#Graphics General
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The shadows and the lag I'm not sure as I haven't had those issues occur
The shadow thing is common across all platforms from what I know. It's a thing with shadow bias
Not much anyone can really do about it though
Hmmmm seems like it may be an android issue as I'm not having it on my phone
Still not much can be done either way
This looks a lot like the mali shadow bug
I had it even on previous versions
But it was lighter
Now it's more noticeable
Hm. Yeah there's always been those little lines like that but never that bad
Unless your phone had a mali gpu
Other than the fact the game can't run above 60fps on iOS for some reason
Probably an Apple thing idk
Yes but i use low quality shadow not have line shadow bug
Disable vsync
Same when I used a vsync disabler pack on Xbox
Still stayed at 60

I'm curious on why they removed the Vysnc Toggle from the video settings
It was available in the 1.20.30 or .40 previews
Then got removed
Does that still happen if you set find to midnight?
what is happening with with copper grate block
left is copper grate and right is copper block using copper grate texture
Subsurface scattering maybe?
how?
it uses the same PBR map as the copper block
it has been bugged since the grate block was added
maybe I am missing something here
Since currently subsurface scattering is hardcoded for specific blocks, maybe it was also added to copper grate by mistake
Subsurface scattering is mutually exclusive with metalness, so that'd explain why metal channel does nothing
this softening issue of the color
has been happening since the beginning
but we'll see if this will get fixed when SSS is customizable
Ah
colors just get really soft
I think RTX also has issues with that block, it gets treated as glass and refracts light.
yeah
they might be using glass block in blocks.json
will see changing it helps anything
huh?
yo????
Or could be the result of experimental toggle like how 1.21 entity components cannot be used by creators
yes
I would rather have fake sun rays with no eye bleaching fog
For me it depends. Fog done right looks great. I need to redo a lot of my fog now that I have better knowledge on how it works
Sorry if i am onterupting anything but
can somone tell me where I can download bedrock shaders (for pc) safely? I have seen many shady sites and all of them are only for the mobile version
And I saw somone say mcpedl but isn't it only, you know, for the pocket aka mobile version?
No not at all. Mcpedl is for any platform
All the popular RTX packs are on there
All the deferred packs are on there
Anything on there can be used by any platform
It's a general bedrock addons/resource pack site
So when it says like "version 1.20.60" this also includes the PC version
And when I saw a shader I like it said "does not support normal minecraft" and needs an RTX version, I assume that's kinda like a Java side library that needs to be installed?
It incudes all Bedrock versions unless stated otherwise.
For instance, if it's an RTX texture pack, it's PC only since that's the only place Minecraft supports it.
nothing on mcpedl has anything to do with java. its all bedrock
So I do not need to search for a "PC" version of the download cuz it already supports it?
you do not have to search for a pc version
any version thats on there is compatible wiht bedrock edition no matter the platform
Hm interesting thank you very much for this helpful information
On last question tho
Is the site "mediafire" safe tho?
Okay I will try and download a shader, thank you so so much again
You can also find a list of many custom shaders here https://github.com/DominoKorean/Render-dragon-shader-list
Although unlike resource packs that you are currently trying to find, they have a bit of an involved installation method (see installation section in that link)
found a funky bug
essentially, some blocks that emit light (lava, sea lanterns, etc) without deferred start emitting vanilla light instead of pointlights
this is also followed by the global.json file suddenly breaking and not working anymore
Yeah, global.json not working has been an issue in the .80 previews as well
Anyone made a bug report?
im prob gonna make one rn
https://bugs.mojang.com/browse/MCPE-180455
made one now
TheDoctorCat
To Do (Open)
Unresolved
(pls tell me if i should edit/add anything, would be much appreciated)
You should attach an example pack. Global.json mer doesnt work so you should(if you have a version switcher) take a screenshot of it in different versions. Most notable way is to make the global mer [0,255,255]
k\
updated it, does it look better?
yea
you need to add your own pointlights
idk, I do have a lot of point lights rn, but none of them work anyways. The campfire has a point light but it just doesnāt appear which is part of the bug.
Hm. Is anything else within your global working
it's not a bug
you are doing something wrong
oh. The global.json file I was using is in the bug report I made, so if you could possibly find out the issue with that then please do.
I can run some debugging tests in it for you
That would be much appreciated 
please do not make bug reports unless you are 100% sure that your pack is not the problem
because I'm almost sure everything works for my pack
Seeing this kind of pushed me to make one, but I should probably double check before I make a report, yes
I also had this happen to me before when my pack was previously working whilst I was taking screenshots, so Iām still not fully sure about that.
