#Graphics General
1 messages · Page 2 of 1
I wouldn't say that, no. We aren't sure what form it will take yet, but it likely won't look like TextureSets.
Thats why I need the English version lol
May I suggest using MP4 for animated skyboxes? A day has 24000 ticks so that might be too many cubemaps for some devices
I'm sorry. I don't have a good answer at this point. We're still in the R&D phase for this one.
What does R&D phase mean?
That's ok. We all start somewhere
Research and development
Do your homework before going in the field
Oh, i thought yall just sit in a room and just press random keys on a keyboard. Is that not how game dev works? /s
it's okay. take your time but not too much
To be fair, it is like that sometimes 😄
technically yes.
It sure feels like that some days 🤣
Half the time it's mess around and find out
Thank you all for being so understanding, patient and supportive. We really appreciate it. 🙏
Thank you too for giving us deferred technical preview.
I bet deferred will look so good once it’s done
Thanks for being here talking to us
Well Java is taking over the yt content
I'm glad the developers are this open about development
Then get disappointed
Well that’s not the case this time
oh yeah, i remember that lol
#old-deferred-qa-2024-info the poll result is interesting so far
straight up scam
But hopefully when deferred releases bedrock will get less hate and more talked about
On YouTube
any way new features coming are
- Item/Particle MER
- Better Water with Config
- Better Fog Development
- Panorama and Cubemaps for deferred
- biome based atmospherics?
2024 is about to be good for bedrock
unless they pull a SDGP on us
I am curious, the lurking graphics dev, which of the feature from the poll are you most excited to develop and ship?
Makes sense when you think about it. Water leaves a lot to be desired right now
Minecraft is turning 15 this year
I hope we will get some sort of trailer this year at least
Like the end of 2024
damn I am getting old too
It's way too early for a trailer
I know
But maybe at mc live or something
Maybe it will be good enough to show off
By then
Also
Eehh
That mc live 2023 trailer
I saw one part that looked similar to deferred
Like the sky
It had the same colors as deferred
Hmm. I'm probably most excited about color grading. It really allows packs to define a unique tone or mood. That's a hard question though...they're all very exciting!
I’m excited for color grading too
same we could have dark eerie packs
or cute and vibrant packs
Imagine someone using it to increase gamma for a legacy console look
Horror pbr packs
For horror addons
working on it
nfspissfilter
I would like that
What?
huh
Little bro must’ve snatched his phone
Nubbles what was the first message you sent today?
anyway I would like to see a slider for tone mapping
the piss filter from nfs most wanted and the 360 generation
as we have like 5 options?
Mexico filter?
I'm curious, would you like it to be a slider for end users or a setting for resource packs?
i prefer piss filter but yes
This suggestion is far into the future but, what if you could define the settings in the manifest, and those settings can be read from molang queries?
Assuming we can use molang in deferred by then
End users
Yeah my suggestion is for the end user
personally I would love to see a slider
i think most people wanna customize easily if they can
pbr pack maker will do the hard part like creating textures
But at least we have subpacks for now
Now that I think about it, you could technically implement it to have multiple sliders huh? Each one enabling subpacks independently. No molang needed
But that could get convoluted real quick
However you could also do both if you guys want to
if provided a tone map by the pack the slider is greyed out and locked to the provided pack settings
but that would create some what of a confusion for the end users i suppose
why some packs are able and some aren't
Indeed. This is one of the reasons we have a difficult time deciding what should be data-driven in the renderer folder and what should be exposed to resource packs. :/
I do think that easy-understand stuff should be exposed to the Resource packs
and a little harder things should be with documentation
😂 The only "trailer" we might get is maybe a 5 sec clip at MC Live 2024...strong maybe
I just realized something
Minecraft Java has a fabulous graphics option that doesn’t do anything right?
I wonder if they will call deferred “fabulous graphics”
In marketing
yo?
fabulous does do something
What
it's a littel more demanding than fancy
and draws particles before the blocks
Still not really changing anything
But I’m thinking that’s what deferred should be called
It’s perfect
Simple, fancy, fabulous and ray traced
Or Instead of greying it out set it to the default values that the Resource Pack provides and if the end user wants to change the default values of the RPs they can
yeah
Idk if Resource Packs can alter the in-game settings, but it would be similar to Java Edition's customisability of the shaders they have default values which can be changed by the user
Or just allow us to change resource packs or it's sub packs in-game like Java Edition that will end the entire confusion, it's also so annoying that you can't change Resource Packs in-world
Configuring Resource Packs via sub packs makes more sense, instead of adding more and more sliders for deferred settings in video settings
I am experiencing this since the introduction of first person player shadow
hmm
Sometimes it gets fixed by rejoining world a few times
Sometimes i give up
😀
Does the shadow appear on stained glass?
It looks like it's not working on solid surfaces
Have to test it later
Same happens to me
Maybe the same issue with iOS too
As I suspected
reworking on the orbital_offset_degrees after fixing the black void issue
I don't even know how that works anymore
You think they would add moving leaves with this whole thing? @pale urchin
I think it rotates both sun and moon at the same time by the same amount, but in different directions. 90 would make them be on top of each other
:/ would be cool to have separate object orbital_offset_degrees for the sun and moon
I won't be using them anytime soon until the black spot bug is fixed so it's fine ig
Yeah agreed
or just a casual shader support is fine ig
I asked the same thing today aajabrams said nothing to share at this moment
Haha, if only
It's pretty much safe to assume now that shaders won't be supported for a while
also shaders break compatibility when game update i suppose
Current yes, but they're easy to fix
so that could be one of the reasons
As was said in the faq, they're focused on cross platform features rn, shaders being exclusive to certain platforms means they won't be looking into them right now. Does that mean shaders are still on the long term roadmap, along with rtx and platform specific features, after all deferred cross platform features are complete? Don't know. But it's a possibility.
