#Graphics General

1 messages · Page 3 of 1

vague shoal
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I think

faint snow
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It makes everything look pale/ugly

vague shoal
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That’s why it should be toggleable

pale urchin
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What is that?

vague shoal
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For People that don’t like it

pale urchin
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It just looks like low res default graphics

vague shoal
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Mumbo and grian use it

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And I think some popular shaders use it

pale urchin
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What exactly looks different? I can't tell because of the low resolution

vague shoal
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Idk why it’s low resolution

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Lemme find another pic

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But it’s the lighting that looks different

pale urchin
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What about it is different?

vague shoal
pale urchin
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How is that better?

long ruin
viscid moth
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Basically it's fast graphics with fast lighting

vague shoal
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Idk

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It just looks better In my opinion

pale urchin
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Or a youtuber's opinion?

vague shoal
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Probably cause I used to watch videos with it all the time

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It could probably increase performance too

viscid moth
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How
I really hate it
I used to get really frustrated bc they wouldn't turn on fancy graphics

vague shoal
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For deferred users

pale urchin
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There are so many other, better ways to improve performance. This would have negligable impact

viscid moth
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All you would get is like 5-10 fps uplift

vague shoal
viscid moth
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Bruh its not worth it

vague shoal
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It is for me

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But whatever

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Maybe they can make something similar

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Or make the blocks bright

white willow
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What will make deferred perf better is point light optimization and fog optimizations

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That's what will help

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Removing shading defeats the entire purpose of deferred

pale urchin
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Any optimization but removing shading

pale urchin
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Literally making a fullbright pack

vague shoal
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Oh yeah

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That

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I completely forgot about that

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Then I’ll just use that lol

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Also I have a question

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Why can’t my deferred render distance go past 12 in my worlds

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But it can in realms

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I set it to 24 chunks and it stays at 12

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But not the case in realms

white willow
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Must be a mobile limit cuz my only generates about 16

vague shoal
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Yeah I guess

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Thanks goodness for realms

tribal trail
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Light leaks sometimes still

white willow
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fog is kinda weird at times too

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itll leak into buildings and such

tribal trail
proud pike
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since this has made its way out already, ill drop this here :p

quick beacon
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since when was this "made its way put"?

quick beacon
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Either way, looks cool

proud pike
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moyang's implementation

quick beacon
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:O

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Is it private or public?

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this implementation

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Guess it's "internal stuff"

proud pike
quick beacon
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makes sense

proud pike
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we have some of the most important devs in the shader scene in YSS :P

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i mean shaders in RD exist because of us

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well more accurately ddf

quick beacon
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Super cool!

white willow
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yeah pretty cool

proud pike
quick beacon
proud pike
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do not take this as representative of the final product

quick beacon
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Makes sense since it's still early

white willow
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that looks really broken

quick beacon
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Graphic bugs are just cool idk

proud pike
proud pike
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very

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very

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broken

quick beacon
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Yea it explains why it has taken some time to hit previews

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It'll be a little while before they hit a preview

tribal trail
white willow
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yk a feature i really want. the ability to set different fog thicknessess based off time

proud pike
quick beacon
proud pike
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imagine deferred uses minecraft legend's adjacent shader code

white willow
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is that good or bad

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if it did

proud pike
quick beacon
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I think it uses some parts?

proud pike
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just kinda copy paste

proud pike
white willow
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i cannot wait to see where deferred goes next. right now it already creates some pretty good looking visuals

quick beacon
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It already looked pretty cool in Legends

white willow
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i never imagined deferred like this when it first released

proud pike
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quite interested in seeing how the devs take this forward

quick beacon
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Legends had the cool cell shade style which I want 😔

proud pike
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wait

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i have something old to share

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very old

quick beacon
proud pike
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deferred back in 1.19.40 previews

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earliest photo of deferred i have

white willow
white willow
quick beacon
proud pike
quick beacon
proud pike
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ah wait it was 1.19.60 preview