Idk, Iām just confused with deferred in general rn
you confused global.json with global mer
Bruh
D: bruh
I should remove that bug report and make a new one about the weird vanilla light thing later
vanilla light is intentional
ah nvm
far away light sources use vanilla light when the point light is out of render distance
I mean up close
that shouldnt be an issue now with the fixed point lights
but anything without a pointlight would use the vanilla lightmap
Close up too
deferrred blends colorful pointlight lighting with vanilla lighting
I should get sleep. My brain is refusing to understand stuff rn, so Iām just going to look at this again tomorrow
it's not an "issue"
pointlight shadows would be too dark without vanilla lightning
Global mer is defined in global json. How am I wrong?
Works for me... including subsurface channel š
Tho I also disabled all textures, let me see if it works when there are some PBR textures present
Regular global_metalness_emissive_roughness also works for me
In what way was it broken again?
Subsurface scattering chicken
You set it to [0,255,255]?
[0,0,255]
Ah, I just used example global.json file btw, it had too large sun illuminance
That's why reflections are so intense
Top part doesn't have a texture
What's unfortunate about subsurface scattering channel is that we can't (to my knowledge) set it per-block in texture sets, so if you define a global sss value, all blocks, with or without a texture will have it
WHAT
Only works globally tho, I wasn't able to get metalness_emissive_roughness_subsurface key working in texture sets
This is the global schema, just in case
I'll mess around with it later š
Also might be worth checking if editing MER alpha channel affects subsurface

wait so this means..?
wait what?
Hold on a sec, I'm testing some stuff. I'll tell you how it works in a bit
yes pls doo
I wish there could be a way to call deferred a shader without making everyone mad
š¢

You can. It's called, know your audience and the environment you're in. I don't want to bring in any external drama, but you won't be punished here by the moderation team if you call it shaders
Except Veka will be sad
I donāt wanna upset veka
I'll get over it... eventually
one day 
Seriously tho, ultimately it's not a big deal, you can call whatever you want however you want. But you also should keep in mind that it's also totally okay for someone else to mention that it may not be the most fitting name, it's just important to not take it to the extremes, you shouldn't bully or harass someone for the terminology they're using.
Yeah well uhhhh
When someone bullies you for calling it shaders, ping me.
(Lightyagami)
But uh, by all means, I would love to get my ban count up /s
meet the quota
Thereās one problem
Light yagami refuses to let me call deferred a shader
Iām pretty much forced
I removed it from my video titles
That is taken too far imo
Deferred isnāt a shader?! Iāve been lied to smh
no one should be forced to call it what 1 person wants it to be called
And I even had my favorite role removed from yss
For a little while
So what Iāll do is just call it shader only around my friends
In other servers
You should be safe here
in the end, deferred will be called what mojang decide on when its finished & ready for marketing
Deferred shading is actually the file name of one of the material bins
Ik
āFabulous graphicsā
Data-Driven Subsurface Scattering (commonly abbreviated as SSS)
- In texture sets, use
metalness_emissive_roughness_subsurface(requires format version of1.21.10). Subsurface is controlled in the alpha channel. - In global.json, use
global_metalness_emissive_roughness_subsurface
Subsurface is mutually exclusive with metalness, if metalness value is greater than subsurface, pixel will be metallic, otherwise pixel will have subsurface scattering. Also, subsurface and metalness internally share the same 8bit channel, so that means you actually only get 7 bits of precision (8th bit indicates whether it's metallic or subsurface channel), so instead of 256 possible values you only get 128 for metalness and subsurface, but you shouldn't have to worry about it, both metalness and subsurface are still authored in 0-255 range, and you're unlikely to notice any precision loss in-game.
cough make a post for that perchance cough
Nah, it's better to wait for it to release officially, since they might change how it works. I don't recommend using this before that happens.
Like particles PBR
Items PBR soonā¢ļø though, knowing Mojang, all my favourites will be released last
Time to rename your MER textures to MERS 
Bet, gonna use C++ to batch rename even though i alr have a py script

Basically threw a tantrum
Accusing him of spreading misinformation
deferred is a shader, but packs like Luminous Dreams, prizma deferred or Lynx are not
I meant that more as a joke lol
deferred rendering, graphics mode, deferred
if May I ask
so the first 0-128 should be subsurface and metal should be 129-255?
No, its rgba
[Metalness, emissive, roughness, subsurface]
Yeah, you can specify them separately, in 0-255 range. What I meant is that colors will be compressed to 0-127 range internally, so you'd get slightly less precision for gradients.
should be json "metalness_emissive_roughness_subsurface": [0, 255, 0, 0],
So for example 255 and 254 will be compressed to the same value, so you wouldn't be able to tell the difference. In most cases, you shouldn't even have to worry about that, it should be plenty or precision for gradients in MC
anyway fucking W for veka for finding this out
deferred is a shader
That's also not entirely correct, but not entirely wrong either. It does use internally shaders for rendering, just like any other graphics mode in any other game, and some people do call graphics modes like deferred and RTX as shaders. But anyways, you can call whatever you want however you want, arguing over semantics is not a very productive thing to do.
i love it
only top part
It looks better
the lines tho ughhhh- they ruin everything
Hmmmmmmmmm imma have to play with this later
lovely
ehmm
Heightmaps died so subsurface scattering could thrive
lmao
So this utilizes the alpha layer. But is also tied to metalness.. would thag mean I'd have to make the whole thing transparent for this to work or just the metalness
You just have to keep in mind that each pixel can either have metalness or subsurface, but not both. Also if you don't need subsurface for your block, you can still specify just metalness_emissive_roughness, and it will use the default subsurface from global.json instead
I might just wait on this since today should be a preview day and we may get documentation on it
Preview day is tomorrow tho?
