#Graphics General
1 messages · Page 3 of 1
It makes everything look pale/ugly
That’s why it should be toggleable
What is that?
For People that don’t like it
It just looks like low res default graphics
It’s from internal shaders from Java
Mumbo and grian use it
And I think some popular shaders use it
What exactly looks different? I can't tell because of the low resolution
Idk why it’s low resolution
Lemme find another pic
But it’s the lighting that looks different
What about it is different?
Here this video explains it https://youtu.be/kZ1A7oPhUd0?si=rx88hV3Pg1aNZfDp
Don't forget to turn off Old Lighting!
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So, it basically removes the shading from the blocks?
How is that better?

Basically it's fast graphics with fast lighting
Or a youtuber's opinion?
Probably cause I used to watch videos with it all the time
It could probably increase performance too
How
I really hate it
I used to get really frustrated bc they wouldn't turn on fancy graphics
For deferred users
There are so many other, better ways to improve performance. This would have negligable impact
All you would get is like 5-10 fps uplift
Not bad
Bruh its not worth it
It is for me
But whatever
Maybe they can make something similar
Or make the blocks bright
What will make deferred perf better is point light optimization and fog optimizations
That's what will help
Removing shading defeats the entire purpose of deferred
Any optimization but removing shading
Someone actually did that already. They made all blocks bright and removed shading
Literally making a fullbright pack
Oh yeah
That
I completely forgot about that
Then I’ll just use that lol
Also I have a question
Why can’t my deferred render distance go past 12 in my worlds
But it can in realms
I set it to 24 chunks and it stays at 12
But not the case in realms
Must be a mobile limit cuz my only generates about 16
Light leaks sometimes still
yeah, the fog leaks sometimes too, and if it doesn't leak, it disappears
since this has made its way out already, ill drop this here :p
since when was this "made its way put"?
Not sure if this actual deferred or a shader used because
I see betterRD
Either way, looks cool
deferred water SSR in the works
moyang's implementation
what
private
makes sense
we have some of the most important devs in the shader scene in YSS :P
i mean shaders in RD exist because of us
well more accurately ddf
Super cool!
yeah pretty cool

I imagined it to be more soft or blurry. Maybe if they add proper water.
its very very buggy/broken
do not take this as representative of the final product
Makes sense since it's still early
Oh 100%
that looks really broken
Graphic bugs are just cool 

Yea it explains why it has taken some time to hit previews
It'll be a little while before they hit a preview
very²
yk a feature i really want. the ability to set different fog thicknessess based off time
according to yss devs this is almost copied from unity and the bugs are because of incorrect calculation


neither
I think it uses some parts?
just kinda copy paste
its pretty apparent
i cannot wait to see where deferred goes next. right now it already creates some pretty good looking visuals
yeah same
It already looked pretty cool in Legends
i never imagined deferred like this when it first released
quite interested in seeing how the devs take this forward
Legends had the cool cell shade style which I want 😔
the fog here is just... yea.. Fog rn is all over the place
yeah im on high fog as well
interesting
imma be honest.... not looking that good compared to now

Is there any AO in deferred atm?
YYS SE no work on new preview 
ultra fog helps a bit but the performance loss is killer (also it looks different because its not raining anymore)
true
update is in the works
Yea that would explain why everything (the blocks) look so flat
for SE
that is vanilla AO
deferred just before official release
I just noiticed, back then there were no colors from the sun.
we knew it was about to release :P
It's just shadows slapped onto regualr MC
thats what deferred was back then :p
pre-release screenshots of deferred
this looks more like what we got
long time ago
This is how good deferred can look at its peak (before mojang removed the buffer we used for Water SSR in YSS SE, back in 1.19.63)
take this as something to look forward to for deferred soon

The method used for fog rn is strange
and officially as well
it looks like the rtx fog quality wise but it doesnt have anything else to it
then theres ambient fog slapped ontop of the volumetric fog
deferred on release
huh i thought it looked much worse than that tbh
it didn't
though i was using an RTX pack for these (LumenRTX to be exact)
i just remember everyone saying it was terrible
Compared to how it looks today.. it is bad back then
Lumen is cool ig
SIsilicon is typing...
