#Graphics General
1 messages · Page 4 of 1

"Should" in the sense that that's how the current solution naturally works. But again it's temporary
I’ve found 3 issues I’d like to confirm with you all regarding deferred. I won’t make a bug report unless I can confirm this to not be pack specific
With reflections, it tends to create a circular shape on the block
Light leaks, though in small amounts
The circular bug occuring still
theres one more I ran into aswell, let me find that rq
It's too hard to recapture, but cloud reflections on ice. it doesn't go with the clouds, the best way to put it is that it "teleports"
I think it's to do with the reflections not updating all the time. It only updates during certain conditions. Time passing, distance traveled, light levels changing, etc
The issue is, it becomes very noticeable during certain times of the day
I’ve also noticed major lag issues when going within 30 blocks of a village
One last thing. With both RTX and Deferred, the lighting resetting.
I wonder how other games get around that, because that shift to the night or day becomes very noticeable
That’s all, overall, deferred is shaping up to become very beautiful. I believe that once it’s done it’ll be awesome!
This is just how approximation for direct lighting for explicit lights (point and directional lights) works in graphics
yo they fixed the iron bar bug
Sweet! Uhm, what did it look like before?
there was a bug where
the one face/side of iron bar would only get pbr applied on them
so it was like ✅ ❎ ✅ ❎ ✅ ❎ ✅ ❎ ✅ ❎ ✅ ❎
connected part weren't working with pbr
but if you look at behind it was like
first side iron bar row:✅ ❎ ✅ ❎ ✅ ❎ ✅ ❎ ✅ ❎ ✅ ❎
same row from behind:❎ ✅ ❎ ✅ ❎ ✅ ❎ ✅ ❎ ✅ ❎ ✅
what
I was saying to answer my question here, but you already did
it still reflects some sky but like enough that it doesnt drown out the color
imo this shows it the best
by about how much did you reduce it by
I reduced the brightness of the sky by half
the bottom one here has much clearer reflection]
alright ill try this out and see how it looks
was it zentith or horizon or both
If it weren't for the fact that the sky is too dark after this change, I would use it
Coming soon.
“Relive your memories with classic textures but with pbr and shadows and more! And multiple cubemaps to select from that will bring nostalgic Minecraft memories back with this pack, best used in old worlds you have or play”
😂💀😂💀
i found a uh... interesting bug. idk if this happens to anyone else. im gonna post the video in a second. (related to sky reflection)
Bloom is messed on Android
Does global_metalness_emissive_roughness even work anymore? I set it to #FF00FF and none of my blocks are metallic, I set it to #00FFFF and it doesnt glow
Reflections just take a bit to update
Figured. I had it last like 5-10 seconds once which I wanted to record it doing that but couldn't get it to happen again
Always been ever since Deferred was introduced
yeah I believe it's effed
I put in a bug report ticket on this a few days ago so hopefully it gets attention
Bug report link?
Hopefully it's not bug report 69420
I wish we could configure upscaling scale. Lower end devices would benefit from rendering at lower resolution, which might be very difficult or impossible to configure without an official way to do that. And more powerful devices can set the scale to 100% and only benefit from Temporal Anti Aliasing, at full resolution. Aliasing is a problem in deferred, since many packs turn off mipmaps, and msaa doesn't work with deferred pipeline.
true, but I wish they would fix the ghosting first
Mojang gods, Pls fulfil Veka wish.
In turn I give you a cookie. 🍪
I'd be fine even with a parameter in renderer folder. Currently there is no way whatsoever to configure it, outside of game modding
so it's just hardcoded or does it dynamically changes on your device resolution
Resolution scale is hardcoded, iirc it's 75% of your device resolution
Agreed on the aliasing thing. I much prefer no upscaling due to ghosting but the image not being smooth is pretty annoying too
But the only way to currently get any form of AA is to enable upscaling
I see this bug on new atmosphere my deferred
not shader, texturepack
Red grass is worse than this
?
Mybe i add material.bin file for circular point light
like this
but did you add it already?
No but i mybe add it add release tomorrow.
It's texture pack for now
Is there a way to change the values on xbox
@viscid moth How can i fix it?
Flowing water uses a different texture from still water so you need to modify that too
@viscid moth how did you fix glass texture?
My glass have reflection but glass texture not working.
Opaque stuff no work
From what I know you have to remove the transparent pixels in the middle of the glass and not be very transparent
this explanation is horrible
#1182095383015456829 message
I want like it
Do you mean...translucent?
Never mind
Yes
How i can fix this bug?
What bug
It looks fine to me
Mostly
Nvm it looks wrong but I'm not quite sure what the issue is
Up flow texture have different color
I used a 255 metallic value and added some thicker transparent pixels
i hope they intend to optimize enough so every light can be a pointlight
:doggySmurkW:

how to make dynamic light work on deferred?
Tonemappers changed in latest preview 1.20.80.23, here's updated list: aces, hable, reinhard, reinhard_luma, reinhard_luminance
hable is a renamed uncharted2, reinhard_luma was renamed to reinhard_luminance (a new default), while reinhard_luma is a new tonemap
:o
We had reinhard_bodie as the default right? I wonder how deferred looks now
Looks about the same to me, reinhard tonemaps are hard to distinguish without side by side comparison
Actually this seems different, I don't remember color being clamped like that before, Previously those 2 would be just white iirc
Also someone should try the new reinhard_luma
I will :D
it's back 😔

noooo the circle point lights

nuh uh
it looks bad
WHU
Ooo nice
well time to make emissive lava bubbles
try items lol
nicee
at first glances, the new tonemap feels very vibrant
VERY (this one is the new default)
It should have a whitepoint but it doesn't go to white fully, weird
ok thats wayy too saturated 💀
i dont really see anything different with reinhard_luma
no :(
They didn't announce it, huh. Does it work wit other particles?
I will check
reinhard luminance left, reinhard luma right
reinhard luma looks like the old deferred

this one is better imo
in the second one, the glowstone is too saturated
is this the new default?
the other one is the new default

reinhard luma looks much closer to aces without emissive desaturation
very saturated :P
I'm sad they didn't add filmic tonemap :(
new doggo 
cute
sky reflections taking over my leaves 
i wish they could add refraction, to make things wavy underwater
the doggo gang is here to judge you 
like here
I'm going back to aces

which version are you using btw?
1.2.7 "fixes" sky reflections being everywhere
@tribal trail quick question regarding the sky reflection thing. was your fix just lowering the sky color values?
yes
hm i tried that and it didnt do anyhting. maybe i didnt reduce it enough
but I didn't fix it completely, I minimized the problem
to the point where it's not so annoying
on mcpedl you cna get 1.2.7
ah alr
i see. im just gonna reduce it even more without messing up my sky colors... hopefully
I honestly prefer the old tonemap :p
better sky, less reflections on grass and more
It was mentioned in the qna, here's a list of all features that they talked about
- Color grading (contrast, saturation, gain, offset and split-tone grading)
- Water lighting + movement (caustics, noise, volumetric rays, reflections, refractions (maybe Snell's window), "Water will operate on properties like how much algae is present.")
- Subsurface scattering
- Reflections (SSR + IBL)
- PBR Texture Set support for Items and particles.
what was IBL supposed to be?
we have those
its escaping my mind atm
Image Based Lighting (basically fancy cubemap reflections)
ah yeah
:0
Now my sun looks bad :c
oh well uhhhh my sky is pink now after lowering some values
i think i removed too much green
aces still better :p
Pro tip: make your packs in ACES so that you can judge properly how bright things are, and later you can switch tonemapper when that options becomes data driven
correcting pbr to make it look good with a different tonemap should be so simple that it seems unnecessary to me
I want to make a reference deferred pack at some point, which will have the atmosphere and sunlight fitted to the proper realistic atmosphere model, so that there can be a reference point for pack creators, with the most realistic brightness and colors
ACES moment
emissivity with deferred is weird in general and with ACES it is even weirder

ok this looks nicee
besides the overblown sun
the water is fantastic
great work alegzzis