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it was still present in 1.19.40 release

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:p

quick beacon
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Is there any AO in deferred atm?

proud pike
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YSS SE has SSAO

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:p

quick beacon
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YYS SE no work on new preview noooooo

white willow
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ultra fog helps a bit but the performance loss is killer (also it looks different because its not raining anymore)

proud pike
proud pike
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update is in the works

quick beacon
proud pike
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for SE

quick beacon
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that is vanilla AO

proud pike
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deferred just before official release

quick beacon
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I just noiticed, back then there were no colors from the sun.

proud pike
quick beacon
proud pike
proud pike
proud pike
white willow
proud pike
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about a week or month before release

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can't remember

quick beacon
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long time ago

proud pike
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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)

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take this as something to look forward to for deferred soon

quick beacon
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The method used for fog rn is strange

white willow
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and officially as well

white willow
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then theres ambient fog slapped ontop of the volumetric fog

proud pike
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deferred on release

white willow
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huh i thought it looked much worse than that tbh

proud pike
proud pike
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though i was using an RTX pack for these (LumenRTX to be exact)

white willow
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i just remember everyone saying it was terrible

quick beacon
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Compared to how it looks today.. it is bad back then

proud pike
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alegzzis won't be happy with me mentioning Lumen :P

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*ahem * Prizma RTX now

quick beacon
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Lumen is cool ig

proud pike
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SIsilicon is typing...

pale urchin
proud pike
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be grateful for how good pointlights look now, this is how they looked before release :p

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the bloom was ugly too

vague shoal
quick beacon
quick beacon
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I can actually see the lamp's texture while it has bloom

white willow
proud pike
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unrelated to deferred, screenshots of me trying rtx on my 1660ti for the first time

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very buggy

quick beacon
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Emissive textures rn are a bit bright

proud pike
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pretty cool

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i can run it at about 30-40 fps now with FSR

quick beacon
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isnt the 1660 close to a RTX supported GPU before the 20 series launched?

white willow
proud pike
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only dxr 1.0 support

quick beacon
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fair enough

proud pike
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it can't enable rtx on newer mc versions

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yet

quick beacon
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"yet"

proud pike
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Weather is cooking

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we'll see

quick beacon
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entire YSS team is cooking

proud pike
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SE moment

proud pike
quick beacon
proud pike
quick beacon
# proud pike we are

||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||

proud pike
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rain looked very nice in SE

quick beacon
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oops I pinged :<

vague shoal
proud pike
vague shoal
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Without click baiting

proud pike
vague shoal
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Even aajabrams called it shader

proud pike
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:p

vague shoal
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Yeah

quick beacon
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It's like saying RT is shaders when it's.. well RT

vague shoal
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So deferred is a shader like everything else

proud pike
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deferred isn't shaders in the true essence of the word, atleast in the context of minecraft

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if you catch my drift

quick beacon
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Why is it called "deferred"

proud pike
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especially not deferred packs

vague shoal
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I know deferred packs isn’t

quick beacon
proud pike
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lmao

white willow
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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

quick beacon
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valid point

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can't argue

proud pike
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SE was cooking back in the old times

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pre-release deferred

quick beacon
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I see a line

proud pike
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line?

quick beacon
proud pike
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oh

vague shoal
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Why can’t we call deferred a shader as a nickname

proud pike
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that is due to a fullscreen bug at the time

quick beacon
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ohh

vague shoal
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I call addons mods

proud pike
vague shoal
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Sometimes

white willow
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deferred is a render method thats why

proud pike
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they aren't shaders

white willow
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or i should say rendering technique

quick beacon
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idk I am no smarty brain

white willow
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it defers the lighting to the final stage within light processing

vague shoal
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Not every Minecraft player is gonna understand that tho

white willow
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which improves quality

white willow
quick beacon
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yes it uses shader code, but it's the technique that gives it the name (I hope I am right)

proud pike
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deferred was very drab before the Minecraft Legends sky

quick beacon
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Far wrong I'd say, but at least I tried

vague shoal
proud pike
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very dull

quick beacon
white willow
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without the rain

proud pike
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iron water

white willow
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those are very not noisy reflections

proud pike
white willow
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current yss looks pretty noisy on reflections

proud pike
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pre-release deferred