I don't think so. It's a pretty standard way of making physically based volumetric fog in video games nowadays
be grateful for how good pointlights look now, this is how they looked before release :p
the bloom was ugly too

Nice
why do emissive textures look better in this SS?
idk lol
I can actually see the lamp's texture while it has bloom
what the heck
unrelated to deferred, screenshots of me trying rtx on my 1660ti for the first time
very buggy
Emissive textures rn are a bit bright
isnt the 1660 close to a RTX supported GPU before the 20 series launched?
the sand in the first one 💀
it has no RT cores
only dxr 1.0 support
fair enough
"yet"
entire YSS team is cooking
SE moment
That's the type of fog I need in deferred
||not to mention that (i think) some of em' dislike me for calling deferred shaders back in 1.20.30. I was such a dumb bean||
rain looked very nice in SE
I wish we could somehow call deferred shaders
we still dislike that, but the community seems to have changed their outlook on that
Without click baiting
they aren't
I have deffs changed 
But Minecraft normal graphics is technically shader
Even aajabrams called it shader
techincally everything you see being rendered is from a shader
:p
Yeah
It's like saying RT is shaders when it's.. well RT
So deferred is a shader like everything else
deferred isn't shaders in the true essence of the word, atleast in the context of minecraft
if you catch my drift
Why is it called "deferred"
especially not deferred packs
I know deferred packs isn’t
Little class lesson for us
just as a little for fun. heres how fog differs between rtx and deferred, its not really all that different aside from how it fills the sky
I see a line
line?
oh
Why can’t we call deferred a shader as a nickname
that is due to a fullscreen bug at the time
ohh
I call addons mods
because that is misleading
Sometimes
deferred is a render method thats why
they aren't shaders
or i should say rendering technique
I am no smarty brain
it defers the lighting to the final stage within light processing
Not every Minecraft player is gonna understand that tho
which improves quality
thats why we educate
yes it uses shader code, but it's the technique that gives it the name (I hope I am right)
deferred was very drab before the Minecraft Legends sky
Far wrong I'd say, but at least I tried
What’s a drab
it just looks super rainy
without the rain
those are very not noisy reflections
current yss looks pretty noisy on reflections
I wish I could’ve joined
sadge
Now no one will play with me
i mean you can join our server's next season
i hope that im not promoting now 💀
Yeah but no deferred
true
im wondering what made it this noisy
:p
Oh it's prizma used here
yes
Hopefully we can make deferred like yss se without material editing
before that i was using lumen
oh no i forgot about this
Trying to emulate rough reflections without proper denoising perhaps
I always see it because of custom textures
yes
this
one sec i have a clear example of this
still looks far less noisy than my ss 
You know I think SSR will officially only appear for transparent objects for now
Because you have to do something different for solid surfaces in deferred
first release of SE
Good times
My first experience with deferred, it broke super hard
sure were
We just need anisotropy and leak fixes :)
I remember running it on the Intel UHD 620
yeah lol
more RTX on GTX
Crazy bugs with heightmap based packs
laser tag in Minecraft be like:
truly a rtx on gtx moment
mega broken
yes
it was only that case for heightmap based packs
normal map based packs worked fine
with no bugs
this is a very early implementation of RTX running on unsupported hardware
i can't complain :p
lava pointlights on a old version of YSS SE
it looks fairly decent. i mean tbh old rtx was a little... funky
really REALLY smeary pbr
old emissives on SE
(i went back to version 1.16.200 to test)
i have a 1.15 build that also has rtx

only thing with old rtx was things like clouds werent broken
probably my best SE screenshot
the amount of pointlights it took to light this scene is crazy
the pointlights in question
rip this
lava pointlights old SE
old lava pointlights were quite literally sticking out as "point lights"

this looks so good
The point is that when you say shaders, the community talks about custom shaders like those with optifine/iris
exactly
Exactly, and saying that deferred is a shader may cause even more confusion
People are idiots and will not educate themselves, so we must speak in an idiot-proof way
yep
Those idiots might not even listen
they won't
Slay
as far as the wide mcpe community is concerned, they are getting "shaders"

Aslong as we’re getting dynamic shadows and lighting they don’t mind
That’s all we care about
We just want something at least similar to Java shaders
Why? Java shaders use SSR for all blocks
To use SSR, you have to have the scene already rendered, or enough data to reconstruct the scene.