Oh nvm then
maybe? for some countries there's Eid so idk?
My brain is all jumbled today sorry
I will give this a go though because it looks interesting and I have ideas for it
Subsurface on opaque blocks from point lights is a bit harsh tho imo
Oh jeez. Does the amount of sss you give make a difference or nah
Ah
What effect would this have on glass
Or would it not do anything because of how transparent things are handled
replace the damn version number and add subsurface
import os
import json
def replace_text_in_directory(directory):
for root, dirs, files in os.walk(directory):
for filename in files:
if filename.endswith(".json"):
filepath = os.path.join(root, filename)
with open(filepath, 'r') as file:
lines = file.readlines()
updated_lines = [line.replace("1.16.100", "1.20.90") for line in lines]
if len(updated_lines) >= 5:
updated_lines[4] = replace_texture_line(updated_lines[4])
with open(filepath, 'w') as file:
file.writelines(updated_lines)
def replace_texture_line(line):
"""Replace 'metalness_emissive_roughness' in the specified line."""
return line.replace('"metalness_emissive_roughness"', '"metalness_emissive_roughness_subsurface"')
if __name__ == "__main__":
script_directory = os.path.dirname(os.path.abspath(__file__))
replace_text_in_directory(script_directory)
š
Yeah, there's no need to do that imo
Both metalness_emissive_roughness and metalness_emissive_roughness_subsurface still work, and you can specify default subsurface in global.json, even if you have an old format or MER key
But if you're going to be updating a bunch of textures, then I can see how this can be useful
hold on
it should work for entites right?
Yes, particles too
I mean, you can also just use vscode's find and replace
š and do it for thousands of texture_sets?
Yeah
THere is a batch find replace
where?
I mean in theory not very many blocks would actually need the sss change as most wouldn't make a lot of sense to have it
yeah most don't need sss like rocks and metal blocks
Also wait lmao 1.20.90?
oh
you were talking about this one
maybe just a placeholder version for now ĀÆ_(ć)_/ĀÆ
Also I'd love to see that added to BRTX or at least its community modifications
I'm sure it'll be at least possible in RTX mods
import glob
import json
def get_json_from_file(fh):
try:
# If possible, read the file as JSON
return json.loads(fh)
except:
# If not, read the file as a string, and try to parse it as JSON
contents = ""
for line in fh.splitlines():
cleanedLine = line.split("//", 1)[0]
if len(cleanedLine) > 0 and line.endswith("\n") and "\n" not in cleanedLine:
cleanedLine += "\n"
contents += cleanedLine
while "/*" in contents:
preComment, postComment = contents.split("/*", 1)
contents = preComment + postComment.split("*/", 1)[1]
return json.loads(contents)
def main():
for file in glob.glob("features/*.json", recursive=True):
try:
with open(file, "r", encoding="utf-8") as fh:
json_data = get_json_from_file(fh.read())
json_data["format_version"]="1.20.90"
json_data["minecraft:texture_set"]["metalness_emissive_roughness_subsurface"] = json_data["minecraft:texture_set"].pop("metalness_emissive_roughness")
with open(file, "w", encoding="utf-8") as fh:
json.dump(json_data, fh, indent=4, ensure_ascii=False)
except Exception as e:
print("Error in file: " + file)
print(e)
raise
main()
``` Here's my python script anyways
wtf wrong with my pack
i have bad reflections bugs but on prizma it's fine?
Skylight is too bright would be my guess
She went in a made ALOT of changes that reduce the issues tied to reflections
I've tried many times to replicate it and I can't
š prizma has higher sun illuminance than mine
I use 20k
Scattering coefficients are also important
In my wip pack it's 20k
My release pack uses 10
Yeah I was able to accidentally fix the sky box reflections bug when alegizz mentioned my sky being too dark it was cuz of fog absorption coefficients
Now it's back after I deleted the wrong fog files š
Hopefully this bug will be fixed in the next preview
is there any other rtx mods planned ?
other than better rtx
I mean it's probably safe to assume that there will be more at some point. At least more BetterRTX presets, since they're kinda separate shaders already.