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you can see the buggy lines

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:p

vague shoal
proud pike
vague shoal
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Now no one will play with me

proud pike
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i hope that im not promoting now 💀

vague shoal
proud pike
white willow
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im wondering what made it this noisy

proud pike
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:p

tribal trail
proud pike
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deferred pointlights on release

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with bloom

proud pike
vague shoal
proud pike
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before that i was using lumen

white willow
pale urchin
tribal trail
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I always see it because of custom textures

proud pike
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this

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one sec i have a clear example of this

white willow
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still looks far less noisy than my ss despair

pale urchin
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You know I think SSR will officially only appear for transparent objects for now

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Because you have to do something different for solid surfaces in deferred

proud pike
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first release of SE

long ruin
proud pike
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My first experience with deferred, it broke super hard

proud pike
pale urchin
long ruin
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I remember running it on the Intel UHD 620

proud pike
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more RTX on GTX

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Crazy bugs with heightmap based packs

pale urchin
proud pike
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real

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i have a much better example of these bugs

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excuse the low quality :p

proud pike
white willow
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mega broken

proud pike
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yes

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it was only that case for heightmap based packs

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normal map based packs worked fine

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with no bugs

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this is a very early implementation of RTX running on unsupported hardware

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i can't complain :p

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lava pointlights on a old version of YSS SE

white willow
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it looks fairly decent. i mean tbh old rtx was a little... funky

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really REALLY smeary pbr

proud pike
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old emissives on SE

white willow
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(i went back to version 1.16.200 to test)

proud pike
white willow
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only thing with old rtx was things like clouds werent broken

proud pike
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probably my best SE screenshot

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the amount of pointlights it took to light this scene is crazy

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the pointlights in question

proud pike
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lava pointlights old SE

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old lava pointlights were quite literally sticking out as "point lights"

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this looks so good

tribal trail
tribal trail
tribal trail
white willow
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yep

vague shoal
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Those idiots might not even listen

proud pike
tribal trail
proud pike
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as far as the wide mcpe community is concerned, they are getting "shaders"

proud pike
vague shoal
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Aslong as we’re getting dynamic shadows and lighting they don’t mind

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That’s all we care about

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We just want something at least similar to Java shaders

tribal trail
pale urchin
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To use SSR, you have to have the scene already rendered, or enough data to reconstruct the scene.

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Transparent objects can just use the rendered result from deferred, but solid stuff only have the G-Buffer to work with

proud pike
long ruin
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Lmao yeah

white willow
tribal trail
pale urchin
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So like in YSSSE, they had to pretty much do lighting a second time to create SSR

tribal trail
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You'd have to have texturepacks made back then

proud pike
pale urchin
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But I assume what Mojang will do is do a dedicated pass for SSR

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Then transparent objects will do it themselves when they get rendered

tribal trail
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I don't know exactly because I wasn't creating a texturepack back then

white willow
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they only allowed for single channel

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which was grayscale

proud pike
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thats why normals without a hitch

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they have been mostly the same

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:p

white willow
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now heightmaps dont need to be forced into single channel

white willow
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i found that out when going back to the old version and trying to use my pack lol

proud pike
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man i miss this

white willow
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whole thing didnt work at all

tribal trail
tribal trail
proud pike
tribal trail
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Nah

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It's cat

proud pike
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hmm

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you have a point there

white willow
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i see a wither skeleton actually

proud pike
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this is bedrock

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BSBE Deferred

tribal trail
vague shoal
white willow
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I LOVE THE NEW DOGGOS

proud pike
tribal trail
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Definitely

vague shoal
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If only renderer folder was data driven

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So we can make shaders with deferred