Transparent objects can just use the rendered result from deferred, but solid stuff only have the G-Buffer to work with
dozens of these mcpe kids come and cry in the YSS server about how they are only getting 2 fps with deferred and that their device is outright not supported anymore
Lmao yeah
yeah most people dont really care about the smaller details packed in. just whether the shadows and lights look purty
This is because MCRTX at some point changed the pbr format a lot and new texturepacks do not work with old versions
i see
So like in YSSSE, they had to pretty much do lighting a second time to create SSR
You'd have to have texturepacks made back then
yes, thats one of the reasons SE's perf is worse than deferred
But I assume what Mojang will do is do a dedicated pass for SSR
Then transparent objects will do it themselves when they get rendered
Heightmaps used the red channel back then iirc
I don't know exactly because I wasn't creating a texturepack back then
:o
now heightmaps dont need to be forced into single channel
i found that out when going back to the old version and trying to use my pack lol
man i miss this
whole thing didnt work at all
Ofc but we are not contributing to the problem
Yes
shep
i see a wither skeleton actually
This is called colorblindness
Please mojang let us make deferred look like this when it’s done
I LOVE THE NEW DOGGOS
Bedrock shaders have been revolutionized since the introduction of deferred
Definitely
If only renderer folder was data driven
So we can make shaders with deferred
And actually call it a shader
Like se
probably won't be
much to Veka's dismay
Ik
:p
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
Thank you 🥰

i wanna do wolf pbr now
more heightmap shennaigans
i didn't know items in hand can interact with light in the world :o
is this still a thing
i believe so yea
i see
Why wouldn't that be a thing?
Quite logical
Everything is Ray traced and everything is in BVH
i don't have much experience with RTX :p
imagine having a GTX card

but still using RTX anyways

shoot im gonna need all the new wolf files
crying
but hey wolf with shiny nose and mouth
actually i might just need their entity id which idk what that is
I love that shader
This channel now contains every single YSS screenshot
real
pretty much dumped all my YSS SE screenshot since its release
lmfao
turned off volumetric fog and this allows the subsurface scattering to really pop up
im assuming this isnt intentional? theres zero shading on the background at all
turning on volumetric fog makes this hard to see but for those that have to have it off for performance reasons or whatever, doesnt look great
Looks like the shadow map has a limit
Last I checked it's 200 blocks but it looks much lower here
interesting
i dont believe i changed anythign in the render folder
for extra info, ultra settings 24 chunks
yeah it says 200
and changing it to above that crashes the game
bruh who pinged me
Man
I really don't like the bloom
It feels kind of cheap
Bao
I really want a parameter inside global.json that can make sun and moon textures disappear
what's the best way to start with this?
I haven't really seen any good documentation
already looked at that, there's not really much info in there
for creating textures for the pbr pipeline
https://learn.microsoft.com/en-us/minecraft/creator/documents/rtxpbrintro?view=minecraft-bedrock-stable
I mean more like stuff with GLSL shaders
emh no Minecraft bedrock doesn't support shaders that uses actual shader code anymore officially
really?
yup
I swear people are using GLSL with the Deferred Rendering Pipeline
deferred is just providing a set of data and minecraft is deciding what to do with it
yeah but not officially supported 😉
but it is possible?
yes
is there any docs on doing that or..
If you want i can link you some sources
i have no experince with it and i don't have any docs
however there are some discord servers who can help you out with it
ah cool
so do you want it or not
yeah
i will dm you
ok
I wonder if they will add Java shaders to bedrock?
https://devendrn.github.io/renderdragon-shaders
Although I should note that RD shaders are not written in GLSL but rather GLSL-like cross platform language, which gets transpiled into platform specific language during compilation.
you are the goat thank you
no
I am making a new Deferred shader and publish first beta version on Sunday(next week)
How can i add my shader on this website after publish?
What programming language did you write that shader in?