That might even be added in BetterRTX update
the what
The subsurface scattering support
oh
also
is mojang ever gonna come back to rtx
and fix it
although i canāt even play it in the first place
it still interests me if they will fix it and make it better
like brtx did
but officially
Idk, hopefully yes. I think they might look into platform specific features like custom shaders and RTX after deferred is done, since on the QnA they said that the focus rn is on cross platform features.
iām hoping they can bring custom clouds and waving plants to deferred
It depends. I hope they do and fix all of the RTX bugs. Back then it was all new. RTX mainly came to be due to a Nivida promotion, which I feel like has been rushed to give us the rtx we have today.
Yepper
And the false hope of having it on the Xbox series consoles
Many people bought them
Just to be disappointed
Even tho it can run on them, they don't want RTX on there
Yeah
Many people bought Xbox one x for sdgp
I almost did lol
Plus the video we got with RTX on the consoles
that could still be possible
i mean that one preview version seemed to run rtx fine on xbox?
We had that one accidental preview yeah
Performance was alright
Series S was obviously worse than the Series X
But at least we get Deferred
Although I'm curious what the official name will be
i really hope this happens
Didn't they say sometime they will update the clouds?
they said there were no plans yet
Oh yeah
BRUH
my roles were removed again from yss
and i stopped calling deferred a shader
light must be real mad at me for another reason
and i donāt know any other reason
Probably because you mentioned it here also please try not to bring stuff from other servers into here.
It would probably be best to just drop it

Eh, everyone has their own problems and such
No one likes my deferred pics either
And I believe it was also due to his YouTube comments
The staff encouraged you to send them
I don't pay much attention to anyones
I like them
I have found the issue causing this sky box reflection bug
it has something to do with your illuminance and sun mie strength
hm how so
2000 illuminance with 25 mie strength and 20 glare shape vs 1 mie strength and 25 glare shape
Hm
This might help with my reflection issues
I'm going to bed now but I'll lower my mid values cuz I believe they are stupidly high for no reason
That might be why I can't replicate the fixes prizma has
Oh uhhhh yeah I'll change these around
Idk what I was doing when I made these values tbh
it's a bit.... LOL
not everything should have sss
with sss vs without sss
nvm it works
emm to the beacon glass
Oh wow, sss looks good on slime and honey
Btw Veka I assume the more transparent the alpha map is the more light is scattered?
Bc some time it doesn't work like that and I get a black points light spot
I think the black point light spot is a mistake in sss implementation, it will probably get fixed at some point
Ooh okay
i love sss

Woah how did that happen? It's like front face culling was used on the logs in the shadow map
yea, it helps slime block a lot
It's still your safe spot
Light isn't really a villain
He just don't like spreading misinformation
The fact that he copyrighted each yss video with word rtx, bsl shader, seus etc. with fancy thumbnail
And banned the creators from server
Just because they clickbaited
And don't forget he created the role for you himself
let's begin
You know
That sdgp we were shown
Wasnāt actually the sdgp we were supposed to get
According to devs
Makes sense š
I wonder what the real sdgp was supposed to look like
Maybe similar to rtx
With textures and custom sun
Default rtx looks quite bad
Didn't we see what it would look like?
The one we were shown in trailers
The graphics options left behind also tells us some things
I remember seeing videos of the original MC RTX
Was before they discovered that big code flaw
And had to remake the graphics engine
Which made render dragon
It looked better than any Java shader
Looked oddly different and similar to sdgp
Also
It had custom sun angle
Which we didnāt get in release
I wonder if the devs could share some info of what sdgp was supposed to actually look like
Bland? Yeah
its alright outside too
Vanilla RTX used the lighting folder to change sun angle in default RTX
Depends on the scene
true
Compared to sdgp or Java shaders itās bad
When we talk about outdoors, do we ask "What would this look like in a superflat world?"
who plays superflat nowadays

Sdgp had very strong rays
Might be realistic, but it definitely wasn't aesthetic in my opinion
atleast with BetterRTX it looks quite nice imo
True
credits to @/quirkyplague for the screenshot
i love that screenshot so much
Wish clouds weren't bugged
its got enough fog that it looks kinda like a desert. it looks stupidly realistic for no reason
Why does it takes so long to add reflections
one thing ill give BRTX, the GI is on point
platforms
many
many platforms
optmization
too
It's hard to get working right. I can say that from experience
they are also working on PowerVR support on android too
from what ive been seeing
its actually functional now
By the way, whatever happened to this https://twitter.com/IsiliconS/status/1692173621626601746?t=ByRNhBDBqhLLTPMmXo14mw&s=19
I accidentally deleted it š„³
Looked so cool 


Btw, deferred sun angle customisation also works in RTX
Yeah
yeah i saw that
Vanilla RTX did it
(it's the pack name)
and vanilla too, lol

Will sss work on the player?