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And actually call it a shader

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Like se

proud pike
proud pike
vague shoal
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Ik

proud pike
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:p

white willow
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AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH

proud pike
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prizma deferred is so good, this is a pretty old version too

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also bunny

tribal trail
proud pike
white willow
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i wanna do wolf pbr now

proud pike
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more rtx on gtx

white willow
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brb

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wait im gonna need all the new wolf files huh...

proud pike
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more heightmap shennaigans

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i didn't know items in hand can interact with light in the world :o

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is this still a thing

white willow
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i believe so yea

proud pike
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i see

tribal trail
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Quite logical

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Everything is Ray traced and everything is in BVH

proud pike
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i don't have much experience with RTX :p

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imagine having a GTX card

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but still using RTX anyways

white willow
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shoot im gonna need all the new wolf files

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crying

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but hey wolf with shiny nose and mouth

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actually i might just need their entity id which idk what that is

long ruin
sonic canopy
#

This channel now contains every single YSS screenshot

proud pike
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pretty much dumped all my YSS SE screenshot since its release

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lmfao

tribal trail
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I'm pretty sure texture.set works but pbr doesn't

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but I may be wrong

white willow
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turned off volumetric fog and this allows the subsurface scattering to really pop up

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im assuming this isnt intentional? theres zero shading on the background at all

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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

pale urchin
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Last I checked it's 200 blocks but it looks much lower here

white willow
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interesting

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i dont believe i changed anythign in the render folder

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for extra info, ultra settings 24 chunks

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yeah it says 200

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and changing it to above that crashes the game

viscid moth
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bruh who pinged me

sharp sphinx
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I really don't like the bloom

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It feels kind of cheap

proud pike
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deferred moment

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:p

haughty hare
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Bao

viscid moth
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I really want a parameter inside global.json that can make sun and moon textures disappear

hollow timber
#

what's the best way to start with this?

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I haven't really seen any good documentation

hollow timber
#

already looked at that, there's not really much info in there

hollow timber
#

I mean more like stuff with GLSL shaders

viscid moth
#

emh no Minecraft bedrock doesn't support shaders that uses actual shader code anymore officially

hollow timber
#

really?

viscid moth
#

yup

hollow timber
#

I swear people are using GLSL with the Deferred Rendering Pipeline

viscid moth
#

deferred is just providing a set of data and minecraft is deciding what to do with it

viscid moth
hollow timber
#

but it is possible?

viscid moth
#

yes

hollow timber
#

is there any docs on doing that or..

viscid moth
#

If you want i can link you some sources
i have no experince with it and i don't have any docs

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however there are some discord servers who can help you out with it

hollow timber
#

ah cool

viscid moth
hollow timber
#

yeah

viscid moth
#

i will dm you

hollow timber
#

ok

stark harness
#

I wonder if they will add Java shaders to bedrock?

sonic canopy
rocky halo
#

weird bug with wind charges

drowsy lantern
sonic canopy
#

What programming language did you write that shader in?

sonic canopy
tribal trail
#

especially after this message

quick beacon
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hmm

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What if they call deferred a 'shader' idk

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this is where the complexity come in with why it is not called a shader...

tribal trail
sonic canopy
#

Then I will become mojang ceo and rename it

sonic canopy
viscid moth
tribal trail
#

increased shadowmap distance is lovely

drowsy lantern
drowsy lantern
white willow
sonic canopy
tribal trail
#

skill issue

white willow
#

It is indeed a skill issue

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I probably set it too high

sonic canopy
# sonic canopy So if you're working on a shader, and you might add material.bin files to it, wh...