Researching platform exclusive features after all cross platform ones are shipped makes sense, so I certainly hope they will at least do R&D for the possibility of having shaders.
damn we are just hopeful at this point :/
Nah don't be, otherwise you might get disappointed or inpatient. Rn community made shaders are all you should be hoping for.
RTX is at the point of just remove it or bloody fix it
Community made shaders can help here as well
It's still quite bad in terms of performance but hopefully, HOPEFULLY! Something gotta happen.
Something definitely will 👀👍
Personally, I wouldn't want it to be a slider in the settings
When creating my texturepack, I would like it to look like i want everywhere
and if someone doesn't like it, they create their own texturepack/use another one
that's fair enough
most players are idiots and won't even know they can make deferred look better/they won't know how to get the best results from this settings
Besides, I think that graphic settings should be large and extensive, but limited to the quality of effects, not style.
I believe that everything that affects the appearance of deferred but does not affect performance should be more or less exposed to resource packs
I agree to a degree but even if most players are idiots
they should know what looks bad for them and change some settings
I am optimistic that they can change
even then, I would like my texturepack to look the same everywhere because I create it with a certain vision in my head, I would create volumetric fog, textures, etc. that will perfectly match the tonemap I choose
I do agree on it that's why I suggested
#1182091012177399809 message
we have so many pbr texturepacks (and there will probably be more of them) that the choice is endless and if someone doesn't like your or mine tonemap, they can find another texturepack
It makes sense to leave creative control to creators and performance controls to the end user. If creator wishes to add user facing customization options, they could do that via subpacks
Thank you
That would be easy to make with subpacks
yeah lol I completely forgot about the subpacks
i was thinking that tonemap would be stuck to manifest
which make no sense now that i think about it
Lol yeah, you most definitely will be able to switch tonemap with subpacks
yeah we just need tone_mapping.json inside lighting folder after all
I think if we get that one first, I'd be pretty happy.
There are other files I want like the deferred_renderer.json file
retracked the key timeframes again this is my closest
"sky_zenith_color": {
"0.0": [56, 159, 255], //Noon
"0.22": [141, 12, 175], //time set sunset
"0.25": [144, 172, 175], //Sunset,
"0.35":[144, 172, 175],
"0.5": [29, 35, 46], //Midnight
"0.75": [47, 60, 79], //Surnise
"0.825": [47, 60, 79],
"0.826": [255, 0, 0] //time set day
}
also the keyframe for sun inside global.json still uses
0.0 is midnight and 0.5 is noon style
even the moon uses the correct key frames as shown in the documentation now
the og was supposed the use the sun style but other objects used reverse keyframes and they turned it into a feature
but they didn't fix the sun which was working as intended before
This is default behavior since there is no field to specify day and night keyframes in atmospherics.json
uhhh wrong reply
I have Arm Mali-G57 MC2 gpu and I can't run differed tecnical preview but my friend have mali g52 he can run shader
Can anyone give reason
Both are different GPUs, and yours is much weaker than their standard Mali-G52 
@lucid token 👆
Love how god awful gpu naming is for mobile
Yo I just joined this so I’m not up to date on the deferred rendering shader but does anyone know when they are gunna be enabled on ps5
Nope. It will come when it's ready for preview
Oh fs appreciate it
Can I run differed technical preview in my device ever
What GPU does your device have?
Mali g57 mc2
It's supported as far as I know
When differed technical preview completed fully then my device can run it or not
@real berry
@lucid tokenhttps://discord.com/channels/523663022053392405/1209530991463366786
What?
That forum has the answer you need from Mojang...
I want know about more on my problem
As of right now, your device can't run the Deferred Preview. Maybe in the future
Can my device when Low end shader
As in the modded renderdragon shaders? Don't see why not
Vanilla Deferred is Locked at a certain performance point and no pack as of right now can change the performance.
How my device can run shader before render dragon ther more heavy then differed technical preview
there are renderdragon shaders that don't use deferred technical preview
And my device can run java shader with help of some emulator
Here is a list of renderdragon shaders. It also comes with an installation guide.
https://github.com/DominoKorean/Render-dragon-shader-list
This guy is running deferred on the same GPU why can't you
Is Minecraft patched made by some creators can we make more beautiful shader for Minecraft patched
Clean
Everything in that list is community made
How this thing is possible
My device running on Android 14
Hmm that says 1.20.51. It also appears to be a modded shader. Can they still run deferred in the latest version? Could have something to do with the new limit on compute size or something
This my device specs and all
I don't think they changed requirements ever since 1.20.40.22
I think I'm good
Is deferred technical preview option greyed out for you
I have one more device it has snapdragon 695 processer it can not run differed technical preview
Bruh
It's also supported
You don't even know how to enable it
But I can t run shader on my device
What minecraft version you have?