Thank you 😊
yeah i cant get any of the sky color stuff to actually do anything to reflections
What are you changing?
the sky color values
Setting them to 0 should help /j
quite real
aces looks pretty nice during daytime
interesting
this looks neat

heh this is cool
Not enough bloom for how bright they are
they have an emissive value of about 1 or 3 rn
i can turn it up and see how bloom affects it
i can't get pbr for rain
the rain here uh.... looks a little emissive
despite the fact i havent changed it
and the droplets are pink
found out why they were broken
what is lightning classified as... i wanna try something
also where would i even find that
lightning doesn't have a texture, and currently it's rasterized, meaning not a part of deferred pipeline so it's impossible to add pbr to it
beacon beam does have a texture tho textures/entity/beacon_beam.png
Not sure if it can be edited to include PBR tho, but it appears to be at least influenced by global MER values
maybe they could in the future if like some from of emissive GI got added
maybe i could define them a point light... no thats a bad idea
Depends on what kind of point light, they could just do what I did in my 1.18 shader and scale particles up, and add lighting based on depth behind the particle
so basically deferred light volumes
beacon beam does not work
Is it affected by global MER?
i would have to change actor values for that right
You could add texture to every single entity and block, and just edit global MER to only affect the beacon beam 🙃
I think so
Ah :(
entities currently have 150 in the green channel
these pigs should be glowing
bloom go brrr
If u edit light block point light colors and place some of them here, it might look cool, as if the particles are glowing
I meant the light block block, not particle
Btw while we are talking about it, dynamic lighting is done by installing dynamic lighting add-on and editing light block to have a point light
oh it has one but it doesnt work
Huh? Do you use light block with level 0 by any chance?
/give @s light_block 15 to give full brightnes block
If only light block point lights worked in RTX 😔
Try using very saturated color
Blue or purple looks great with aces, because of hue shifts
heres aces
that looks sick
im gonna lower the emissive value because it feels too high
It doesn't have enough bloom imo, do you have it at 100% in the settings?
100% and 255 green
Hmmm
there are bloom configs in renderer folder
nobody tried changing them before it seems
Also might be worth trying to disable depth scaling
Yup
MORE BLOOM
Ok well bloom radius is too small, wish we could configure numer of downscaling passes for it
That looks quite interesting tho
dreamy
How does overworld look like?
THE RAIN
At day
pointlight shadows are not working
B L O O M
what about nether
veka, do you also have this problem
oh jeez this is cursed
nop
What are your coords? How deep underground are you?
Also check the point light shadows slider in settings
with default bloom at 100% in settings
what...?
now it works
That the
Looks like the might've changed something about point light shadows, and now only certain number of lights re-render shadows each frame
Huh
default tonemap left, reinhard luma top right, aces bottom right
see this cut off light?
when I move, sometimes the shadows come back
wait... point lights no longer seem to blink and stuff
like before youd move away from them and theyd blink and flicker
they dont do that now
aside from uh... the circles being back
makes me wonder if there were deferred changes this update but they were left out of the patch notes
@white willow I see emission works on particles but what about metalness and roughness?
Id imagine so I can definitely test later
Actually I just test it now I have nothing else to do
Metalness might be broken and still use metalness value of blocks behind
it seems to work but its very hard to tell
What if you define a solid colour in the texture? That might make it easier to see
they dont really seem to reflect anything
so it mostly appears that emissive is the only working thing
what about heightmaps?
And normalmaps. Particles with spherical normals might look cool
i have a heightmap applied and it doest appear to be there
Also try particles_opaque particle material
how would i do that
actually i think the heightmap does work
its just hard to tell
can't get to work particles from fireworks
Pretty sure those are entities, not particles
In the particle file from particles folder, change material from particles_blend to particles_opaque
the hearts are currently set to particle_alpha so lemme change that
didnt change anything
oh you can see the heightmap on the particle thats still on the dog
so those do work
they just arent very strong
Ok yes heightmaps DO in fact work. the other stuff doesnt seem to tho
It feels good discovering a thing for y'all <3
Has anyone noticed that light passes through doors
In what way
Like it completely ignores doors 😂
There’s also the issue of light at certain distances being able be seen through blocks
I know there was an explanation for it earlier, but I believe if it is fixed it will lessen lag, as its rendering less light
excuse me, how do I make the particles light up?
texture set
I’m also trying to figure out why in villages during the day my fps drops by 40
To fix it would mean making ALL point lights have a shadow. That's the opposite of less lag
I had a texture set on my smoke particle since deferred ropped
Glass
But to help out. You make use the green channel on the particle texture to make them glow. It works the same as block and entity PBR
Tho my jaw dropped lol
Ok
Hm, seems like it’s not glass, was only 5 pieces in the whole village
It’s odd, but it seems like when I set it to night and then it turns day again, lag occurs for the rest of the time I play
Glass is VERY laggy
I deleted all the pieces
But if it's happening everywhere then idk
Oh do you have volumetric fog on ultra?
If so set it to high
Why?
Ultra is extremely laggy and unoptimized
I’ve noticed it’s the same quality as medium
Never use ultra volumetric fog
I don’t
Then if that's not the case not sure why the lag would be bad
What connection does this have to the topic we were on though
lol
Oops
Discord glitch sent it twice
You mentioned lag during the day
Fog is strong during the day
So I asked if you were running that on ultra
No idea
Longer I play the higher my mem gets too. Keeps getting higher
Ah sneaky graphics team sneaking particle pbr into this weeks preview
Is there gonna be rtx in the defferd rendering
Not at the moment
And probably won't
Raytraced options would be cool but I'm not sure if it would happen
That's just raytracing mode
Ohh so we did get a new deferred change this week
It looks like we kinda got PBR support for particles, although it doesn't seem complete
Yeah some things are still a little broken. Heightmaps and I'd assume normals work, but metalness and roughness don't
Currently they can be "3D" and glow
More than likely added as a mistake but really cool either way
damn
bruh what happended to jodie?
Jodie no more 😔
😭 no My pack was built for it
they gotta let us customize the tone mapping to uses aces
also what's happening with this grate block
💀 why would you say uwu after jodie just died
Rest in pepperonis Reinhard_jodie
a tonemapper
Why not
Excuse me, I want to ask, can Deferred later have volumetric blocklight fog?
I assume you mean that point lights affecting the volumetric fog
but it's a decision by the devs so we may see it
A few previews back the code for volumetric pointlight existed. It allowed the light to scatter within vol fog
I have an old screenshot somewhere that shows it
Ok thank for information
not blocklight fog, but pointlight fog
Ok
Yea this.
How many features mojang is hiding 🤨
Yup
Not quite, there was a buffer with point lights inside of volumetric fog shader, but it was unused and didn't work when I tried it, so I made volumetrics in a different, custom way
The fact that this buffer is present in shader code doesn't confirm that they will add this feature in the future

