#Graphics General

1 messages · Page 7 of 1

silent zealot
#

It would be so cool if the game could switch between tonemappers depending if youre indoors or not because lighting sucks in aces

proud pike
#

or would it be customizable, if ever implemented?

silent zealot
#

jeb_shrug twas just spitballing. I just really hate aces indoors

#

Ofc....customizability beats hardcoded anytime

white willow
#

I don't find any of them to really do well indoors. Just really a deferred thing

proud pike
#

i wonder if the harsh transitions in exposure due to AE will ever be improved upon

white willow
#

But also I'm used to how well BRTX handles in door scenes so everything to me will kinda look awful indoors

proud pike
silent zealot
proud pike
#

i'd be better if they were to improve the AE

silent zealot
#

Artifical Emissive?

white willow
proud pike
silent zealot
#

Not caught up with all the graphics acronyms

white willow
#

Another thing I hope will get fixed is when you are underground and there's skylight but that area of skylight is just pure white and you can't see outside

#

While also leaving this weird unshaded lighting everywhere

#

A part of that seems like an auto exposure thing the other part of it idk

quick beacon
#

it's a mess from what I can tell

grizzled phoenix
#

Hey guys I am using events in a particle and I have several particles in one particle, but I want to order them by layers, that is to say I want one of them to be shown behind the main one and others on top, do you know how I can do it using Materials.
Thank you!

tribal trail
viscid moth
#

ehm wrong channel??

tribal trail
#

we need shadow map which has a longer render distance

viscid moth
#

oh

long ruin
#

Yeah

#

Maybe a shadow distance slider

tribal trail
#

this make fog better

#

from my tests it takes about 20 fps but honestly I still think it's worth it and there should be an "ultra" setting that includes longer render distance for shadows

viscid moth
#

could we expect any fix for this
if you have low render distance and chunks unrender
sky become visible and admits bloom

sonic canopy
#

aaj is online, that means we're getting something new today 👀

viscid moth
#

definitely staying up for this preview

silent zealot
sonic canopy
#

Oh just went offline, seems like no deferred features today :)

quasi trench
#

nooo pleasee

#

we still have chances within 3 hours

silent zealot
#

There are two important people when it comes to deferred rendering: Aajabrams and Veka. Per tradition, if we see them type in chat, we must all be silent and wait for them to bestow upon us their knowledge

long ruin
white willow
#

Same with long range point lights

#

We should also have a slider tied to light clustering as well or soemthing. Increasing the light clustering helps with so many lighting issues with high point light counts ie nether

faint snow
#

New preview

white willow
#

Volumetric fog fixes have gone live

faint snow
white willow
#

We need to modify our densities by quite a bit

#

Lemme see how it looks

#

Wait

#

This sounds like a typo

#

Shouldn't it be .12

#

Because an increase of 12 is actually insane

silent zealot
#

Multiplying a decimal by another decimal will just make it smaller

long ruin
#

maeth

white willow
#

Holy there is no fog now

#

Same area just yesterday

quick beacon
#

time to add 12 to your values ^^

sonic canopy
#

Multiply*

quick beacon
#

or that

#

lol ^^'

white willow
#

But hopefully fog looks more like fog and not... whatever it was before that

faint snow
#

Hopefully it’s not eye bleaching

quick beacon
#

We can ask Aaja when he comes online?

white willow
#

I'll have to fix all this once the windows update comes out and I'm out of class

quick beacon
#

It says it matches the fog of RTX so idk if that means anything. Probs not.

white willow
#

For the record I'm not in class rn

#

This looks less than RTX tbh

quick beacon
#

We'll see when we get the update on PC

white willow
#

But perhaps I can port my RTX fogs over without much adjustment

#

Because I like how those look much more

#

Omg even jungles

#

I set fog to ultra and still nothing

#

Pretty crazy change

#

Jungles on my pack just yesterday

long ruin
#

Definitely

white willow
#

I'll be fixing these up later for sure then

#

Hopefully fog will just in general look less overwhelming

#

If my desert fog can look more like this I'll be happy

quick beacon
#

Could it even be possible in deferred?