By shader do you mean shader program that is stored in material.bin files? Or do you mean a resource pack with textures and deferred configs like global.json or atmospherics.json
I may be wrong, but I have the impression that they are talking about pbr texture packs
especially after this message
hmm
What if they call deferred a 'shader' 
this is where the complexity come in with why it is not called a shader...
then we have to eat them
Then I will become mojang ceo and rename it
Yeah, I thought the same. So to clarify, deferred graphics packs and custom shaders are different things, that website is only for custom shaders, but you can publish your graphics pack on mcpedl
praying for the bros who call deferred a shader
bc veka
increased shadowmap distance is lovely
It's only mean a resource pack with textures and deferred configs like global.json or atmospherics.json but i am working on my shader amd maybe I add material.bin files to my shader for realistic cloud and circular point light.
It's only for pc or pc and mobile?
When I tried this it crashed my game consistently 
So if you're working on a shader, and you might add material.bin files to it, what else does it have? In my understanding, if a pack doesn't have material.bin files then it's a resource pack, not shader.
works fine for me
skill issue
A lot of people either don't know or care what shader is so they call any customizable graphics as such, or they do know but still use it, to gain additional engagement by leveraging good reputation of java and bedrock shaders. If applied to resource pack or add-on names, it's basically a misleading clickbait, either intentional or not, so I just wanted to make sure that you don't accidentally make this mistake.
I am working on Deferred rendering pipeline and maybe it have material.bin file like Yss se.
What's the shadow distance value here. So I can try it
750 iirc
Hm I tried 1200 and the game would hard crash
So that was probably too much
oh wow that makes a difference
I KNOW
you can change the shadow quality and it will return to the old distance
fastes way
right
does increasing shadow resolution break things
last time i tried they broke badly
yes
what do look cursed is that black spot
mojang need a fix asap
worth it
it looks heavenly
depth slices of 256 with a tile width of 2 absolutely kills the game
how do you even make good fog ?
finding the right values in the resource pack but here im just editing render files
512 shadow samples with increased fog due to rain
the only really noticeable thing with this is that it doesnt flicker as much thats about it
default high
what exactly does the shadow clamp angle do
it looks like it makes the shadows longer
(Continuation of previous chat) But I personally don't get much feel out of the classic textures. I remember the moments not the look of the game. Tbh I thought the game looked quite bad back then
And still don't really like the way pre 1.14? Looked
But yeah burning hot controversial take from me
Will there just he the defferd preview or will there be more shaders for bedrock
deferred will probably be the only thing. i dont see custom shader support getting added. but pack creators will probably have full control over so many things each pack could feel like a custom shader on their own
no i am not calling deferred pack shaders here so dont come at me
im just saying the level of customization a pack creator will probably have could feel that way with how different each pack could look
Shaders won't come to Bedrock.
Also what Foxy pfp said
Too lazy to type out your name :]
fair enough
What about the defferd rendering isn't that not a shader ?
Bedrock doesn't support custom shaders and it's currently unknown if it will ever get added. I think it might get added in the coming years, but definitely not any time soon. That's as far as official shader support goes, but bedrock does have unofficial shaders https://devendrn.github.io/renderdragon-shaders/shaders/start.html
- Shader is a program that usually runs on the GPU with the purpose of rendering things (calculating color of pixels) or otherwise utilizing GPU for other computations. Shaders, in the context of Bedrock, are modifications that modify or completely replace existing vanilla shader code, which can significantly alter the way objects are rendered in the game. Usually, bedrock shaders enchance the look of the game by modifying the way terrain, entities and clouds are rendered.
- Deferred Rendering Pipeline is a graphics mode introduced to bedrock in preview 1.20.30.20. It offers various data driven options for graphics customization. However, one thing it does not offer is shaders. It is a common misconception to call either the deferred pipeline or its customization packs as shaders, however neither can be accurately described as such. Deferred Pipeline is a graphics mode, while its packs can be best described as graphics customization or extension packs. Or just graphics packs for short.
Why is it important to differentiate between both terms?
Both Deferred Pipeline and Shaders are ways to customize the graphics in Bedrock, however the key difference is that shaders are not officially supported. Calling graphics packs as shaders causes a lot of frustration and confusion in the community and among add-on and shader developers.
But the defferd rending is coming to bedrock though?