Minecraft 1.20.70.25
Are you using any deferred supported pack?
Enable render dragon features for creaters experimental while creating a world
I do all thing
Then join the world
Go to video settings
Set graphics mode to Deferred rendering preview
When I click on fancy graphic to differed technical preview my game crash
@mossy verge what you are saying
That I can jump but I am weak that I can't jump
Example
Maybe
Can anyone make like rtx for Android on Minecraft patched
Can any creator of this group
The crash might also be due to lower ram
PBR textures require more ram
My friend on java edition said fool why I m playing Minecraft bedrock but I love to play Minecraft bedrock i paid money on Minecraft bedrock
You can try a deferred pack without any PBR textures
Can you give shader without pbr
Iphone have less Ram than Android but it can run pbr in this group I saw a iPhone xr can run differed technical preview
DM
After doing lot of hard work and help of sir toast my device do that

What is this error
On this video shadowmap bug
This can be resolved or not
That’s a bug with the deferred rendering pipeline and not the pack
The only fix available right now is YSSSE shader
Or you have to wait for future minecraft preview for fix
@drowsy lantern Those are RTX materials. On android they're empty placeholders, but on windows they contain RTX code. There is no RTX on android. But I have been working on a custom shader - cross platform ray traced renderer, and I intend to make it work on android as well. I usually post progress updates here, this is the latest one #1182095383015456829 message
I believe the your shader is software rat tracing right?
Yup, no hardware acceleration
Is there any plans for hardware acceleration for certain devices
So far no. I'm not entirely sure it's even possible. But I might eventually make RTX version of this shader.
I am very interested
I some how thought your shader was RTX and you were bringing it to the phones
Ah no lol, it's a modification of deferred pipeline
I believe they are modified .bin files
Gonna crash the game as soon as you release the pack for sure with betterRD
Will we be able to put the vanilla sky into deferred?
@drowsy lantern
@sonic canopy This is a texture pack you are making
Where?
Ah. That's a shader I'm making, not texture pack or RTX pack or deferred pack.
Can it will run in low end device
Probably not, but I'm hoping that it can run on mid-high end phones
Can I run it
I didn't release it as it's not done yet, so for now the answer is no
Yes
How please tell
Mean?
How I make
Read the channel
This was before Point Light Shadows, how does it look with point light shadows, have you added it yet?
Hello anyone answer my question
Can I make
I think point light shadows are already enabled
@mossy verge can you help
I didn't add point lights, but point light shadows in deferred have nothing to do with point light shadows in ray traced shader, I could've added them long time ago, just didn't bother to do that. And it's possible that I won't add them at all, they're not that useful when you already have emissive global illumination
I mean the latest screenshots of Veka's shader are from 1.20.60 betas and there was no point light shadows back then
Unofficial documentation page for RenderDragon Shaders
So any update on your shader?
Nope, I've been busy with something else
Oh ok
I can't wait to throw these screenshots at Java players who think Bedrock doesn't have Shaders or can't have it without RTX capable GPUs
without RTX capable GPUs
😉 could just show them deferred rendering screenshots
More than half of the Java player base doesn't know about deferred yet
The channel I linked earlier 😐
More than half dont know about addons
Even YouTubers didn't know, I saw somone saying, "does Bedrock finally have Mods" on Twitter I think I saw it via your repost
And like 90% of them who knows, calls it Mods, they don't even know add-ons means RP+BP 
These are the same people who thought the only source of getting custom stuff on Bedrock is Marketplace, many of the YouTubers stated that you have to pay for skins, like you can't use the same skin on both versions
Are there minimum requirements for PBR? My slider is greyed out.
What device are you on?
You mean Deferred?
Windows
Yes
Directx12 is needed
Use BRD if your PC is using DX11
I have it, at least my config app says so
what is that?
You're using Preview version right? What does the Debug text at the top of your screen show?
BetterRenderDragon
Ah
Let me check
It forces the game to run DX12
Enable custom shaders and deferred
Ok
Or send a screenshot
Ah it is using Dxd11
How do i fix that
Search up Better Renderdragon and use that. It will force MC to use Dx12
it didnt work
Ah interesting, it might not be updated for 1.20.70.XX
Ok

This gpu does not support dx12
I just realized that 💀
BetterRD can only fix if minecraft isn't using dx12
Gtx 660 
fr
Bruh just realised that's a GTX 660, I don't think it has DX12 support
lmao my suspicions were confirmed
but why does it say this then in dxdiag
Not full support
ah
#1182091012177399809 message
Wait I just remembered something, when YSS Devs exposed Deferred Rendering to everyone they said it needs Shader Model version 6.5 maybe that's the issue idk, that was months almost a year ago
how wouold i fix that
lol alr
I do recall how they were able to enable DX12 shaders for Intel cards
That couldn't originally
I remember playing YSS SE on a UHD 620 
how?