white willow
#

Not sure

#

But with the fog properties better matching RTX now

sonic canopy
#

Fog brightness was decreased by 4*PI btw

quick beacon
#

so it'll look bad now?

sonic canopy
#

~12.5

quick beacon
#

like blidning

sonic canopy
#

Sorry I meant decreased

quick beacon
#

Okay, so getting light rays would be harder now?

white willow
#

Light rays should be more visible now

#

At least that's the hope

quick beacon
#

Keep in mind: I am stupid ^^

white willow
#

It's fine

quasi trench
#

👀

#

preview

#

who what when where why how

white willow
#

I'm definitely gonna port my RTX desert fogs over and see how similar they are

quick beacon
#

I don't like how current fog blocks the sky

quasi trench
#

what happened woah

quick beacon
#

Sky color*

quasi trench
#

sandstorm

white willow
sonic canopy
white willow
#

I'm just hoping I can replicate that

#

Since the fog is supposedly the same now

white willow
#

Since for RTX it only would with absorption values

#

Absorption maybe will have a greater effect on sky rather than fog color

still zenith
white willow
silent zealot
still zenith
#

Ah, yes, sorry we weren't clear on that. It is indeed a multiplication by 12 we're recommending.

silent zealot
#

Technically it would be 12.6 rounded to the nearest decimal

#

Yeah, factor usually implies muliplication

quick beacon
#

Hello aajabramshaiii Could you explain this change? Does it only lower fog intensity, meaning if we * by 12 our fog would look the same as before?

white willow
#

It seems my reading comprehension skills are failing me

#

I forgor my math terms

silent zealot
#

Too much time spent on looking at deferred rendering, cannot read things properly anymore

white willow
#

I have spent to much time looking at photoshop screens and VSCode lol

still zenith
quick beacon
#

Oh, I see.

proud pike
#

ooh

quick beacon
#

Absorption is untouched?

pale urchin
#

I'm curious to see what this will actually look like in practice

#

Words aren't properly conveying what the difference is

quick beacon
#

Maybe the same. I just wish there was a way to have light rays but also be able to see the sky almost as clearly, like 80%.

tribal trail
#

aajabrams could you make shadow render distance longer? 🥹

white willow
#

I second this

#

At least for ultra

tribal trail
white willow
#

Or even adding a new slider

quick beacon
tribal trail
white willow
white willow
quick beacon
#

It does

sonic canopy
pale urchin
#

So is it that "in-scattering" from ambient light is reduced only?

#

If so that means fog is much clearer when there's no sun light

white willow
#

My hope with the fog changes make night look less like haunted forests

quick beacon
quick beacon
white willow
#

It's not necessarily a bad look but it can be a put off putting to some

quick beacon
#

Oh, my moon brightness is quite high ^^

white willow
#

Mine is like 2.15 I think

still zenith
quick beacon
#

Mine's 15

quick beacon
still zenith
#

Absorption itself has not changed, correct.

white willow
#

This for me personally is more what I like night to look like

quick beacon
#

This should make fog better then?

pale urchin
#

So is it that fog is going to be darker overall?

quick beacon
#

I'll have to mess around when the preview is out.

white willow
#

Yeah same

tribal trail
quick beacon
#

I'm a nerd for light rays ^^

pale urchin
white willow
sonic canopy
pale urchin
#

So the only thing this change addresses is that similar fog values now give the same result between RTX and deferred?

white willow
#

yeah im gonna be honest, i dont think this change to fog did a whole lot. night looks a better but i dont really notice improvements to light shafts

#

although

#

maybe im wrong

sonic canopy
#

How does the same fog look in rtx and deferred?

white willow
#

lemme port this exact setting over to rtx real quick

quick beacon
#

btw this is my intense fog preset

#

intense preset

white willow
quick beacon
#

It's kinda better?