I hope they don't cut it out at the last moment and make a excuse like saying they can't optimize it and so on
that would be the worst thing to happen
but we’re too far into it
so i don’t think that’s gonna happen
it’s already playable in preview version
on xbox android pc and ios
basically half of bedrocks platforms
only ones left is switch, playstation and possibly chromebook
Since the preview isn't fully complete I wonder if there was some way to implement it to minecraft and see if it can run better
better render dragon can put deferred in main versions
but only on windows
it’s the same performance tho
Will there ever be rt reflections as well
yes
that’s been confirmed
and better water
by the time this is done it will probably be customizable to make it look like a java shader
hopefully
I hope that they can have a performance mode 4k 30 and 1080p 60 on xbox series x or if someway they could just do a smooth 60 at 4k
How i can fix it?
HEGA Deferred have pbr but blocks have shadow Don't have pbr
and how i can remove fog at night and moonlight?
not shader, texturepack
🤨
@tribal trail How i can fix bpr and remove fog at night and moonlight?
I read this and write this code but not working.
What is wrong in this code?
That's just how it works. It has it but it's hard to see. It's mostly based on direct light
The more light the stronger the heightmap will look
And atm there is no way to remove the nighttime fog
And with the method that currently does work, it only works for you and also breaks nether fog
Which I should also mention, the "night fog" removal doesn't work on mobile as far as I know
Is it work on pc?
It works on pc but only for the person playing. Nobody else will have it
You would have to mess with settings within the render folder but that can't be applied to the whole pack just your game settings
would be cool to see pbr support for skin packs
Fun fact, on my phone running deferred at minimum settings and maximum resolution gives equivalent performance to running at maximum settings and minimum resolution
15fps in both cases 
Maximum settings + upscaling. Before getting upscaled, it renders internally at 306x162 resolution. 20 fps 
the screenshot looks out of focus
Poor man's depth of field, where everything is out of focus 🙃
Poor man needs a pair of glasses
Or a new phone
or optimizations
or custom shaders
or minecraft open-sourced
@still zenith sorry for ping but i got custom clouds in deferred rendering via an addon
not much but it’s something
i also got waving plants
but it’s buggy
here’s a video
#1182095383015456829 message so if I were to edit the shadow bias that would help reduce it?
Now I'm not entirely sure if that's even available within the config rn
Yeah
Not too much or this will happen
It's a balancing act
When I changed the shadow map distance it broke shadow positioning
Example of shadow positions being offf
Also this block WAS a mirror block within my RTX pack but now it's a void lol
These are the values you're looking for
slope bias increases the bias when the surface starts to face away from the light source
So like when the sun is setting, the bias gets increased by the slope_bias
I see
I'm assuming shadow maps were used over "casted" shadows for performance reasons?
You mean shadow volumes?
Idk the technical terms
Like what vanilla Minecraft uses?
I might be thinking of this wrong
Like the circle under your feet. At least on Bedrock. On Java it's a texture
I figured there was something above shadow maps but below RT
Although possibly getting some form of RT shadows with deferred would be neat
Not that I can think of
But yeah any form of raytracing would be slower than ol' reliable
Yea
I can see potential RT features getting added after deferred is done as some kind of like RTX redo
If they can do that, then they can improve RTX first
I'm hoping for RTX stuff at some point but I don't mind deferred swooping in for a bit
I work with both and like working with deferred more tbh
I think a lot of it is just the customization deferred has over RTX (please I'd love the global atmosphere and lighting stuff ported to RTX)
Definitely wouldn't be an easy task though
@quasi trench Veka explained those lines here: #1182095383015456829 message
I know i am very late, but thought it would be nice to share why it happens
thanks for this information. this looks much better (i made very small changes)
the shadows are slightly off from where they should be but it does look better
If they implement screen space contact shadows that can help with Peter panning. What are the new values you used anyway?
0.0006 might be a little better for the normal cascade bias
idk about the slope though
this is how far off the shadows are. its not a whole lot
note i have a modified shadow clamp
not sure that would make a difference
ok 0.0007 seems to be the value that removes it the most without too much shadow offset
Indeed. Not saying we're going to implement it (it would be expensive relative to the impact to the scene), but it's on our radar.