Better question: Do texture sets in general work on the player
hmmm
very interesting question
It would be so cool if we could author skins with PBR
yeah
Herobrine eyes anyone?
that'd be nice
iirc emmisive skins are already doable in BetterRTX
i think Furzide did that already
One minute of peaceful deferred rendering https://youtu.be/kqOGhLNZysc?si=qy1Ca-08rK568sUz
#minecraft #minecraftbedrockedition #minecraftbedrock #deferredtechnicalpreview #deferredrendering #minecraftshaders #minecraftbedrockshaders
Need to get better at PBR
welp I tried to do a skin pack that had pbr didn't work
Thought so.
At least we have Entity PBR for other mobs and armor
Soon to have Item PBR
We basically have particle PBR too
skin packs can't load texture set
and you have to tell them it's a png
Not even my pack
Itās pleagued pbr with waving grass and custom clouds pack
Isn't that an RTX pack?
nvm
Both
Is it this you used? https://mcpedl.com/plagued-pbr-deferred/
I used a beta version
this is why the grass is so reflective @pale urchin
The texture pack I applied above it
he isn't using Plagued PBR's grass
Good PBR makes a good scene though
Most Java shaders aren't glossy š
the pink grass doesn't bother you?

Not really
welp black holes can break reflections
case oh what did you do
š
so real
I also got the boot leg interstellar
lmao didn't even realize it
this is a smaller version
pixels from the sun texture is kinda throwing me off
Looks like sdgp
yoo final fuckingly i got this reflection bug out
Where was the bug?
my grass looks like this lol
isn't this rtx?
yeah but it looks about the same in deferred
am I tripping?
i dont have a recent deferred pic
Hm, I thought the sky reflection would look more "prominent" in deferred
Ooh
ok heres defererd
it's way worse
Oh that looks pretty balanced
i mean the bug
welp i reduced my mie values and stuff and now my sun is a ball wtf
Every single feature in deferred is either not polished or has many bugs
Sounds about right
nvm i i had to reduce my glare cone further
that change seems to have made sky reflection less intense though
nvm...
Either it's really hard to balance the reflections, or it's a bug
yeah idk
ive tried reducing my sky values and it broke all the colors i was going for along with not doing anything to the reflections
btw for global mers it should look like this?
With that setup, all blocks will be matte and have subsurface scattering
the subsurface scattering isnt working for me here
I assume you saw Veka's post?
wait.. im dumb
the blocks im looking at already have mer so they wont use the global
ok yeah its not working
Any content logs?
its working now
ill custom define it later
i just wanted to see if it would work
im trying to use sss within mer and uhhh
What happened?
oh format version
i forgot about that
it works now
im not entirely sure how to customize it though
nvm figured it out
Why Minecraft.net isn't update?
no sss
with sss
(there is a sea lantern under these)
something interesting is you can see the pointlight through the blocks. a little weird but also interesting
it's a bug
but looking at this pic
I realized full blocks needs a setting to get point light shadows
Where is moon in 1.21.0.21?š
how to fix the glare issue with reflections(tutorial)
why blue torch look like that
Look like what?
nvm I messed up
it might not be a SSS bug
but jut a bug
that tiny black spot is the bug
Hello guys there have any news for Defferred release ?
Not for a while
Does pumpkin have sss?
nope
Do you have global sss?
Or maybe pumpkin is one of the hardcoded sss blocks, like leaves. What if you set sss channel to 0 in texture set?
Yeah, if you're using MER instead of MERS or using older format version, it will use default sss
there is no sss for pumpkin the texture set
the texture uses the old 1.16.100
version and i haven't updated the pumpkin cuz i have no reason to rn
Yeah, so seems like it uses default global SSS then
oh kinda make sense
It's only in my resource pack or all resource packs?
yours it seems the fog is too thick for the moon to be visible
Did they change emissiveness lately because my stuff seems a bit brighter than usual
I haven't done a lot of testing but overall my emissives have looked a bit better overall
Anyone getting the torch particles to show up? It's not showing up on my end, but things like crop growth does show up
That doesn't seem right...
Only half the particles are being shown
half?
Well, yeah, in the picture only half of the particles are having light "bounce" off. The other half is just dark
huh, I wonder if thatās because it thinks that itās inside a solid block
š but it isnt silly game. Its above the carrot block. Unless air is considered a solid block
Firework particles still doesn't support PBR, like the emissive value
I wonder if the beacon beam works
Did you get torches to work?
yea
May I see your particle textures set file then?
slapped together as fast as I could lol
honey
But I find it strange how the firework particles are not "glowing" but the explosion particle does glow
I thnk I found the problem, I had some Red in my particle files causing the metalicness behaviour it seems
I also never had this happen to me.. interesting.
let me double check
I wonder if these textures are hardcoded?
Do they not work even with global mer?
Nope, they are unaffected it seems
Dang
try global entity mer
nope
oh wait
hmm strange
why doesn't the texture file exist for it?