#

Okay, usually I would not see stars when I wanted to see rays.

#

Still using your sky stuff @white willow :3

white willow
quick beacon
#

Blind

white willow
#

this looks a bit better than i wouldve thought

#

im curious how my rtx fogs actually transfer over now

#

ehhh still doesnt translate over very well

quick beacon
#

It's way better

white willow
quick beacon
#

What is it doing down there wolfdizzy

quick beacon
#

It looks better imo

white willow
#

yeah now that im seeing it yeah it looks better. just i was hoping i could port my rtx fogs over because visually i like the styles i went for over there much more

quick beacon
#

I'm sure you can get it with some tweaking ^^

white willow
#

this level of fog does look a lot better in deferred now though

#

you can see light rays

quick beacon
#

level fog?

white willow
#

like amount

tribal trail
#

I don't notice any change

quick beacon
#

I noticed a huge difference right away

tribal trail
#

I did not

white willow
#

i am noticing a difference between how thick the fog is and light shafts. i have much thinner fog and see light shafts much clearer

#

just my colors are messed up rn

quick beacon
#

I use 0 absorption

white willow
#

that could be it as well

#

i use some absorption

#

with some biomes having more and some having less

#

depends on if i wanna make it hazy or not

#

the underground exposure stuff looks a bit better now too

long ruin
white willow
#

this is more the look i wanted for savanas. kinda like a uh dry fog

#

to describe what i mean, i mean like theres a bit of a background haze

quick beacon
#

I see that

white willow
#

this is my plan for deserts too

#

maybe i will utilize the height parameters again

quick beacon
#

Now would be an epic time to let us push fogs based on the time of day doggysmurk

white willow
#

fr

#

id like to have that as a feature

quick beacon
#

It feels nice to be able to see my sky while having some rays ^^

white willow
#

its definitely a pretty look

#

i might try using less absorption on some fogs and see how that looks tbh

#

hm how do you have the god rays is it your moon brightness?

quick beacon
#

Might be :p

white willow
#

yeah it looks like it. i made mine 15 and i can see sunrays

#

it feels too bright at night for me personally but its a neat look

pale urchin
quick beacon
#

This is kinda odd. my FPS stays at 30 when I do /time set 0

pale urchin
#

Ah, but I do notice a high amount of absorption being used

quick beacon
#

I use 0

pale urchin
#

Oh, must be my eyes deceiving me then

pale urchin
white willow
#

forests seem so weird when it comes to fog

#

like where you think there should be sun rays there arent

quick beacon
#

My somewhat new "vanilla" fog preset (still not perfect)

#

I kinda like what they did here

pale urchin
quick beacon
#

Best I can do atm

white willow
#

huh i can get my deserts fairly close to how they look in rtx

pale urchin
quick beacon
#

That is just how my stuffies work :3

white willow
#

the sky looks horribly wrong

quasi trench
#

aurora borealn’t

pale urchin
quasi trench
#

it could be winter in minecraft years

white willow
#

welp the nether is broken

#

fog is just grey now

#

before todays patch

pale urchin
#

Time to make some adjustments

white willow
#

I've changed a bunch of stuff nothing has given it color

#

I'll try some more in a bit

#

I'll try porting my RTX fogs over see if maybe those work better

quasi trench
#

noooo not the netherrrr

tribal trail
#

more work to do TwT

proud pike
viscid moth
#

SSS on light blocks

sonic canopy
vague shoal
#

uhhh

#

guys

#

look what i found

#

👀

#

i NEED this

drowsy lantern
#

It's animated water texture with 128 or 256x i think

vague shoal
#

i wanna know how to make one

drowsy lantern
#

Like fire texture but 30 or 60 picture

pale urchin
#

It's just a scrolling texture. It would've been neat if it had more stillness to it