Yeah I understand. Perhaps it can be used with higher shadow quality settings though
Perhaps some day, yeah. 🤞
It would be cool to see. The way I see it working out is probably just as a completely separate setting rather than being built in. So like a little toggle switch like upscaling for things like contact shadows and other small settings that probably wouldn't require a whole slider
Is there gonna be different clouds
Volumetric clouds
That's a cool bug, what if we could make emissive underwater mobs and blocks and use their emissions to make the surface of water glow, that adds more life to the water kinda like Bioluminescence
Yeah is there gonna be volumetric clouds
Best shaders for xbox? Download link?
Why is my defferd preview grayed our
You need a deferred/ray tracing pbr pack active in resource pack
For shaders you need developer key in xbox
You have to modify game
I got poggys shader pack working
That's not a shader
Why
- Shader is a program that usually runs on the GPU with the purpose of rendering things (calculating color of pixels) or otherwise utilizing GPU for other computations. Shaders, in the context of Bedrock, are modifications that modify or completely replace existing vanilla shader code, which can significantly alter the way objects are rendered in the game. Usually, bedrock shaders enchance the look of the game by modifying the way terrain, entities and clouds are rendered.
- Deferred Rendering Pipeline is a graphics mode introduced to bedrock in preview 1.20.30.20. It offers various data driven options for graphics customization. However, one thing it does not offer is shaders. It is a common misconception to call either the deferred pipeline or its customization packs as shaders, however neither can be accurately described as such. Deferred Pipeline is a graphics mode, while its packs can be best described as graphics customization or extension packs. Or just graphics packs for short.
Why is it important to differentiate between both terms?
Both Deferred Pipeline and Shaders are ways to customize the graphics in Bedrock, however the key difference is that shaders are not officially supported. Calling graphics packs as shaders causes a lot of frustration and confusion in the community and among add-on and shader developers.
@stark harness
pbr packs basically enable deferred graphics
however it’s not a shader or we can’t call it that
to get them on xbox for now you need to join a lan game with it enabled
and the experimental toggle
or join a realm
it's texturepack, not shader
Nice
im just gonna put these here
things to note that ive come across. they have a quality slider. the quality level does make the sky reflections look better. the sky refeflections do fully match sky colors and dont just reflect a base blue sky. from my testing on an iphone 13 pro, peformance does not drop on higher quality nor does it increase from being disabled
More sky reflection stuff. Yeah this is crazy good stuff
time of day here is sunset for those curious. it seems to reflect the horizon color the most
I think the reflection strength is a little too much on non-metallic, rough surfaces
Deferred on phone is lovely
idk, seeing good graphics on my phone feels amazing
yeah it feels crazy
id have done my testing on my better device but its chargin rn and i dont trust it not to blow up
latest update
this looks a little cursed
i know
it looks like a trash
it's on medium
It likely has to do with either the roughness or metalness properties of the leaf and grass textures.
They are tinted blue because they are reflecting the blue sky
Probably gonna need to increase my leaf roughness now
my grass and leaves have no metalness properties
my reflections are based only on roughness
i like the leaves having the ability to reflect sky light but it also comes down to a new issue of increasing my roughness to now compensate and the specular will be off
it looks pretty good at times like sunset and sunrise but during the day or in some fog heavy areas it looks... off
.
@still zenith while metallic blocks look great now, everything else (that doesn't even use metallic properties) looks bad
well, not bad
but not the best
for non-metallic blocks it should be a bit toned down
because the water should be very reflective and this is normal for water
Box 
yeah its a little weird in that regard rn but it looks better than not having it at all
the leaves just look super wet
wonder if its something we can edit within the config
we currently have this but idk if any of these would affect the new settings
(this is for before this update)
It's really strong even on rough surfaces. It should be pretty invsibile on non-metallic, completely rough surfaces
it depends, because it should be visible on non-metallic but still very reflective surfaces
That's why I said completely rough surfaces
Maybe dimming reflections based on AO might help
but on rough reflections it should be very subtle
Don't think so. It still looks bright in areas where there's no AO
the problem is that sky reflections are even too strong on metallic blocks
The issue is that reflections only reflect sky, which doesn't account for nearby blocks that should be occluding skylight
Example of sky reflections on non metallic objects (yes this is RTX but it's just an example)
If it can be brought down to be more subtle like this it would be perfect
ofc, but if the sky reflections were less visible, it would look better
I'd prefer if they could figure out a shadowing solution, rather than breaking PBR energy conservation
Maybe SSR could help with that (if it'd work for rough surfaces)
Doubt SSR will help much. Look at the grass in this screenshot for instance
Side faces will still look washed out
RTX (it should only reflects sky)
Deferred
Love this feedback, everybody. We're listening. Keep it coming. 🙏
W
the creative hotbar looks weird with new controls and inventory hud
Hmm, could it be that sun reflection is stacked on top of directional sunlight? So you get double the brightness
I do however like that mirrors aren't a black void anymore
That's an interesting theory
Wrong person to talk to
After left before right
It was probably a black shadowless void because it's tinted glass I used here but it still looked weird lol
😮💨 there is no discussion channel for Ui
They're actively working on it
i know and I'm happy about that
Yeah those diamonds don't look right
I just feel that the sky reflections are too strong (on rough non-metallic blocks they should be really subtle, and on metallic blocks they should be a bit toned down)
I'm gonna check mine. Mine don't use a whole lot of metalness but a good amount of smoothness
These look about the same as they did before but with some sky reflection added
But metal blocks definitely look a little off. Aside from maybe iron
you must remember that the diamond in my texturepack is a metal
BTW, the changelog mentioned better blending between LODs
How does that look?