"particles": {
"global_metalness_emissive_roughness": [0, 255, 255]
}```
Video sending
Hmmm, most particles only benefit if its emissive. Smoke aside, i cant thibk of any particles that use metallic or roughness only
I am asking for block state support in global.json as I cannot dictate what colour light a normal and a ominous vault will emit
If only Molang was supported... anywhere in deferred
Is it possible that later deferred supports colored light from colored glass? š¤
It's a possibility, but I don't remember if they mentioned that
Anyone got the sculk particles to work? All my sonic boom and whatnot are invisible
What exactly would that do for deferred (I donāt even know what molang does)
Greater visuals customisation
Molang is a language for data driving things in MC btw, in deferred it would've allowed to generate visuals during the game based on different inputs rather than having a static hardcoded parameters
Seems particles/entities still don't have great support
And emissiveness is still semi locked to [0,15]
Have you tried particles_alphablend? Particles need to have that material in order to write to the metalness/sss channel
𤨠Damn...I really gotta modify the particle file huh?
But the issue is....theyre just invisible by default(the sonic boom), I only use [0,255,255]
Do you think we could create realistic clouds in deferred in the future?
Via cube maps
When they support it
Most likely I think we will
But I donāt think they will be able to move
Unless somehow we can animate cube maps
They should also make cubemaps in deferred data driven to fix the horrible looking cubemap problem
To match Java cubemaps
@raw pendant actually fixed cubemaps on bedrock
Sorry for ping btw furzide
Im still not getting the sonic boom to show up. It works perfectly fine without deferred turned on. Every other particle from teh deep dark seems to work but not the boom
Are you kidding me? Do particles PBR texture_set files not support arrays for MER?
But the sonic boom still doesnt show up
It's so impressive that you all found the data hooks to Sub Surface Scattering! Most impressive. But we are not ready to release it yet...
...because it still has some bugs. (I'm looking at you shadow occlusion) We want to give you the best experience. š Know that the early SSS visuals being shared are a big help. šØ
I am so smart, I figured out a way to make my pngs distinguishable since emissiveness/bloom is a bit intesnse right now(anything above 15 is treated the same)
Pro tip: Don't enter the nether
We love bugs. Truly
Also, while you are here mr aajabrams, is there a reason why particles pbr MER doesnt support arrays and has to explicitlty be an image mer?
These screenshots, while beautiful, illustrate the remaining problem, and that is occlusion obstructing the SSS. The only reason these back faces receive the little sliver of light that they do is due to shadow bias. š
So is this what you guys are aiming for? (by @white willow)
This is news to me. I'll log a bug about this!
Thank you for the tip
𤣠news to me as well. Unless ofc I goofed up(please let it be my fault)
Not sure, but rest assured we have a solution. š
Works
{
"format_version": "1.16.100",
"minecraft:texture_set": {
"color": "particles",
"metalness_emissive_roughness": "particles_mer"
}
}
š¦ no works
{
"format_version": "1.16.100",
"minecraft:texture_set": {
"color": "particles",
"metalness_emissive_roughness": [0,255,255]
}
}
We love bedrock bugs, really.
Truly Bedrock
Truly Bogged š /s
Our solution aims to convey block/object thickness to give more physically believable results.
šļø
Can't wait to see it

Me too. We're working hard on it.
While it won't include SSS updates, next week's preview should be rather exciting. š
Back then people played videogames to escape reality. Now developers want to make videogames look like reality
You guys should leak data points more often /j*
They're in there if you know where to look. š
Where the data miners at??
Retired /s

Just saying, rest assured, deferred has been cooking, but not everything gets a changelog. š
We appreciate everybody's hard work :D
Yeah
Me too x3
I was say thank you to everyone at the graphics AND aajabrams for doing your best to deliver such an amazing feature.

You're really going above expectations
We aim to please
I'm happy to live in a time like this
We're all really excited to see what you guys deliver in one preview
But seriously, we love the enthusiasm and engagement we see from the community. You all are why we come to work every morning.
ā¤ļø

Wait, what will you do once deferred's released?
Whatever is next š
Just release the git diffs
Deferred is pretty solid! I really like it :>
We honestly love every one of you thatās still working at Mojang
Actually it's pretty fluid. Much work to be done
But that's what you get for being experimental
True, but it does take time. Idk much about graphic dev, but I think there's loads of technical stuff/problems going on making stuff a bit more difficult
As someone that made a graphics engine from scratch, yeah. It's a real challenge
You're both right, and that's why it's so fun/exciting. We're still building out the full feature set and platform support, but we're confident in our goals!
Known issue items in your hand just gets overlayed by the atmosphere colour?
Hmm, hard to say. Do you have a screenshot by chance?
oh????
cant wait
big stuff coming
I don't think grass is purple mr aajabrams š¤£
Oh item lighting was always broken, lol

I'm wondering if they'll fix it once they get to item PBR
Whatās happening with the torch?
Oh I didn't even notice that xD
We'll fix, for sure. Not meaning to put any burden on you all, but the more bugs we get filed from the community, the more likely we are to fix them. š
... What is happening there?