yea
they can work on a thing and not work on it later, or never work on it again
Also I wanna make that vl shader again. Now that point lights have shadows, they can also cast volumetric shadows and create light shafts :)
do it do it do it
The reason we need shader support
Or it's possible that they never worked on it to begin with, and left buffer in code unintentionally
could be
might just be a feature
are water waves etc out yet.And if not are they planning on it
Can we make something similar to it
I hate normal water
Texture
As I said normal maps
Oh
The only way to really do it rn
Funny enough normal rtxs wavy water is just a normal
BetterRTX added in actual wave parallax tho
It was never wavy
I don’t think
It was normal water texture
And then when you went under it
It seemed wavy
No it is
Pics please
you have to be very close to the water surface to see them
like VERY close
one block distance I would say
you have to have the camera almost in the water to see them
Or deferred
Normal RTX water is "wavy" but it's wavy via normal map not parallax
deferred water can look good
It could be possible to make a normal like that
Still don’t like it cause default water texture
I tried using the RTX water normal on deferred doesn't work cuz it's not animated though
I could fix that with a clear water texture pack tho
You lose the details
😭
Now that looks good
Yeah like that
Where can I find that texture
Why an x
Lemme guess you made it
And not released yet
edited
and i will never realase
Some people will just make stuff for fun but not release it
It looks so good
Like I made a bunch of sword models but I don't wanna release them
no texture
Looks better
👍
not for me
😢
i retract my statement regardiong clear water
and details being lost in the normal
rtx looks better with clear water (imo) deferred looks better with texture
reasons for that
rtx water can be independently colored by fog
therefore it can exist on its own without needing some kind of texture on it
ontop of reflections being clearer with clear water
now my opinion might change when ssr is added but for now
I leave this channel for 5 minutes and there are already loads of messages 
I'm thirsty after watching this
Looks like molten titanium to me
what we’ll never have 💔