i have a 5th gen i5 (also bad)
It was BRD I think
Yep
They disabled something related to it so it could use it regardless if it had full DX12 support or not
yeah i can use basic shaders but deferred would be ideally better
Well, sometimes saving up might be a more viable option
Depending in your financial situation
Gtx 1080 is still a decent card nowadays
10 series are the minimum requirement GPUs for deferred rendering I think
my dad could probably afford it and ive begged him but he is always like "nah"
Ah
Buy a used one then
ok
You can easily get 100 FPS with GTX 1080 on 1080p with Deferred
I definitely prefer the look of hand made PBR packs, rather than the ones made by the RTX reactor
Of course it's still in alpha
RTX reactor is nice for things like old school mashup packs that you don't wanna do yourself
True
But if you are making one from scratch don't use it do it yourself no matter how hard it seems
For something like Faithful Packs it's useful I'll still prefer hand made for 16x
☆determination☆
RTX Reactor feels like AI stealing everyone's Jobs
While on the topic of pbr I have a screenshot that shows basically "lazy" pbr and thought out pbr. Keep in mind the actual block texture is the exact same
The one on the left feels more like something RTX reactor could pop out
But I haven't used it idk
The right one definitely looks more like RTX reactors
I'm probably gonna redo that one again soon since I've used variable smoothness on blocks like that
It feels wierd when there's pixels at different heights on a block like diamond block which is supposed to be smooth
My style is going for older and more worn down so it looking like it's cut roughly works
On the outlines it looks good
Basically rough unpolished diamond straight out of volcano
Pretty much
It's still really reflective for the sake of builds though
But the actual design fits that
I prefer the right one because it blends with the texture of diamonds, on the left the white colours stands out, making it look like sus sand
The left one was the "lazy pbr" example
And the right was the one that I actually put thought into
But yeah, I haven't used a pack made with reactor but I'll standby hand drawn pbr will always be better and more detailed. It just sucks I don't think people will notice those details and care
That's why it's looks good
The iron blocks in the bg are using custom textures, from a distance it looks it's the texture, but it's actually PBR, the grass looks goated even though it's custom, I only prefer vanilla grass, but this one looks even better, the side texture is goated
This is your pack, right?
Yeah
I've recently changed iron blocks
Made them more vanilla like but still fully handrawn
Those two ss are from RTX or Deferred
Looks unique compared to Vanilla texture with uniform lines on it
It was unique but I didn't like it
AVPBR has a similar texture but for gold
It felt too random and messy.. and looked off
It didn't fit if that makes sense
This is the new
I just like how dynamic pbr can't be.. it's the main thing that distinguishes packs. It's basically the thing that tells Defined PBR and Kellys RTX or Vanilla RTX apart from eachother
And with deferred having expanded features like particle pbr, subsurface scattering etc, those visual changes will be even more noticeable
Of course these aren't out yet but when they are
nah fr subsurface scattering about to be crazy
Idk how much it would help glass but things like sand, leaves and stuff would just look so much better
Now I did label it as a pbr feature but that's only because it is a pbr feature in Java. Every block could just end up having a hardcoded value and a quality slider
hopefully not
hopefully it will be customizable
I would love a wobbly diamond translucent block
Yeah I don't see why it wouldn't be. In Java SSS is determined by your smoothness
So I wonder if it'll work the same
I probably not actually
It might take from an alpha layer or something
most definitely
Why is it so hard to create your own custom texures?
I wouldn't say it's hard, just super time consuming
Both, you still need to have a texure that looks good.
That's true
you know what we need in deferred we need an LOD system like distant horizons mod from java https://modrinth.com/mod/distanthorizons
so we can have more render distance without sacrificing fps
wait a minute weren’t they gonna do something like this for sdgp?
Minecraft as a whole needs an LOD system for their chunks
The current "lod" system is just weird and doesn't do the job
From what I know it just makes translucent objects opaque
From a distance
But a proper chunk lod system would be great as long as it's implemented correctly
The problem with this mod and also bedrock with incredible render distance is that the game isn’t build for that ; for example in the end you don’t have to find end cities (yes it is obvious)
But it is so cool
Without rtx it is okay, but with the lod is very problematic especially with add-ons like java grass
I still want it so we can have more render distance in deferred with the same performance
I should’ve suggested this in the qna
But it’s too late now 😭
TBH I'd rather it not be deferred specific
I would. Why would that be deferred specific?
There might be a good reason for chunks to work as they do right now with no LODs. I prefer to find structures by surprise. Not by sitting on a high mountain where I can see almost everything in the world around me
What if structures simply don't show up in LODs?
Then they can do LODs
I don’t mind
I just want more render distance
Without sacrificing FPS
Tomorrow
Ok
when are we getting shaders on Minecraft ps4/5 preview ?
When they release it ofc
"shaders" 
(:
Updated list of
Not working texture sets and reasonings
banner - don't work
bell - don't work
beacon beam - don't work
piston arm - don't work
horse - don't work
iron golem - works but crack textures glitch out
llama and their carpet - don't work
shield patterns - don't work
warden - don't work but work around available
hanging signs - don't work
signs - don't work
enchanting table book - don't work
candles - don't work
end portal - texture in the entity files??? idk how that works tho but don't work
Painting - don't work
Guardian beam - don't work
Riptide spinning texture - work but very glitchy
Iron bars - works but only on one side
Villagers - glitchy in deferred in General
Conduit - don't work
Should explain a little more. It's going to enhance the graphics. Yes it's technically shaders, but not custom community shaders like Java ones. More like Bedrock's RTX, but supported on more platforms
It's also way more customizable than RTX
"Yes it's technically shaders" just one shader, always same one, not custom shaders that are different
That's what I'm saying
No need to be a nerd
No one really cares
Do you expect everyone to call it „Deferred technical preview”
Also this is the add-ons discord. We're all nerds here
I can confirm
I care :D

no, just "deferred" would be good imo
It's not being a nerd
it's just about not being idiot
How to add point light for a new block mod or one block don't have light on Fancy graphics?