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.

drowsy lantern
white willow
tribal trail
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750 iirc

white willow
#

Hm I tried 1200 and the game would hard crash

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So that was probably too much

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oh wow that makes a difference

tribal trail
#

I KNOW

white willow
#

let me set it back to default

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volumetric fog is off for testing reasons

tribal trail
#

you can change the shadow quality and it will return to the old distance

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fastes way

white willow
#

right

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does increasing shadow resolution break things

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last time i tried they broke badly

tribal trail
#

yes

white willow
#

1200 shadow distance

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fog off doesnt look AS cursed with farther shadows lol

viscid moth
#

what do look cursed is that black spot
mojang need a fix asap

white willow
#

improved fog quality = pc death

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3 fps lmao

viscid moth
white willow
#

depth slices of 256 with a tile width of 2 absolutely kills the game

haughty hare
#

how do you even make good fog ?

white willow
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finding the right values in the resource pack but here im just editing render files

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512 shadow samples with increased fog due to rain

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the only really noticeable thing with this is that it doesnt flicker as much thats about it

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default high

white willow
#

what exactly does the shadow clamp angle do

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it looks like it makes the shadows longer

white willow
#

(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

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And still don't really like the way pre 1.14? Looked

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But yeah burning hot controversial take from me

stark harness
#

Will there just he the defferd preview or will there be more shaders for bedrock

white willow
#

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

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no i am not calling deferred pack shaders here so dont come at me

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im just saying the level of customization a pack creator will probably have could feel that way with how different each pack could look

quick beacon
#

Also what Foxy pfp said

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Too lazy to type out your name :]

white willow
#

fair enough

stark harness
#

What about the defferd rendering isn't that not a shader ?

vague shoal
#

no

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it’s like shaders

sonic canopy
vague shoal
#

but it’s actually a graphics mode

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built into the game

astral hatchBOT
#
Deferred Rendering Pipeline and Shaders
  • 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
#

But the defferd rending is coming to bedrock though?

vague shoal
#

ofc

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it’s coming to most platforms too

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i do believe

stark harness
#

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

vague shoal
#

that would be the worst thing to happen

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but we’re too far into it

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so i don’t think that’s gonna happen

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it’s already playable in preview version

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on xbox android pc and ios

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basically half of bedrocks platforms

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only ones left is switch, playstation and possibly chromebook

stark harness
#

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

vague shoal
#

better render dragon can put deferred in main versions

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but only on windows

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it’s the same performance tho

stark harness
#

Will there ever be rt reflections as well

vague shoal
#

yes

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that’s been confirmed

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and better water

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by the time this is done it will probably be customizable to make it look like a java shader

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hopefully

stark harness
#

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

drowsy lantern
#

How i can fix it?

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HEGA Deferred have pbr but blocks have shadow Don't have pbr

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and how i can remove fog at night and moonlight?

tribal trail
#

🤨

drowsy lantern
drowsy lantern
#

I read this and write this code but not working.
What is wrong in this code?

white willow
#

The more light the stronger the heightmap will look

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And atm there is no way to remove the nighttime fog

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And with the method that currently does work, it only works for you and also breaks nether fog

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Which I should also mention, the "night fog" removal doesn't work on mobile as far as I know

white willow
#

It works on pc but only for the person playing. Nobody else will have it

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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

viscid moth
#

would be cool to see pbr support for skin packs

sonic canopy
#

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 bao_foxxo_dead

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Maximum settings + upscaling. Before getting upscaled, it renders internally at 306x162 resolution. 20 fps bao_mob_frog

viscid moth
sonic canopy
#

Poor man's depth of field, where everything is out of focus 🙃

viscid moth
#

Poor man needs a pair of glasses

sonic canopy
#

Or a new phone

viscid moth
#

or optimizations

sonic canopy
#

or custom shaders

viscid moth
#

or minecraft open-sourced

vague shoal
#

@still zenith sorry for ping but i got custom clouds in deferred rendering via an addon

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not much but it’s something

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i also got waving plants

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but it’s buggy

white willow
#

#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

pale urchin
#

Not too much or this will happen

#

It's a balancing act

white willow
#

When I changed the shadow map distance it broke shadow positioning

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Example of shadow positions being offf

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Also this block WAS a mirror block within my RTX pack but now it's a void lol

pale urchin
#

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

white willow
#

I see

#

I'm assuming shadow maps were used over "casted" shadows for performance reasons?

pale urchin
#

You mean shadow volumes?

white willow
#

Idk the technical terms

pale urchin
#

Like what vanilla Minecraft uses?

white willow
#

I might be thinking of this wrong

pale urchin
white willow
#

Nah not like that

#

I'm just kinda dumb idk what I'm saying

pale urchin
#

Do you mean screen space shadows?