mossy verge
vague shoal
#

😭

#

i’ll just try a flipbook texture animation

white willow
#

And not as detailed in any way

#

As well as had looping issues

quick beacon
#

How does one obtain such high detail textures

#

I never understood how people do it

white willow
#

I don't get it either

#

Normal map making experience and skills I guess

tribal trail
vague shoal
silent zealot
#

🙏 Once exams are over, I can release a new update for my pack

tribal trail
#

you drow normalmaps

vague shoal
#

where can you make a water texture like that

silent zealot
#

You hand draw them

vague shoal
#

dang it

#

i’m not good at drawing

#

time to look at free water textures

quick beacon
#

Ask an AI to make one for you bigbrain

faint snow
#

Ai is dumb

white willow
#

I the best I got is taking the texture and applying the photoshop 3D normal map thing to it. They aren't good but they work ig.. until I can get over my skill issue with making normals

bitter cargo
#

you could also directly steal other peoples work

sonic canopy
#

Blender already has an ocean node, you can probably find some tutorial on how to make it tileable and how to bake normalmap from it

quick beacon
#

:o

long ruin
#

I love Blender :D

#

It's how I made my profile

quick beacon
#

:O woah

white willow
#

I tried using substance to make a new water normal but it didn't exactly work. It was just erroring

sonic canopy
white willow
#

Ah

long ruin
#

Here's my most recent render in Blender (completely unrelated to this channel :D)

silent zealot
#

Thinkdricks Is the sun supposed to shine behind the mountain?

pale urchin
pale urchin
white willow
#

Very deep red. I'll have to find a pic as I don't have any currently on hand

#

They are the exact same values across both as well

white willow
pale urchin
white willow
#

It does yes

pale urchin
#

I see

white willow
#

Although I'm using BRTX so idk if that's something it adds or not

#

I haven't really tested with vanilla RTX

vague shoal
#

I still can’t figure out how to get an orange tint to my pack

#

Like this

quick beacon
#

I use a red-orange for my sensets and I use aces with some color grading which makes those colors more vibrant if that makes sense-?

vague shoal
#

Ok

#

Thx

white willow
#

nether fog is going to be an absolute pain

#

i cannot replicate my previous look no matter what i try

#

idk how possible it would be to do per dimension but i strongly believe the nether should get its old brightness restored

proud pike
#

but there should be a way to brighten it up

white willow
#

this is what i had before and i preferred this look

proud pike
proud pike
white willow
#

like sure it being dark and depressing works especially for what the nether is but i liked it brighter

#

time to play with warped forests and see if i can kinda tweak them back a little

proud pike
#

that would prolly hurt the overworld's look

white willow
#

it would yea

#

i looked at it on my neutral preset and it was almost pee yellow

#

despite the fact theres so much red color that should be coming through

proud pike
#

seperate dimension colour grading when

#

that would go so hard

white willow
#

yea

#

the nether fogs used to be colored via absorption and scattering barely did anything

sonic canopy
white willow
#

it didnt

#

didnt change anything

sonic canopy
#

Did you multiply scattering or density

white willow
#

scattering

#

no change

silent zealot
proud pike
white willow
#

multiplied scattering here by 12

#

on my old settings. if you look at the background, youll see the fog color is still the same

#

just not as thick

white willow
#

not as bright as my old fog but it works

sonic canopy
#

Could you send me your old fog, I'll try to see what are the differences in old and new preview, and how to correct for that difference

white willow
#

yeah

#

if theres no way to restore the old brightness im fine with how it looks here

#

it was just more vibrant before

white willow
proud pike
#

hmm

white willow
#

also hable does emissives very well, kinda surprised

#

there is rather clear defininition of brightness

white willow
#

changed mangroves to use a height based volumetric fog

#

(this only happens with height based vol fog)

#

if you hang out near the outskirts of the biome it wont fade down either

#

If it's not a bug the transition is just super harsh and jarring

#

The fade down transition is rather cool but the fact it flashes to a uniform fog then fades down after moving a little in feels wrong

quick beacon
white willow
#

what would that do

sonic canopy
white willow
#

oh its a molang query

quick beacon
sonic canopy
#

Absolutely

white willow
#

omg this looks cursed

sonic canopy
#

Adding density noise into fog should be relatively straightforward via custom shaders tho, so if it doesn't get added officially, there will definitely be options in community shaders

quick beacon
#

Cuz then fog would look like this (blue line)