You're talking about vanilla lighting?
No
I want this on deferred technical preview
For example i want add new torch and add point light for new torch on Deferred technical preview.
oh i understand now how it works thanks !
I have questions can any changes in clouds
All blocks have reflection have black texture
Blocks don't have point light shadow
Why?
2 bug added
it's intended for now to save performance i believe
they were only able to half fix it atm so this was the solution for now if im remebering correctly
they have big plans for full block point light i believe
also they effed up the saturation
my pack looks like this now
idk where a good place to put this would be but heres a suggestion for the graphics team. Night time in the current version of deferred doesnt look great with denser fogs. Theres a setting in the deferred render folder called volumetric ambient fog. Reducing this value for night time specifically greatly improves visual clarity as well as light shaft visibility at night ( i had no idea the moon could even cast light shafts before this). If this isnt something that would be reduced on your end, perhaps adding it into the volumetric fog json wouldnt be a bad idea either
night time wiht 0.017 fog density with 0.010 ambient fog
this is night time on the default ambient fog (same fog density)
agreed. it would be nice to either be able to data drive this our have some base changes done. both would honestly be ideal though
yeah vol fog def need more customizability
i like the idea of the ambient fog but i feel its currently TOO strong
and it clashes with the atmospheric fog and makes things like light shafts impossible to see without insane thickness
daytime on the same ambient fog setting
daytime on default
its not AS bad during the day but it still hinders a lot of visibility
Here
ok medium is low but a bit more stable while moving
honestly low medium and high dont look too different. ultra is the only one that really makes a big difference
im gonna use the player shadow as a reference point
Ok
also realized i was changing fog and not shadows
so what the shadow quality looks to do is make the shadow softer and more accurate at higher settings
where low is rather hard and innacurate
hold on i got you
How soft the shadows appear from point lights.
Higher = softer
Works the same as regular shadow quality
Is that on ultra
yea
Low shadow quality has the shadows appear blocky while ultra has them more soft (on the edges)
this is on low
Very strange on how I get 2 more fps with ultra point light on then with the low setting I'm on series x
Here it makes the shadows more dense on low when from point lights
Literally no difference maybe a little bit sharper on ultra
There's a difference, just subtle.
Yeah
Now point light quality whats the differnce between that and point light shadows
0 saturation in tonemap.json?
Do yall think that xbox players that are on next gen consoles will be able to run everything on ultra once it gets released and is fully optimized
more than likely
im kinda surprised the series X cant
must be the forced 4k
idk
The xbox series x gpu is equivalent to a rtx 3060ti so i hope it can run a smooth 60 once its fully released
I get like 20 to 30 with everything at there ultra settings
dont run volumetric fog on ultra
thats the only thing id say to not do
keep that at high or even medium tbh
my normal 3060 gets well over 100fps at max rd and medium fog but ultra everything else
So that means the series x is very capable or running 60 plus fps maybe even 120 ?
yup
in theory it should be able to
im at 120 here
no upscaling either at 1440p
and at about 90 average here
so im betting its just the 4k resolution
It's actually a more realistic approach. Metals only have reflections, no diffuse light, and since currently we don't have true reflections, only specular light from point and directional lights, metals look mostly black. But that will change once proper reflections are added.
what?
I thought this was a bug
pls let this be a bug
They probably didn't intend it to look like that. But once again, this will look correct once reflections are implemented
That also might be an indication that reflections are right on the horizon
yeah wonder how they gonna implement reflections
They already mentioned IBL + SSR
Water should have that enabled by default.
eh i am not sure about that
I would like to customize it myself via texture sets
You'd still be able to, but by default it'll be a set value if you don't change it
@still zenith sorry about the ping, but could in the future point light shadows quality setting affect how far shadows are rendered from the player?
Currently, shadows disappear too quickly for the ultra setting imo
as for the performance, if it will have a negative impact on performance for someone, they can change the quality of the shadows to a lower one
I also notice something very bad, metals are very dark, which is realistic, lovely, but they are a bit too dark
plus half metals are shaded incorrectly
Nobody asked for waving leaves ? In https://discord.com/channels/523663022053392405/1208794911277846589
No...why didnt you 😛
Arrgh! That was the question I wanted to ask but I forgot at the time of the event because my mind was so full!
I forgot to ask about custom position for points lights🤦
Bad poggy

and it is because if i would make a suggestion in this channel, it would be about a light pollution system :
You were allowed to make multiple questions
ah
This was indeed changed, yes. It is to more accurately model the behavior of metals, but you're right that it is too dark for the time being. What is "missing" is the indirect specular contribution, aka reflections.
don't get me wrong, i love it, it's cool, lovely, just too dark
and can you fix this?
It will be fixed when reflections are added
Metals will definitely be getting a face-lift over time. 🙏 Lots of churn in that area of our BRDF right now.
the point is that the transition between semi-metals and metals is not smooth
there is a harsh cutoff that shouldn't be there
Hmm, you should definitely still be able to specify partial metals.
Do you mind sharing an example block MER asset, please?
I can send my pbr (only the textures or the entire texturepack) if it will be helpful
I'm on my phone so it's hard for me to send just the texture
wait
I'll go to the computer
The pack is ok with me. 🙂 thank you!