idk what that means
Mipmap blending? Or the alphatest and transparent blocks disappearing
I'll test a little. Just hard to do without pc access
I’m not entirely sure if this is what they meant
I can’t tell if it’s better than before, I also don’t really remember what it looked like before
Someone should try applying texture sets to particles 👀
:0
are you telling me that pbr works on particles?
It might
That was planned yes but i dont see any mentions of it being enabled publicly
well, I would check it out, but preview doesn't exist on windows
maybe they would share it unintentionally, by accident
🤮
Luminous dreams
Hm interesting wonder why that's broken that badly
It wasn’t updated
Still waiting for windows preview
night time?
Yes
Yea idk what's oing on the there
It looks like yss se
Heightmaps look ugly there why
That just looks wrong
You'll need to give me time to remove all the stuff from all my blocks
why does my dirt look like that
This is all I got on it... what
Oh it could be the global mer within the global.json
I thought they fixed this glitch
I got all on 0
why
Why would it be inverted?
make no sense
Cuz bedrock is weird like that. So black pixels count as smooth and white pixels count as rough
It makes no sense at all
Cuz it's the opposite in Java
But that would fix the issue
Huh? That makes perfect sense
It's the roughness channel. More value, more rough
That's true
Just for consistency sake it's a little weird
But logically it makes sense
0,0,255 are the values you want
wdym inverted? blue channel means roughness, more blue means a more matte block, less blue (i.e. black and dark blue) gives shiny surfaces
just did a test
Yeah nvm ignore me
I read R as reflectiveness since we just got reflections
wdym "increases the MER"? what channel are you talking about? I don't understand
all 3
Welp it seems like the global mer doesn't do anything ti the sky reflections
HOW DID YOU GOT PRVIEW FOR WINDOWS
That's Xbox
Really?
So if you had [255, 0, 0], no reflections?
Yeah I have my roughness at max and blocks not finished are reflecting the sky
Regardless
Perfect reflection?
global mer effects only blocks that don't have PBR I think
I could be wrong though
ooooh
Assuming the global MER was working this shouldn't be happening
With roughness at 255
It should be looking like this
Just an interesting fact
So I guess this should be a bug report on global MER not working
Seems like we have to wait for the "better water" thing to release for water reflections. Metallnes (red one) makes water transparent :/ @white willow could you uhh check how reflections work with that on water?
I'm away from my pc rn and can't exactly compile a new version rn
But I will later
Windows when preview 
poggy, why don't you have mer maps in your pack?
never
Poggy...take the time to go outside and touch grass. the preview will be here next week
wdym by that
no more windows preview until 1.22
I had grass 3 hours ago
why????
because I don't like how it look on everything
Ok I just got back. I'm gonna do water with different values of metalness. 100, 200, 255 these will be the three metalness values I'll use. All will be taken with 40 roughness
can't you make them 100% matte then?