#

cuz I see no point in using density heights anyways

quick beacon
white willow
#

i more said its cursed since it should be low to the ground

#

but the transition is just weird

#

this looks neat

quick beacon
#

Mangrove swamps are flat so density is useful there, same for swamps

#

but not for normal terrain

white willow
#

yeah i only really like using the height parameters here since its easy to gauge. i tried it with jungles at one point

#

it didnt fully work how i liked it to

quick beacon
white willow
#

would something like that allow for something like this (yes the fog is very thick in these ik)

quick beacon
#

I know what Java shader that is

white willow
#

should be bliss. its the only shader ive been using recently

quick beacon
#

Photon is nice

white willow
#

ok this may be too thick

#

or at least the max thickness height may be too high

quick beacon
#

Do you want your swamp to look misty?

white willow
#

thats kinda what im going for yea

#

i made a small change this looks a bit better

#

i also forgot i added SSS to vines which just looks so good

quick beacon
#

That looks nice, because you're using the height stuff, so player would be able to see the blue sky

white willow
#

yea it wont be a dirty brown

#

welp im gonna port these changes to normal swamps since i separated the two of them

#

the fog brightness changes for light shafts make the height based fogs look so much better

#

night time swamps look rather spooky

#

oh yeah this is perfect

white willow
#

Ooh yk what biome this might also look good in

#

Savanas they are mostly flat as well

quick beacon
white willow
#

yeah i cooked

quick beacon
real berry
quick beacon
true wadi
#

now we need volumetric clouds

white willow
#

welp i figured out how to mostly fix my nether fogs. i just did a little bit of a gain boost in color grading which helped better achieve the colors i wanted out of it

white willow
#

huh using the height fog params on jungles looks good. them having this misty looks is great

#

ok wow yeah this is like perfect

sonic canopy
#

Also a small update on the fog, I tried figuring out how to bring back the old fog, but got stuck on a formula for calculating AirAlbedoExtinction, seems like there's some complicated formula which uses both scattering and extinction. But it seems pretty clear that multiplying scattering or density by 12 won't bring the exact same old fog

#

Which might honestly be for the better, seems like y'all are liking the new fog look, and it's also more physically correct now

white willow
#

yes the new fog works really nicely with the height parameters

tribal trail
#

I can get the same beautiful light pink and blue

tribal trail
#

And i hate it

white willow
#

i tried very hard at least with the nether fogs. unfortunate i cant replicate it but ive got a new look and style im cool with

tribal trail
#

I want to kill myself when I look on screenshots with my old cold fog

long ruin
safe urchin
#

120fps on 720p (high settings)

tribal trail
long ruin
#

Idk

safe urchin
#

this is the version from mcpedl

tribal trail
#

this looks better

safe urchin
#

but fog is low

#

barely visible light shafts

#

but yeah the colors are definitely better

tribal trail
#

Not green

tribal trail
#

Almost done

safe urchin
tribal trail
#

Will release an update soon

tribal trail
#

fog is soo dark in nether CRY

quasi trench
#

my goodness

white willow
#

yeah im not a fan of the current nether fogs

#

even with my pack going for a more dark and depressing style, i liked the nether fogs being bright and vibrant

tribal trail
#

you can get latest version on my discord server

white willow
#

Alright I'm having some issues and it seems to be an issue with my pack specifically and I have no idea why

#

This is specific to mobile from my testing

#

I've tested 3 different packs and none of them had this happen

#

I've had this reported by a few other people as well. Idk if I did something wrong or what

#

And to note this started with the release of 1.21 previews

quick beacon
#

I have some issues with fog in the birch biomes. There are times where I am inside a massive one, but the fog isn't called from biomes_client.json for some reason.