Isn't that an ingame screenshot?
its a water she’ll never release to us
Let’s remake it
Some of the best work may never be revealed
@still zenith sorry for the ping but is there a reason why my deferred render distance doesn’t go past 12 chunks on my worlds but it does on realms or multiplayer worlds?
performance reasons probably
Realms can go up to 20 now, right?
Realms have better performance than hosted worlds
That's probably why
Hosted worlds will always run worse if you are hosting it
?On playstation consoles Defferred will work ???
Not yet
?The differed It will come on ps4/5 ??
Maybe
Would've been cool if tinted glass was casting shadows from directional and point lights
Yeah
Does it add to Minecraft by Mojang or it's only on your custom shader?
It's a custom shader
It's a custom one
I believe it is made by Veka
hi
@glad fern Please do not ping everyone for questions.
@faint snow Why did you attempt to ping everyone?

Earth is flat
Mark Zuckerberg is a lizard
Mark my words they will add reflections in 1.20.90.29
ehmmm
❓
cloud shadow bug
forgot to say that
#1182095383015456829 message
Is it custom reflection block code or it's by Mojang?
That's ray tracing
Not deferred
Ok
Is that rtx? I still can’t seem to get animated normals working for deferred rendering
That's deferred
Alegzzis' dark magic
normal map
Yeah I get that, but how tf do you get it to animate?!
For the life of me, I can’t figure out animated normals
it works the same as with animated blocks
No it doesn’t. At least for me, when I try to animate a normal texture it stays in place
@quick beacon the luminous Dreams shader pack will Be available on marketplace ?? Or lan world I tried to get the pack But it's not on my packs on Bedrock ps4 you know why ?
No
Ps4 doesn't support Deferred yet
if you are having a bad day
here
I don't geddit
look again
yeah, that ain't triggering anything, command block one still does
no you didn't have to remind me
i got over it just like a week a go
new vault particle looks kinda cool
but this is not how they are used in the trial spawner/vault?
i don't know how to give variables
mute while watching
look closely
yeah
Oh noooo
nvm it still not centered
bruh. using a bluetooth keyboard on android is weird...
AAAAAAAAAAAAAAAAAAAAAAAA
kinda confused
are you in deferred or not
it's java
bruh
Non-Parity Moment
also the sky is less blue on java
i prefer the bedrock one in this case
I believe bedrock also has a feature that makes the sky different depending on how look at it
ah ok
Could deferred water possibly look like this in the future??

I hope the graphics team takes note of this
I would love to have water like this
Also
Anyone noticed we haven’t heard from aaja Brams in a while?
I wonder if they’re working on something big
Cooking maybe 
👀
I take that back, they're always cooking
For 1.21 preview

Yeah but what if it’s a big cook
I hope he’s doing well
Yeah
Me too
I hope deferred in the future will look similar to this
id imagine they are cooking stuff up. i have full confidence in deferred looking very good upon completion
Deferred has point light shadows while Java shaders don’t
yeah most deferred java shaders dont have something like that
i think bliss does
but bliss is also just insane
It looks alright. My favourite shader is Sildrus vibrant
It’s kind of similar to sdgp
i feel that
bliss is my favorite shader bar none
its got the best atmospherics of any shader ive ever used
It’s best when paired with distant horizons
Personnaly I would want so much a better lod and a light pollution system with that
After speaking is easier than doing sadly
Why light pollution
Deferred Java shaders???
Which ones
Me too
Bliss, kappa, nostalgia, i think BSL, I believe Astralex does
Nice
oh complementary i think does as well
So cool
Imagine you are in your house and you turn off light and you will see a beautiful night sky
Yeah it would look cool
im not entirely sure how easy that would be to create though
There is a java shader which do that ? Idk I barely play java
idk
lmao texture atlas
Working on schemas, and need a link to docs on every file related to deferred
Figured there might be more to it than that, but thanks
it is
it's scripting related
Creator Settings menu has a new option to automatically connect the debugger on world load (or /reload). This will make it easier to set (and catch) breakpoints at load and avoids the hassle of typing out the debugger slash command
what were you doing scrolled all the way up there anyway?
no way new preview guys