Bias related. That would be my guess. No reason we need bias THAT large though... š¤
huh
If it was bias, I'd assume it would have a pattern around the torch
Plus it's not a hard cutoff. As if it's a transition
Maybe it's a bugged shadow map?
...normal maps shenanigans? Idk, it's happening ONLY with the normal copper ore and not the deepslate one despite both using the same normal map
Hmmmm
I think that bug, and the "perfect circle" bugs from torches on walls at the right distance are all the same root cause...we just haven't figured it out yet.
speaking of bug reports. has anyone made a report on the mobile reflections issue
I have faith you'll find the root cause 
ok. if someone didnt i was going to
This definitely doesn't seem easy. I've always wanted to learn how to do that just don't have time lol
I've always found things like raytracing very cool.. then games like cyberpunk utilizing it in such crazy ways like it's so interesting. Or like UE5s Lumen is also super cool
I agree
I was always intrested in making things like this, but I just don't have the time either lol
Maybe someday
Lol yeah
I understand the basics of coding but most of what I'm learning right now I feel like flies over my head
Or I over complicate what I need to do
One of my recent projects was to create a paddle ball like game thing
And I ran into an issue of the ball just clipping through the side of the paddle
I didn't think to just reverse the function and instead tried everything except for using the paddle's height.
Let's say I sat there for WAYYY longer than I needed to
I don't even know how to code at all lmao
It can be a lot to get a hold of at first. I have a hard time with processing a lot of things all at once so I find coding rather difficult
Yeah, I'm sure it's not easy to actually begin
I got a good understanding of coding when I first started college. But I swear I've just gotten worse in the last few months
Ik my friends wanna do a game jam so that would probably help lol
Lmao
How does sky reflections actually work? a value of [255,0,230] doesn't seem to make it reflect sky colours but [255,0,63] does
:0
Reflections
Water SSR is in the game
i've sent images of it before, very very WIP at the time
I wonder why it's only on windows. Maybe they don't want to worry about platform compatibility during development and will add it later. Or not all platforms will support it. Or maybe they just didn't want data miners to find out š
š
Just a thought, someone should keep items key in global.json in case item pbr ever gets silently added as well
Where
@faint snow ^
what about the SSR code in waterforward on Android?
There is no SSR code there
Oh ok
Very excited to see all these new features
Especially better water
And cubemap support
OHHHH BOY
Fingers crossed we get better water next week
š¤
Hohoho no
Probably reflections
Yes yes yes
Or even better
Cubemap support
Or color grading
We can make custom clouds in deferred with cubemaps
Or maybe
PlayStation support
something cool i just learned
deferred has a default volumetric value
so i just made a new pack which only has one thing in it. theres no fog files, global lighting files nothing
but it has a defaulted volumetric fog

It looks like the same fog they used in their first screenshot showcasing it
yeah
this is just a neat little thing i found
tbh i didnt expect it to have a default value cuz rtx just doesnt
pre-release deferred moment
idk if its just me, pre-release deferred had much crisper block pbr
don't remember what pack i used in this ss
still looks like that
just you

maybe I changed planks pbr at some point
I don't remember doing that, but it's possible
more
i think i was usng lumen rtx in some of these pics
deferred when it shat itself
deferred when it actually worked
we sure have come a long way since
Definitely
wait wut
i just noticed we had player shadows in pre-release deferred
i wonder why they removed it at release
It says RTX?
back then we used the RTX toggle to enable deferred rendering
since it didn't have a dedicated toggle
this is during the time YSS first revealed the existence of deferred
and when it went public
I have no idea how that works so I canāt really say much
instead of enabling the RT rendering pipeline, we switched it to toggle the deferred rendering pipeline
thats basically it
huh
Seems that these pics were taken a year ago
I wonder what deferred will look like in 1.21.60
they were taken back during 1.19.40 (release)
so yeah about a year or so
maybe
Probably will

3rd person shadows were always working, but not 1st person
š Feels so nice to be able to structure my pbr pack like this. Organized - ish
any news about deferred coming to ps4/5 preview ?
Not atm
No
But it has to be coming sometime
Sooner
ah i see
Incredible https://learn.microsoft.com/en-us/minecraft/creator/documents/deferredlighting?view=minecraft-bedrock-stable the graph that shows the day cycle only applies to atmopsheric.json. Global.json has a 0.5 offset....how did I know? Well... a value of "0.1": 9832 should be super bright during noon however...it is super dim
Lmao you just noticed it
And what's more ridiculous is that offset only applies to the objects under the sun
And the moon uses the graphs system
I didn't just noticed it. I've made adjustments and accomdated for it since the release. I figured it should be fixed so I was porting it over to the new/original values
Oh lol they never fixed it
They just changed the graphs to the bugged values which became a feature
So the sun which was originally correct now is bugged

Well, hello here, i want to start leaning deferred but i have no idea how to start, i created y default PBR pack, but i have no idea what things do what
ya, i have this default files that are there and i read it all
but i kind dont know what to change to make something change
like i get the illuminance
but not sure how do you get the fog things and sun rays in the air and more
Features that were mentioned on qna:
- 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.