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Or perhaps ray traced shadows

white willow
#

I figured there was something above shadow maps but below RT

#

Although possibly getting some form of RT shadows with deferred would be neat

pale urchin
#

Not that I can think of

#

But yeah any form of raytracing would be slower than ol' reliable

white willow
#

Yea

#

I can see potential RT features getting added after deferred is done as some kind of like RTX redo

pale urchin
#

If they can do that, then they can improve RTX first

white willow
#

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)

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Definitely wouldn't be an easy task though

viscid moth
#

also never use quadrillion numbers in mie

quick beacon
#

@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

white willow
#

the shadows are slightly off from where they should be but it does look better

pale urchin
#

If they implement screen space contact shadows that can help with Peter panning. What are the new values you used anyway?

white willow
#

0.0006 might be a little better for the normal cascade bias

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idk about the slope though

#

this is how far off the shadows are. its not a whole lot

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note i have a modified shadow clamp

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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

still zenith
pale urchin
#

Yeah I understand. Perhaps it can be used with higher shadow quality settings though

white willow
#

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

stark harness
#

Is there gonna be different clouds

faint snow
#

Volumetric clouds

jagged fable
# proud pike more heightmap shennaigans

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

stark harness
#

Yeah is there gonna be volumetric clouds

lucid token
#

What is this option in beta

#

Attach debugger on load

stark harness
#

Best shaders for xbox? Download link?

stark harness
#

Why is my defferd preview grayed our

mossy verge
mossy verge
#

You have to modify game

stark harness
#

I got poggys shader pack working

mossy verge
stark harness
#

Why

astral hatchBOT
#
Deferred Rendering Pipeline and Shaders
  • 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.

mossy verge
vague shoal
#

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

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and the experimental toggle

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or join a realm

tribal trail
long ruin
white willow
#

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

white willow
#

More sky reflection stuff. Yeah this is crazy good stuff

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time of day here is sunset for those curious. it seems to reflect the horizon color the most

pale urchin
#

I think the reflection strength is a little too much on non-metallic, rough surfaces

tribal trail
#

Deferred on phone is lovely

white willow
#

lol

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its honestly much better than id expect it to be

tribal trail
#

idk, seeing good graphics on my phone feels amazing

white willow
#

yeah it feels crazy

tribal trail
#

What the...

white willow
#

id have done my testing on my better device but its chargin rn and i dont trust it not to blow up

tribal trail
#

latest update

white willow
tribal trail
#

i know

white willow
#

could be the quality?

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unless its on ultra and looks like that still

tribal trail
#

it looks like a trash

tribal trail
white willow
#

i see

#

i wonder if higher settings would improve that

still zenith
# tribal trail

It likely has to do with either the roughness or metalness properties of the leaf and grass textures.

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They are tinted blue because they are reflecting the blue sky

white willow
#

Probably gonna need to increase my leaf roughness now

tribal trail
#

my reflections are based only on roughness

rocky halo
#

anyone ever tested snow mode ?