matte 
100% rough 0% metal
Yeah
iodk what theyr called
MER
R means roughness
if I need to, ill get my python script to make it for me
Why not use globa- right that's broken for reflections isn't it
But still I think that makes more sense in the long run
Then sure, I'll do it
It's better to have an individual mer map for each block, in the future when you want to change something, it will be faster
I'll start up my python script then
Is it? Wouldn't you rather have a single global value, then make new texture sets along the way
it just seems the global values dont work for sky reflections rn
I'm biased here, I create each mer individually for each block and focus on each single mer map and every pixel in it, so a global mer wouldn't work for me
indirect lighting looks better on water the higher the metalness
and if someone wants to develop and create something more complicated in the future, they will have a nice base for it
Preview tomorrw then. Time to spend a lot of time not making the world look moisty
100 left, 200 top right, 255 bottom right
im gonna lower roughness now and see if that makes a difference
hmm. Cool
im gonna do 200 metal 20 rough
see if the clouds pop up and stuff
my water normal could just be too strong as well
idk
try to disable it for now
for now this is how my water looks
Well now
That's not right
Yeah this seems pretty good for settings
I'm gonna try to find a more watery area
ok you can see the clouds in the water its just kind hard to
this change in general though really helps with how ugly water has looked
With a normal applied the clouds shade the water in a different way. Pretty cool stuff tbh
thats all the testing i can do for now. my phone is dangerously hot
Wow. That's nice
Have refecltions been added ive noticed glossy surfaces with
Yes
To be more specific, sky reflections
Odd lines in the clouds
We need a beacon rendering fix
It's very bugged
The aura of reflections🗿
Lmao
That would be a cool feature though
Although I think it's reserved for custom sky boxes
Yeah lol clouds texture sets????
Or however they will allow the community to make custom sky textures
Normals kinda does their job now 
I believe cubemap support is coming to deferred
Nice
I guess you could say they are normal now
Also 1024x packs gonna go insane
Looks way different from how it looks to me
Btw do you see any performance loss after enabling it?
Let me check rq
I stayed on 60 and I use max reflections
I have everything asides Volumetric fog set to ultra, but the FPS with reflections off is 138, and with it on its 136
Render distance is 24
Upscaling is off too
Two sun reflection bug
minecraft is in a binary solar system confirmed
I don't think that's a bug
Those surfaces have two different normals
you said the thing..
Nono what I said is different
aajabrams could you make reflections refresh faster in the future? from my tests, changing frames_delta to values even as small as 23 does not affect fps much?
wait..... is it just me or... are these clouds reflecting some kind of like sunlight or something
so i recently started development for a deferred version of my pack, but I have no idea wtf is going on half of the time. So far I've noticed a few issues (each image is its own "issue") so if I can have information on what it is and how to fix it that'd be well appreciated.
darkness during sunrise
darkness near horizon line
my currently lighting files
After taking a small look at the files I'd try increasing Rayleigh strength
The amount is up to you but it a value as low as it is rn is good for nighttime but not great for day
But the black lighting isn't fully fixable either to my knowledge
this can be explained very easily
what you need to do is sync up the illuminance of sun and the moon to get rid of the black spot
this is due to the fact that minecraft sky has two hemispheres the sun half and the moon half
the moon illuminance influence the sky light and if that is 0 or less then the sun half
there becomes a black spot
here's my global .json that is synced up
you really don't need to do anything in atmospherics .json
veka told me this could be fixed minecraft uses an accurate sky model
What is this line on cloud?
bruh the games so bugged it just turns on reflections on all blocks by it self for no reason 😭
I can't understand wrong
Ok I don't believe this has been asked before and it's super random but something interesting for deferred. Thoughts on moon phased lighting. Being able to make the moon brighter based on what phase it's on.
see the ground/grass
it shouldn't reflect the sky
I thought you added it to your texture pack
My shader don't have this bug
How?
nope lol
it's just buggy
the game turns on reflections even if the slider is set to off
i believe this is device issues
What is different in low and ultra reflection?
Amd what is different in high and ultra fot?
I can't find it on my device
I declare sky reflections are very buggy
in the pic grass used only roughness that is 200+
ultra has much cleaner reflections
@still zenith I'm very sorry about the ping, but this bug is unbearable, is there a chance to fix it in the near future?
It's how volumetric fog is handled in completely dark areas. Same thing happens in caves 🤔
IIRC it's a temporary solution
ok, but it shouldn't happen in the ocean