Color grading, water, SSR, proper SSS and items PBR is what we have left from this set of features
I wonder what will be next. Or is that everything ?
Excited for the next preview
Sky is left for work
This applies to almost every deferred feature. There's something wrong with each one of them that they'll look at later.
I've learned how broken point lights are in very large numbers
Probably everything
Maybe some other small features
Or more data driven files
And then itās onto optimization
I guess
This only applies to very niche situations like city maps but it's still interesting how quickly it gets broken
And bug fixes
Oh yeah
Donāt forget cubemap support
Iām excited for that
Cause we will be able to make custom clouds
I just hope the cubemaps look like Javaās
i hope they can optimize to the point that lava point lights can be feasibly used
who wouldn't like this

Let me give an example of this
This image right here. I've removed the point light falloff distance BUT there's so many of them the lighting is just breaking. Especially on farther away ones
But even some closer ones you can see gaps in the point light lighting
I believe this is the same issue with lava though so
The nether sucks
yeah i've faced this issue before, even back in 1.20.50.21
I would love for a scene like this to work and run well
this is with YSS SE, but it uses mojang's pointlight code, imma send the behind the scenes ss next
the amount of point lights it took to light this scene was stupid
without these the entire scene would be black

i hope some form of GI makes it to deferred
Mojang should enable point light for lava and just not tell us. Let your device burn
GI makes a pretty big difference (Left is no GI and Right is SSRT GI, and yes this is java, sue me)
instant crash for mobiles

With the right level of configing tho it can look crazy. I'm still working on my config. I need to optimize it ALOT though. It runs rather bad rn
Lol, that will never happen
GI makes everything look not flat
For something like this, we need an actual GI solution
it could, if they worked on clustering pointlights and not treating each lava source block as a seperate pointlight

my knowledge into shader code is very limited but something of this sort must be possible, no?

But I still doubt they'll do something like this. point lights are meant to be used for blocks that are small-ish. Like torches and lanterns
For large quantities of full blocks, global illumination techniques should be used instead
also adjusting the strength of the pointlight depending on how many source blocks get clustered to achieve the same effect that more pointlights would have had
thats true
I'd love to have GI in deferred
It would be cool if emission had an effect on how bright a point light was. All emission does rn is control bloom
but if GI is not in the picture, this should be the next logical step with what they already have.
They did mention they were looking into GI
Imagine if emission actually worked as a pointlight
And how they don't intend for pointlights to be used with full blocks
And even thats broken
Anything above 15 looks the same to me
I've done testing on it
Higher values do make a difference
It's very minor but they do
255 vs 15 is vastly more bloomy. It's just the way bloom scales is weird
I would love to see a screenshot of all 256 values
Thats an order, someone do it for me please
1-10 appears to control the actual pixel brightness, everything above that is bloom
This might not be a good solution, but what if the emission values were more sensitive at lower values, then it gets much brighter the more it goes
Like an x^2 curve
:o
That way we still get the max brightness that we have available but it's much easier to make it less intense
Revokes typing perms

Oh...he actually stopped typing
Can ya'll stop stalking my typing status already -_-
We wait for your response

we humbly await the knowledge you bestow upon us.

We just love you so much :)


Emissive brightness is controlled linearly, the issue is that there is no GI, so it literally can only affect bloom and nothing else. Past a certain brightness, any color just looks the same anyways. While expecting GI may not be realistic, I think a different kind of bloom can help with that as well. Current implementation has a very harsh falloff and small radius, while industry standard implementations look much better imo, since they have a softer and larger falloff.
Also both deferred and RTX are missing one important step which makes all the difference. They're using just the last mip as bloom, while you're supposed to sum up all of the mips. Here's comparison of bloomed texture with and without summing up the mip levels
Edit: deferred does the summation, but I think there is something else not right with that bloom that causes it to look the way it does. Potentially not enough mips or a small blur radius
If they can change that one thing, it will make a HUGE difference on the visuals imo
Hopefully RTX could get this someday
But I have more faith that Deferred will have that
Since it's actively being developed
Their focus right now is cross platform features
Yeah
i just realized that deferred is gonna look diff when everything can be a pointlight
true
I love smart people who know computer graphics

Download TestFlight
Go to Minecraft preview faq
Click āhereā
And it will take u back to TestFlight
And let you download it
But itās full rn
You have to wait for more slots to open
ok
Why glass and honey block don't work but slime texture work on deferred?
Transparency issue
You'll have to change their opacity level to around 55%
š hook me up Mojang
Yah
it would be interesting to see a Deferred pack made by mojang staff themselves

Something like "vanilla Deferred pack"