#

with sss leaves

white willow
#

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

tribal trail
tribal trail
#

@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

white willow
#

Agreed

#

But like water looks fantastic

tribal trail
long ruin
white willow
#

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

tribal trail
#

tbh even for metalic blocks it reflects too much

#

should be darker

white willow
#

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)

pale urchin
tribal trail
pale urchin
#

That's why I said completely rough surfaces

sonic canopy
#

Maybe dimming reflections based on AO might help

tribal trail
#

but on rough reflections it should be very subtle

pale urchin
tribal trail
sonic canopy
#

The issue is that reflections only reflect sky, which doesn't account for nearby blocks that should be occluding skylight

white willow
#

Example of sky reflections on non metallic objects (yes this is RTX but it's just an example)

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If it can be brought down to be more subtle like this it would be perfect

tribal trail
sonic canopy
#

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)

pale urchin
# tribal trail Low

Doubt SSR will help much. Look at the grass in this screenshot for instance

#

Side faces will still look washed out

tribal trail
#

Deferred

still zenith
#

Love this feedback, everybody. We're listening. Keep it coming. 🙏

white willow
#

W

rocky halo
tribal trail
#

it was much closer to RTX

sonic canopy
#

Hmm, could it be that sun reflection is stacked on top of directional sunlight? So you get double the brightness

white willow
#

I do however like that mirrors aren't a black void anymore

pale urchin
white willow
#

After left before right

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It was probably a black shadowless void because it's tinted glass I used here but it still looked weird lol

rocky halo
pale urchin
#

They're actively working on it

rocky halo
#

i know and I'm happy about that

tribal trail
white willow
#

Yeah those diamonds don't look right

tribal trail
#

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)

white willow
#

I'm gonna check mine. Mine don't use a whole lot of metalness but a good amount of smoothness

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These look about the same as they did before but with some sky reflection added

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But metal blocks definitely look a little off. Aside from maybe iron

tribal trail
pale urchin
#

How does that look?

tribal trail
#

idk what that means

sonic canopy
#

Mipmap blending? Or the alphatest and transparent blocks disappearing

white willow
#

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

sonic canopy
#

Someone should try applying texture sets to particles 👀

tribal trail
#

:0

tribal trail
sonic canopy
#

It might

silent zealot
tribal trail
#

well, I would check it out, but preview doesn't exist on windows

tribal trail
faint snow
white willow
#

Fully smooth grass moment

#

What pack is that

faint snow
#

Luminous dreams

white willow
#

Hm interesting wonder why that's broken that badly

faint snow
#

It wasn’t updated

quick beacon
faint snow
quick beacon
#

idk why my side grass look like that

#

what

#

My leaves don't use mer

#

night time?

quick beacon
faint snow
#

Yes

quick beacon
#

Yea idk what's oing on the there

faint snow
#

It looks like yss se

quick beacon
faint snow
#

With reflections

white willow
#

That just looks wrong

quick beacon
#

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

white willow
faint snow
#

I thought they fixed this glitch

quick beacon
white willow
#

Last one needs to be on 255

quick beacon
#

why

white willow
#

0 for blue channel means fully reflective

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It's a completely smooth surface

silent zealot
#

Why would it be inverted?

quick beacon
#

make no sense

white willow
#

Cuz bedrock is weird like that. So black pixels count as smooth and white pixels count as rough

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It makes no sense at all

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Cuz it's the opposite in Java

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But that would fix the issue

pale urchin
#

It's the roughness channel. More value, more rough

white willow
#

That's true

#

Just for consistency sake it's a little weird

#

But logically it makes sense

quick beacon
#

everything should be 0,0,0

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not 225

#

that increases the MER

white willow
#

0,0,255 are the values you want

tribal trail
quick beacon
#

just did a test

pale urchin
#

More M, more Metal
More E, more Emission
More R, more Roughness

#

This is PBR 101

silent zealot
#

I read R as reflectiveness since we just got reflections

tribal trail
quick beacon
#

all 3

white willow
#

Welp it seems like the global mer doesn't do anything ti the sky reflections

tribal trail
white willow
tribal trail
#

oh

#

:'c

pale urchin
#

So if you had [255, 0, 0], no reflections?