I'll get a bug filed internally. I think it may have to do with some changes we made to accommodate sub-surface.
Before I check do your MER textures have an alpha channel by any chance? (If you don't know off hand, that's OK, I can check)
No worries. We'll get to the bottom of it. 😀
SSS will be authored in MER alpha? 👀
Spoilers
:0
🤐
It's OK to share as it may be the reason for some bugs people are seeing in the latest deferred preview.
I'm thinking of the "white" leaves some packs saw 🤔
If that is the cause, then it should be possible to work around with that tidbit of info. 🙏
Confirmed, we will be able to create bottomless effects /s
Ik RTX can create void/mirror blocks, will deferred be able to do that 
It depends on what you expect to reflect in the mirror. Reflections in first person are expensive in non-RTX when objects aren't on screen.
Just gonna see a floating player arm
You won't see anything assuming SSR is being used
I dont mind if we dont get mirros, i just want the void eggect
eggect
No idea if its already possible bc i havent had the time. If it is i can just port the knowledge base here then
With changes to metals in recent preview (and in the future, if they stick to realistic PBR model), it should be possible to create such blocks in the exact same way
I dont get why people want mirros though. F5 alr exists 
finally got my PC back
(my niece was playing MC hehe)
Best technical preview settings for xbox series x ?
how do these look fogs look? too much, too little, too much color? looking for some feedback (also not sure if this would be the right channel for this)
@still zenith sorry for 3th ping (😭) but this block is not working
also these blocks worked fine with shadows but now they don't have them
also I don't know if it's just me but my game crashes a lot
This happens with any block with geo close to their block space boundaries
Yes, those block shapes were deemed too "large" to be considered point lights. Emissive lighting is the advised approach for those sorts of blocks at this time.
Aw that's no fun
maybe you can give us the ability to decide in global.json which blocks have shadows? 🙏
booleans
in a similar way to how we decide about pointlights
fix shadows for full blocks pointlights by maybe not rendering shadows for them and give us the ability to decide which blocks have shadows and which don't
this way we could decide which blocks are rare enough in the world that their shadows do not ruin performance
In this case if they find a solution for blocks like the enchantment table, then they it should also solve the full block problem too
I thought we didn't have point light for full blocks for performance reasons
Well you said you wanted to choose, right?
It's a performance issue when a lot of them are used
Like say, lava or glowstone
Full blocks generally are used a lot unlike stuff like torches
we could choose which blocks are used so infrequently that they should not damage performance so much
I wonder if they'll have a method to have lava be lit without being expensive
and we could even create more realistic cinematic texture packs variants not for gameplay that have shadows for everyone
I think it would be hard to pull off. I think they would need a shadowmap or something for every block in the game
I am no graphic scientist.
"I think it would be hard to pull off." ofc, it was very hypothetical and unreasonable, but you see what I mean?
mhm
Question: Will we get HDR support?
#1209542389434294361 message
Any concept of eta?
is that in deffered only?
space in hdr is alot diff than in sdr
Deferred already uses HDR rendering internally, but you probably mean HDR monitor support, in this case we don't know if that will ever to be added. Personally I don't think it will
They said they’re working on HDR support
No, they said they are working on HDR color grading, not HDR support. HDR color grading is a type of color manipulation that you apply to HDR color, which deferred already uses internally
That sucks
ngl for custom point light location
they could just do point light from the emissive pixels
1024x1024 texture packs exist 💀
SDGP had emissive textures
No way. That is too costly.
Something like Reflective shadow maps on the other hand...
it did I am talking about the light coming from the emissive pixels instead of the floor/pre-determined location
For sunlight GI?
Yeah, but you think that could extend to emissive textures?
Virtual point lights
Virtual point light would have to be rendered on the shadowmap in this case. It should work for secondary sunlight and maybe even point light bounces, but idk how that could apply to emissive pixels
You know what, they could just use SSR for specular, and only if block is off-screen, fallback to point light specular. For diffuse light there shouldn't be much of a difference whether you have 1 point light for block or for each pixel, in the end their contribution will be averaged
So I'd wait for reflections, because that might just solve the problem of awkward point light specular reflections

DTP ON

is it possible to add a new point light to deferred now?
Yes, but only to blocks that already emit light in vanilla game, without deferred. I.e. you can add point light to glowstone because it's already a light source, but you can't add them to block of dirt, since it's not a light source
https://learn.microsoft.com/en-us/minecraft/creator/documents/deferredlighting?view=minecraft-bedrock-stable#point-lights
Ok
Do you think they will come to Custom blocks? Sorry for the ping btw
Yeah I think so, if we're still unable to add lights to custom blocks (with vanilla light emission) then this is most likely a bug and will get fixed at some point
Nice
Custom blocks can emit light from 0-15
Point lights tho do not work on custom blocks for some strange reason
Did some testing amd wow this thing is strong. Anyone with an M2 iPad Pro will be eating nicely. AS LONG AS YOU HAVE A COOLER I don’t and my perf started tanking
Question: will there be performance updates to xbox and othe devices? Ex: better Framerate
Optimization is probably the last thing theyll focus on before shipping Deferred Rendering to stable
Whats the differnce between medium poing light quality and ultra point light quality
Good question no idea

So it's honestly not necessary to be on ultra but hey if you want them to show up from farther away
I don't see a difference
look at the stone. you can see the light reflecting off the stone in the top and its not in the bottom
the light also isnt colored in the bottom one either. its just using the vanilla lightmap, where as its yellow in the top
Oh ye now I see
Whens the realistic water coming out
no idea
Any possible dates ?