#

At random times it gets called.

sonic canopy
# white willow

Seems like something in your pack is way too bright and exceeds maximum allowed brightness

white willow
#

Idk what. My sun isn't that bright, 36k luminance

#

Uh I'll look at some other stats too I guess

#

This doesn't happen at night tho

#

Limited to just daytime

#

And doesn't occur with reflections off

viscid moth
white willow
#

Nah it's not that

#

It's like the sun bug that got fixed

viscid moth
#

hmm it might be another bug then

white willow
#

Producing NaNs or whatever

#

I initially wrote this issue off as a game bug since it has a condition to fix it but after seeing other packs not having this issue it's probably not a game bug

#

Along with this not happening in 1.20.80.23 or whatever was before 1.21 again wrote it off as a game bug

viscid moth
#

also on whatever biome if you have a height density parameter and if you are above the zero density height it gets really really thick and transitions back to normal fog

#

it just happens some times

white willow
#

Yep that too

quick beacon
#

I never faced this issue

white willow
#

I've noticed that happens only on the edges of biomes haven't seen it at the height though

white willow
quick beacon
#

I had it happen when I went into a cave but that's it

#

the fog just goes poof

white willow
vague shoal
#

I’m not trying to self promo here but would anyone like to join my game when I stream Minecraft deferred this Friday

vague shoal
#

I’m cooking this Friday so I hope y’all can join

quasi trench
#

i probably cant

#

even starting work at 7am

vague shoal
#

😭

graceful iron
white willow
vague shoal
#

@tribal trail how did you get rid of the black hole in the sky

#

There’s no black hole in your pack

tribal trail
#

Wdym by black hole

#

I don't understand

proud pike
proud pike
vague shoal
#

Well somehow she fixed them herself in her pack

vague shoal
proud pike
#

welp

#

something in your pack is probably breaking it again

vague shoal
#

That was for the sun bug

vague shoal
proud pike
#

the "black hole"

vague shoal
#

I can’t find a screenshot

#

As I don’t get the black hole sun bug

#

But I do have one of the sky one

proud pike
sonic canopy
#

The hole in the "ozone layer", opposite of the sun

vague shoal
proud pike
proud pike
vague shoal
#

See how the back of the sky is dark?

proud pike
#

bad sky config

vague shoal
#

Well how do I fix it

proud pike
#

also may wanna fix the colour grade

vague shoal
#

That’s an old pic

#

I’ve already fixed the color grading and sky

proud pike
vague shoal
#

But the darkness is still there

sonic canopy
# vague shoal

Set moon illuminance to the same value as the sun and turn off moon mie scattering. Also the larger your orbital offset is, the less this fix will help with the issue

proud pike
sonic canopy
#

Also on that pic your color grading is what's causing that harsh blocky falloff

vague shoal
#

I still want a custom sun angle

vague shoal
#

I fixed it

sonic canopy
tribal trail
#

it's still there

vague shoal
#

Uhhhh

tribal trail
vague shoal
#

No it’s not

tribal trail
#

🧐

vague shoal
#

Here lemme send a pic

tribal trail
tribal trail
#

bruh

vague shoal
#

I don’t see it in your pic

#

Cause of the volumetric fog

tribal trail
#

this shit

vague shoal
#

No black hole

tribal trail
tribal trail
#

it's still darker

vague shoal
#

Ok well it’s not as bad as all the other packs

#

Where it’s completely black

tribal trail
vague shoal
#

I don’t have reflections enabled

#

💀

vague shoal
#

Also how do I fix where I can’t see anything at night

#

It’s pitch black at night for my pack

tribal trail
vague shoal
#

Ok

viscid moth
#

ngl it would be a good time to bring custom blockshapes back

sonic canopy
#

Yes, let's bring back all custom features which have sha in the name!