white willow
#

Yeah I have my roughness at max and blocks not finished are reflecting the sky

#

Regardless

white willow
#

Yeah

#

I think

#

Lemme@look

tribal trail
white willow
tribal trail
#

I could be wrong though

white willow
#

This block has no pbr on it

#

And it's reflecting the sun and clouds and stuff

tribal trail
white willow
#

Assuming the global MER was working this shouldn't be happening

#

With roughness at 255

#

It should be looking like this

silent zealot
#

Just an interesting fact

white willow
#

So I guess this should be a bug report on global MER not working

quick beacon
#

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?

white willow
#

But I will later

quick beacon
#

Windows when preview CRY

tribal trail
tribal trail
silent zealot
quick beacon
tribal trail
#

no more windows preview until 1.22

tribal trail
#

where they are?

quick beacon
#

I have a few

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not on everything

tribal trail
#

why????

quick beacon
#

because I don't like how it look on everything

white willow
tribal trail
quick beacon
#

matte wolfconfused

tribal trail
#

idk, my English sucks

#

you know, rough, non-reflective

pale urchin
#

100% rough 0% metal

quick beacon
#

oh

#

all blue channel?

pale urchin
#

Yeah

quick beacon
#

iodk what theyr called

pale urchin
#

MER
R means roughness

quick beacon
#

if I need to, ill get my python script to make it for me

pale urchin
#

Why not use globa- right that's broken for reflections isn't it

quick beacon
#

but why do I need to make everything 100% rough?

#

I guess for reflections?

pale urchin
quick beacon
#

Then sure, I'll do it

tribal trail
quick beacon
#

I'll start up my python script then

pale urchin
white willow
#

it just seems the global values dont work for sky reflections rn

tribal trail
white willow
#

indirect lighting looks better on water the higher the metalness

tribal trail
#

and if someone wants to develop and create something more complicated in the future, they will have a nice base for it

quick beacon
#

Preview tomorrw then. Time to spend a lot of time not making the world look moisty

white willow
#

100 left, 200 top right, 255 bottom right

#

im gonna lower roughness now and see if that makes a difference

quick beacon
#

hmm. Cool

white willow
#

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

quick beacon
#

try to disable it for now

white willow
#

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

quick beacon
#

Wow. That's nice

stark harness
#

Have refecltions been added ive noticed glossy surfaces with

pale urchin
#

To be more specific, sky reflections

long ruin
#

Odd lines in the clouds

viscid moth
#

We need a beacon rendering fix
It's very bugged

viscid moth
long ruin
#

Lmao

#

That would be a cool feature though

#

Although I think it's reserved for custom sky boxes

viscid moth
#

Yeah lol clouds texture sets????

long ruin
#

Or however they will allow the community to make custom sky textures

quick beacon
#

Normals kinda does their job now idk

viscid moth
long ruin
#

Nice

viscid moth
long ruin
#

Shiny :D

#

Why does it look so saturated

viscid moth
#

Also 1024x packs gonna go insane

long ruin
viscid moth
long ruin
#

Let me check rq

quick beacon
long ruin
#

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

drowsy lantern
#

Two sun reflection bug

quasi trench
#

minecraft is in a binary solar system confirmed

pale urchin
#

Those surfaces have two different normals

white willow
#

Nono what I said is different

tribal trail
#

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?

white willow
#

wait..... is it just me or... are these clouds reflecting some kind of like sunlight or something

graceful iron
#

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

white willow
#

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

viscid moth
# graceful iron *darkness during sunrise*

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

drowsy lantern
#

What is this line on cloud?

viscid moth
#

bruh the games so bugged it just turns on reflections on all blocks by it self for no reason 😭

white willow
#

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.

viscid moth
drowsy lantern
drowsy lantern
#

My shader don't have this bug
How?

viscid moth
#

i believe this is device issues

drowsy lantern
#

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

vague shoal
#

me when i call deferred a shader:

viscid moth
#

I declare sky reflections are very buggy
in the pic grass used only roughness that is 200+

white willow
tribal trail
#

@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?

pale urchin
#

It's how volumetric fog is handled in completely dark areas. Same thing happens in caves 🤔

#

IIRC it's a temporary solution

tribal trail