do you guys have ever seen this error before
this is due to the mie_start
also i made the sun texture blank that's why
there seems to be a disconnect
Bug sun animation
I have fixed this just like yesterday
but I forgot ☠️
does anyone know if is there other types for exposure_compensation_type
"exposure_compensation_type": "constant",
"custom_exposure_compensation":
{
"-6.9": -5.0,
"-3.75": -3.0,
"0.5": 2.0,
"2.6": 3.5,
"6.8": 7.0,
"10.9": 11.0
}
constant, default_curve, custom_curve
thanks
I don't think it's currently reasonable to configure custom exposure compensation curve, since you can't see the current EV of the scene, so you'll have to configure it blindly. But it would be possible to create a custom shader with exposure indicator
also btw were there any other method added for tone mapping techniques
i know aces,reinhard, reinhard_jodie, reinhard_luma and uncharted_2
Nope, no new tonemappers
Veka just knows
But I think they will add filmic tonemap at some point #1212804711040679947 message. I'll let you know when that happens
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
Wait, how difficult would color grading be?
I hope it's not very difficult
How "very"?
Difficult to a point where a bean brain like me won't be able to do it?
I have never done color grading before
i hope it's not hard
I feel accepted
"exposure_compensation_type": "custom_curve",
"custom_exposure_compensation":
{
"-6.9": -5.0,
"-3.75": -3.0,
"0.5": 2.0,
"2.6": 3.5,
"6.8": 7.0,
"10.9": 11.0
}
are they key frames
Yes.
huh
But instead of time, they use as key average luminance of the scene, in EV100 format
is this it
Yup, looks like it
anyway idk how it works tho i won't mess with it
Yeah, without some kind of EV indicator, there is really no point
When can we fight the Render Dragon ?
if you have the source code of the game
I will show you
Do we need the Render Eyes to enter the Rend ?
TF
I think @haughty hare consumed too much tik tok and youtube shorts
now having brain rot
The rend looks the best with rat racing
I need to find loots in the Rend city
is reinhard_jodie default?
yup
It's one that looks... interesting...
It looks the most like BRTX tonemap, based on my tests
For that reason I used it here #1182095383015456829 message
did you use betterrtx or vanilla mcrtx in this comparison?
Vanilla
oh
I wanted to achieve PBR parity with RTX. And I think I did it quite well, deferred PBR was already very similar to it, so I only tweaked it a little
I thought it’s the same
it looked best and most stable compared to other methods
until the saturation update
aces looks better in general but it has a problem with emissives for me at least
it looks dead, boring, makes everything look bad
default
ACES
i like aces emissivity
How do you add aces to it?
idk man it just looks kinda muted for me
but emissive in general is bad
I'll have to test aces again later since I've lowered all of my emissives down to deferred levels
There I Iike the emissive of the logs on the default better
Aces for me matches the way i wanted them to look. That's how they look in RTX for me
there's something wrong with you
☠️ bruh
Hmmm...it's...ok
I want blues to glow blue not some blueish white
Only improvement on the left imo is the nether wood
light source should lose saturation
Ik i just like it that way and if I want the saturation losing I would up my green level the problem is that aces make them very white at the low level of emissive
I like it for the contrast increases. I like things very contrasty but that's personal preference
But tbf emissive is just effed in general so I would like aces better if they fix the emissive issues
Yeah the grass looks really good in the picture
well, I assume that if mojang gives us the ability to edit the tonemap, they will also give us control over emissive desaturation lol
Besides, I like this effect
looks "realistic" and contrasting to me
same
Tried it and it looked kinda good on aces
But you do need to find a sweet spot
Agreed
The torches look more correct in the bottom one but the block looks awful
Where the block in aces looks great
It looks so blown out but the colors of the torch is good
For aces the contrast is just chef kiss grass looks umami
I think it's because the torch has both a pointlight which makes it bright and an emissive map that makes it even bright
Probably
Besides, I assume that we will get control over emissive desaturation (I hope) so it will all be possible to adjust
We will most definitely
so this argument is not even relevant then
I'd make a custom materials preset but it doesn't feel right to do since it's not global in the pack so showing things off using that feels wrong I guess
It's relevant until we can change the desaturation of the emissive
We can just it's only client side at this time
Anyway
Here are features that I want after the confirmed/in development features
- Ability to apply point light to the texture side
- Depth of field togglable
- Chromatic abbreviation togglable
- Motion blur togglable
I mean in resource packs ofc
I'd like to be able to make point lights brighter or darker
Or have emission values control that because well currently, emission doesn't actually do anything
You won't need the 1st one when reflections release
The issue is that you don't like the look of point light reflections, right?