they rlly wanted to make a statement
Mhh interesting mojang got some balls, finally
huh?
I just didn't expect it to be for the scripting api
I thoight it may be for smth internal for debugging mc itself
hmm

data-driven subsurface scattering?
Looks like it. It's been known for a while that it's coming at some point. I thought it might've been added today, but I wasn't able to get it working. Also the above string may not be an entry in texture set json but possibly something else unrelated, I didn't check further
Particles have now officially been acknowledged to support PBR
Opaque particles still have broken metalness tho, they use metalness and subsurface of blocks underneath
ok so full particle pbr support looks to be available neat
Yes, we are looking into this issue. We suspect it is write mask related.
Oh aajabrams, thank you for officially acknowledging pbr support for particles. Shall we expect item support soon
It's being actively developed, yes. 🙏
Wonderful...it means I have time to port the 1.21 textures before being overwhelmed with items
In terms of features, I like Deferred more than RTX with it's first person shadows, banner fix, entity, particle, and soon to be item pbr
And it's customizability
But RTX has ray tracing and all that goodness
But I greatly appreciate all the hard work the devs do for the MC community 
Oh hey, glad you guys finally made it back from GDC 
Dose the defferd preview look different now ? Since the update
probably not. i havent had time to look though
uhhhhhhhhhhhh heightmaps are uh... not working
this is also the same with rtx. ill try different packs and see if its not a me issue
normal maps are fine
more examples of this
here the water normal is functioning as intended but the grass and sand have no heightmap
they still work on entities though WHAT im so confused
also does llamas work now?
idk i havent looked but anything with a buggy texture before seems to be working now
i never did the rtx villager fix and they arent bugging out anymroe
llama didn't have a buggy texture
they didn't load the textureset 💀
i do so i am gonna see it rn
i am still downloading the update
context
it seemes one fix got traded for something else breaking
but thats just how in development experimental stuff goes lol
nope doesn't work for me
Oh you still need that fix. Ok within the warden render controller the materials are set to bioluminescent layer
Changing it from bioluminescent layer to default should make its texture come through
That's what I did
oh
damn reflections not fixed 😔
No but they felt less strong but I might just be delusional
no i mean the ground
has like this box
the problem is that my grass has no metal and high rough
so how is it reflecting
Idk
Mine... does and doesn't it's very weird
So like it will have its specular but sometimes it'll reflect sky based on angle
They definitely need some tuning for sure
replace this with default right?
Should just have to change material
Lemme look at my warden render controller real quick
So yeah just the material
Of course
@white willow so the heart isn't working anymore after material change
Yeah unfortunately there's not much we can do about that
You could try changing the heart material back to bioluminescent layer
bugs out all the textures
I just don't know if that'll break anything else
Hm
Yeah I just added a static heart to my warden model
so is there any other material types i can try
The only way I know of to fix it is to create an entirely new animation for the warden with the heartbeat
Which I don't have a clue how to do it
I don't know enough about blockbench atm to figure it out
same
So tbh I'd just add the heart to the model and just mess with it from there
not fixed :/

So this is time to release normalmaps version of my pack ig
Probably lol. But the fact it's broken on both deferred and RTX is a little strange
But what's even more confusing is that entity height maps work so like
Huh
RTX?
Hmmm
Yea I tried RTX as well and the height maps didn't load
But on the plus side the villager and warden texture flickering issues are resolved and it seems like global MER is working again
Heightmapn't

imagine having heightmap issues
I add warden texture to my shader and fix
I use normals
damn My non PBR mode is useless this preview then
Remove "shader" before veka reads it
bro about to trigger a mini-boss battle
Lmao
Veka got promoted to councilor
yesn't
always has been
My bad
It's shader not deferred you can see custom shadow and sun ray(fog) color
You don't need shader to change fog colour
Afaik
sun ray(fog) color is a part of what texturepack can do
bruh
Yeah it's built into the texture pack system
How?
I edit tone mapping file in Minecraft for this.
editing the config files still doesn't classify your pack as a shader

