
half depot
#

For sure

#

It's incredibly ugly though

torn pond
#

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

half depot
#

(No smooth lighting I mean)

torn pond
#

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

half depot
#

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

torn pond
#

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.

rich vault
normal wolf
#

lpv

rich vault
#

Yeah, exactly

#

Floodfill but fancier

normal wolf
#

Can you give material file

half depot
normal wolf
#

@rich vault Can you give material bin files

rich vault
half depot
torn pond
torn pond
normal wolf
#

@veka thanks

half depot
#

Adding something that looks better and hurting gameplay clarity is a very slippery slope because people HATE change

torn pond
half depot
#

Point lights hurt gameplay by being excessively laggy πŸ˜‚

#

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

torn pond
#

VV at around 30% and lower is good

half depot
#

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

torn pond
#

assuming players play at 50% or higher, you can see absolutely everything

half depot
torn pond
#

i mean, i think caves used to be dark in really old versions on java, right?

#

before they added brightness slider

half depot
#

So having to adjust your gameplay to use torches as lighting rather than just monster repellent was apparently just too much ig?

half depot
#

I never really dug super deep into anything below 1.0

torn pond
#

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

half depot
#

Cuz like, profit lmao

torn pond
#

(i mean, maybe you do, but for this example you don't because you're rebuilding LEGO Batman 2)

half depot
#

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

torn pond
#

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

half depot
#

I wish I was kidding

torn pond
#

yeah i dont like that :<

half depot
#

Look at this lmao

torn pond
#

yeah that's way too much and way too easy to just have happen in a situation where it doesn't make sense

torn pond
glass basin
#

it doesnt seem like vibrant visuals is ready to release in 1.21.90

torn pond
#

"autoexposure strength" slider please

glass basin
#

theres a lot of stuff that just doesnt look polished, especially stuff like the weather

torn pond
glass basin
#

but maybe they just want to release it as is and then continue to work on it afterwards

#

(which personally seems weird but idk)

torn pond
#

It's like if 1.14 released with 2/3rds of the texture update.

half depot
#

That's been the plan

glass basin
half depot
#

Which weather did look better for a bit but the changes got removed due to some bug

torn pond
#

it will hurt first impressions of VV, sadly.

glass basin
half depot
#

And on Twitter

#

But Twitter is Twitter

torn pond
#

Yeah but there's a difference between a very early trailer, and the release version.

half depot
#

The VV we have now is way better than the VV they showed initially

torn pond
#

yeah. Significantly so.

glass basin
#

definitely but theres still a decent amount of problems

torn pond
#

yeah

glass basin
#

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

rough path
#

People thought VV looked stunning and popularity grew as development continued.

half depot
# rough path I haven't seen this sentiment.

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

rough path
#

Get off their high horse. They are no better than the people who say "Modders work more than Mojang"

half depot
#

Exactly

#

Like the fact we are getting VV at all AND that it's coming to Java is huge

torn pond
#

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

half depot
#

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

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That's a fair sentiment because that's also what I believe and I think many of us also belive

torn pond
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new lighting works well with the texture update, and with spring to life making worlds a lot more detailed.

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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.

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(also, it's nice to not have those goofy circular shadows)

half depot
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However the dev meant no hate towards mojang or whatever. Just showing that it's possible to do

rough path
half depot
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Yep that's the difference people miss

half depot
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VV Has to work on EVERYTHING

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and make sure it works well

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Java devs only have to work on one platform

rough path
half depot
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That's also not a custom in-house made engine

tropic coral
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Still need more optimization

half depot
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I swear that's the biggest thing a lot of just random community members don't understand

tropic coral
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They have the resources and the people to do so

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Ofc it still needs a lot of time to make something like VV

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Especially having in mind compatibility with mobile devices

half depot
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To explain what I mean

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Iris has built in uniforms and buffer that you can access that automate the drawing and calculation of a shadow map

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It's done all the backend stuff for you

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Mojang had to do all that backend stuff manually on which likely started out as a 1-maybe 3 person team

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Like that's just the shadow buffer

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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)

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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

tropic coral
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One thing that i hate about mojang is that they always show very early development of things

half depot
tropic coral
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Hiring veka is the answer ☝️

half depot
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The story behind MCRTX really just is super sad

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Because it could have been so much more

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Thankfully VV doesn't seem like it was development hell

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And mojang not announcing VV publicly but giving creators early access for feature feedback/general feedback was honestly a great call

tropic coral
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I just need rtx to be stable

half depot
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I will forever huff copium for the day betterRTX is not required

tropic coral
half depot
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Mojang please just add particles to the BVH hehe

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Don't even have to do anything with them just raytrace the particles so we can manipulate them in better RTX pehehe

tropic coral
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Fr, they look awful

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Especially falling leaves at night

half depot
half depot
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Always just like "why no particle blurred" idk cuz mojang didn't raytrace them 😭

tropic coral
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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

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And volumetric clouds

half depot
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Point lights seems a little unnecessary because of per pixel emissive GI

tropic coral
eternal shoal
half depot
tropic coral
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Prob

torn pond
tropic coral
torn pond
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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

half depot
torn pond
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i wonder why they failed to have proper management on that.

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like, you'd think they would have put effort into making it all go smoothly

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since it was a big advertised thing

half depot
rich vault
tropic coral
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That's not fun at all πŸ˜”

half depot
torn pond
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i still don't get why they reduced the max VV render distance to 16 on series S.

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it ran fine at 24

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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

rough path
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Fine vs Consistent smoothness.

half depot
tropic coral
eternal shoal
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mojang hate consoles /j

half depot
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Likely because it just doesn't run well on the xb1 and ps4