Nope
It's for the jacko lantern
I just wanna make it realistic
I wanna make it so that it looks like it's rtx I suppose
And I think that's possible with point light shadows now
Ah I see, so you basically want a spotlight
Yuh
how i can give red point to red light block?(new block mod)
Point lights for custom blocks are currently broken unfortunately
Most likely a bug
also there's this bug with the mie_start
The Rend
Smoke is particle. Particle PBR is just bugged right now since it technically isn't supported yet
it is particle
Yup
would be cool to see rainbows in minecraft deferred
for the sake of me and you
pls add a way to customize this
eh
ngl for some blocks diamond shape looks better
but would be cool to have a way to customize it block by block
for me it looks better for every block, idk why but for me it's cute and suits MC vibe
I agree for the suits mc vibe thing
but idk how you find this cute
I very like circular lighting too
How can i use this?
I am making a new shader and use this for my shader
in the image is not circular but diamond shaped
i was just saying it looks bad in the image
This is not circular
This is circular
I like this
yeah same
for clarification
I was saying that campfire looks kinda bad with the diamond shaped lighting
hence why asking for them to bring back circular lighting
I think circular lighting looks more realistic
@still zenith how could you
I know we complained about the new saturation changes, but we were counting on something between the old and the new, not a complete reverse
Oh it's a complete reverse?
I thought it was just reduced a bit
It's not a complete reverse. It's still > 1. It's a sensitive parameter. You'll be able to data drive it soon. 🙂
For reference, I think the saturation factor in the previous update was 1.2, whereas now it is 1.05. It's subtle.
Completely removed?
Thank goodness it will be data drivable
Oh that. Hmm
set to zero by default
Like always, so what's different?
Is it tonemapping?
emissive blocks should lose their saturation at least a little
idk, that's something I noticed
Preview broke all custom shaders and tools once again 😔
Mojang: "This man in particular, we're gonna mess him up"
Aw man
Sounds plausible, considering that they just added a single 0 byte into material format.
slayn't
💅
@still zenith sorry for ping but I I wanted to ask something I completely forgot to ask in the qna do you all plan to implement an LOD system to deferred rendering so we can have more render distance with the same performance like distant horizons mod from Java?
I don't have anything to share about LOD systems like that, no. The Deferred initiative is more focused on the composition of the scene and how it's shaded, rather than how much geometry is in the scene.
Ok
ok question for pack makers
what would be considered a good luminance for the sun
currently mine looks like this. idk if brighter or darker would be better or worse
same goes for things like rayleigh strength etc
Realistic values should be color: [1.0, 0.976487, 0.970855], 126 000 illminance
What if there's a molang query called query.graphics_level that goes from 0 to 3
0 - simple
1 - fancy
2 - deferred
3 - raytraced
This could be used to make entities look different depending on the visual fidelity. For example, you could make fake light shafts that disappear when using deferred graphics which can replace it with a real light shaft
?
this glitch with point light shadows
If anyone knows how to fix it or what causes it please let me know
If I add 1 torch I get this weird glitch shadow
But if i put 2 or more near each others it get fixed
Idk why
Example
Do texture-sets work on custom block textures?
Yes I think so
#691547840895516684 message
I don't get it?
They work fine on my waystones
my dumb butt used the wrong texture name. Fun when you have 2 of the same textures with different names 💀
Now I look embarrassing
you mean pbr?
Yea, tho I wish there was a way to not make them as bright.
This is a value of 1 and I find it too bright
@still zenith (sorry for the ping) Is there a fix in place or planned for custom blocks to support point lights?
That's a value of 1!? Holy
I swear it depends on the object. Like my warden has a lot of 1 values and it's barely emissive but my warped fungus has 1 values and it's bright
yeah emissive is really effed
after level 10 the bloom just get bigger while the pixle becomes more white
" while the pixle becomes more white" then how else would you like it to work
yeah if your base color is bright colored it become brighter
while if the base color is dark it looks okay
bruh i mean like i get that the pixel should become saturated
it should not start at level 10 values
after like 20 values it's all the same
20 and 255 is like the same except for the bloom
my problem with emissivity is that the emissive desaturation does not work at all and that emissivity is too strong
yeah i am talking about that
Everything in the background here uses a value of 1-3 and the wardens arms and feet and face have a value of 1. I'm assuming the differences are this extreme because of color though
It depends how bright the original pixel is, but I don't want to tweak my textures because then stuff looks bad if they play non-deferred
Yeah I'm not changing mine to fit that either. My pack isn't vanilla by any means but stuff that looks fine I'm not modifying
(Those ores aren't mine I forgot I had prizmaRTX glowing ores on for whatever reason)
off topic but the lava looks wrong
How so
no point light 🗿
at least bluds getting 50+fps
Normal my phone runs it at about 60 just fine but performance has been weird this update. Idk if it's all the improvements I've made to my pack or what
yeah sometime you can loose a bit of perf
then gain back 10+ fps more next update
Both my phone and iPad took about 10 ish fps hits
My pc has been ok though
Still maintaining around 80-130
Just my mobile devices are getting hit hard
peformance reducing update
Feels like it
Is parllax mapping posible in Minecraft bedrock
Not in vanilla, no
That's definitely a bug. We'll address it eventually. 👍
You could fake it for custom blocks tho, with either cubes for individual pixels or with multiple texture layers (shell texturing)
Mojang should add
We can add remove texture shader without exiting server or worldit is possible
Like in java we can add texture and shader without leaving the world and server
Is anyone agree with me
they said it's kinda hard to do that
water wiggle wiggle when
in .90.20 confirmed
I wonder if they will add a toggle to make lighting like this in deferred
I think it would make deferred better

can help