How i can make it on texture pack?
You need to create fog files
Then there's a bunch of data drivable things you can make for colored fog
Examples of this without any shader modding
BUT STILL IT WILL NOT BE SHADER
Yes it's still just a resource pack
How about edit shadow Color?
EDITING CONFIG FILES IN A GAME FOLDER WILL ALSO NOT MAKE YOUR PACK A SHADER!
I wish we could modify shadow darkness etc
Heightmaps are broken you say!? 👀
yass queen
😦 Apologies. 🙏 We'll jump on it.
Don't jump on it, you'll just flatten the heightmaps
Just a note it's broken across both graphics modes
But huge W
Lmao
It's okay ^^' ❤️
also bloom is effed?

i am having bloom not working
it works sometimes but it doesn't sometimes
global.json is also not working....for pbr anyways
still no bloom on Android :(
:o
yeah that's the problem i had
i was playing on the 1.20.80.23 bloom was working and no shadow strip issues
I reinstalled the same minecraft preview from a version switcher and i got issues that android are facing
and they are still here
i am on windows
nvm it's working now
my emissive is at 255 rn
Still? It looked like it was for me. Some of my blocks that didn't have manual pbr done weren't reflecting the world anymore
my blooom issue not working is due to the vol fog being thick :-:
oh
im so lost on sky config rn
everything looks off in a way, and I have no clue what I'm missing
(Here's my lighting files btw so you guys can tell me what I'm doing wrong)
I think shadows feel too strong imo but I don't know how to fix that
@graceful iron this might not help with the shadow thing but i reccomend increasing sun brightness to at least 32000
32000????
yea
it highlights fog a lot better and just in general looks better
i think mine is 36k rn it used to be 76k but i reduced it to try and fix a bug
32k might be a safe point
i would also increase your horizon blend
that would give a more distinct horizon
32000 illuminance goes crazy
another thing id increase the mie start max values as well
from my testing it provides more color dispersion from the sun and horizon
if you want i can send you my atmosphere file if you want a baseline
please
im so confused and the Microsoft Doc thing is not really too useful
yeah i sent in dms
omg everything is freezing
I thought it was winter
so many clowns
Clown takeover
real
I wasted my time opening the loot boxes 🫡
Slayn't
Just approved the fix for heightmaps. Aiming to get it in next week's update. 🤞
LETS GOOOOOOOO
how do i enable pbr on my addon?
got it
wtf? they fixed emissives?
this is emissive 10 which would look way brighter in the past
the top texture is 1
Hm idk cuz when I looked at emissive stuff it still looked the same

Part 2
I haven't seen this on pc yet
I also haven't played around with this much on pc
for some colors it still is way too strong
this is 1
??
what pack is that?
Heightmaps are broken, but not sure if it's the cause
This however appears to be regular deferred with how it handles light. I don't the correct term or explanation for this
I really need to release the 1.5.0 update
This sun looks so weird
What is problem in my deferred resource pack?
wtf?
I only use 5 💀
I might wanna change that
Yea probably
they might wanna let us data drive the tonemapping as soon as possible
i have to make major changes everytime they change that
I don't think there's a way to get different point lights for different block states right?
Why?
Uh because format version 1 is for 1.13 and under
Format version 2 is for 1.14 upwards
this is why your pack is so dark
Ok
Are there any news about when deferred rendering will release
No
hopefully around summer
my mc phase will be over until then again ugh
why can't they make it an experimental toggle
I don’t have an mc phase
Since deferred is not optimized yet there would be lots of people complaining how unplayable it is
With the FPS
Yeah that's why they could mention it and still give it in experimental
yeah that's true
And also that switch and PlayStation haven’t been supported yet
but from what I've seen it already looks so good now
Maybe we can get an experimental toggle in normal mc by November
ofc they're leaving the platforms out I play on
Or after mc live
No they’re not
PlayStation got preview a few weeks ago
So it should get support soon
I can't get it bc u need a digital copy
Rip
😦
But luckily I have iOS preview
I have android preview but no world loads up with a deferred rendering pack
maybe my phone is too bad
(sorry for ping)
I have been facing this glitch since i updated to 1.21.0.20
It doesn't happen on new worlds
But after i leave the world then join again it happens
and there's these lines
Gets worse at lower settings
But doesn't completely disappear even on highest settings
gets wild at lowest settings
and this lag when i hold any item

From my testing the blue screen thing is an issue with reflections
so do i need to disable it
Yea
well then it'll be fixed when they update reflections