vague shoal
pale urchin
vague shoal
#

Ofc not

white willow
#

Oh yeah this issue

vague shoal
#

Ye

tribal trail
#

this has been a problem from the beginning of deferred

vague shoal
sonic canopy
#

Yeah lol

quasi trench
#

huh is there something in that ss that is betterrtx

white willow
#

The whole video is betterRTX

long ruin
#

Lmao

safe urchin
#

lol

quasi trench
#

no way its a video

#

bruh i thought it was just the ss

#

actually insane

safe urchin
#

imagine they update rtx

#

and make it look like brtx

proud pike
#

real

quasi trench
#

injects brtx code into the normal game

white willow
#

But it would be nice to just have normal RTX looking like that for sure

#

Maybe in the future we can only hope

vague shoal
#

I wish deferred would get a name announced for it when the 15th anniversary happens

#

But it’s too early for deferred to have a proper name

proud pike
#

imagine it'll still be called deferred or SDGP

silent zealot
proud pike
tribal trail
#

and cute

#

i like it being called deferred

mossy verge
viscid moth
safe urchin
#

i was able to achieve stable 120 fps with Deferred.

  • i set the screen resolution to 720p
  • lowest settings
  • airplane mode on
#

let's not talk about how the temperature went up (around °45c)

quasi trench
#

no way insane

#

i never new airplane mode made it better

#

but also lowest settings…

#

but also i dont really know how low settings looks rn

vague shoal
#

Idk

#

That’s the best and simple name I could come up with

tribal trail
vague shoal
#

Deferred is too technical name

tribal trail
#

If it was possible and up to me, I would call it that officially

#

deferred sound cute

vague shoal
#

And not everyone is gonna know what a “deferred” is

tribal trail
#

they don't need to know, people can just treat it as a name without meaning

vague shoal
#

I guess

#

Like ray tracing

tribal trail
#

yea

pale urchin
vague shoal
#

Also

#

Do you think deferred could release with its own update

vague shoal
#

Like the armored paws update

pale urchin
#

Like a minor update?

vague shoal
#

Ye

quasi trench
#

a drop

vague shoal
#

Like armored paws

#

Minecraft: the graphical enhancements update

#

Or something

pale urchin
#

Well I don't see why not. They did the same with RTX

quasi trench
#

The Dynamic Graphics Update

#

idk

vague shoal
#

Yeah but deferred should be more popular

#

When it releases

#

Hopefully

#

I think we should have a big celebration server when it releases

#

And we all play Minecraft together with deferred enabled

#

But thats just an idea

#

😢

undone root
#

I’m curious whether they will stop support for RTX (as far as any fixes etc) and just stick to deferred, or at least make RTX and deferred work the exact same. They kind of seem somewhat related until I see the majority of the models I find broken in RTX work fine with deferred so they’re different enough to have different bugs etc

silent zealot
pale urchin
#

They need RTX people first. Maybe they'll hire MadLad, lol

undone root
#

That’s why I wonder if they will keep supporting it though. You have a much larger base with deferred and my hope is that they could somehow make both of the … I can’t think of the word. It’s too early but … lighting pipelines? Work the same so fixes for one would fix the other but I’m sure it’s not really realistic lol

silent zealot
pale urchin
#

¯_(ツ)_/¯

faint snow
#

Well paid job

faint snow
undone root
#

1.0 I assume is when they release it out of preview.
Glad I’m not a dev. I would release everything at 0.92 just to drive people nuts 🤣

lucid token
#

When it fully released

white willow
#

They have something really cool with raytracing.. I hope they can expand on it for sure. Honestly at this point it would just be nice to have things like global and atmospheric json as well as the color grading json

#

Yes RTX has ALOT of other issues but it would be nice to have those available to it as well

sonic canopy
#

It definitely would be nice if RTX was getting the love it deserves, but even if it won't, there is still a lot of untapped potential with community mods

white willow
#

Yep

sonic canopy
#

New ScreenSpaceReflections material

white willow
#

Oh???

sonic canopy
#

Imagine if they just forgot to mention it in the changelog. Would've been awesome if true

quick beacon
#

When they add a new material, is it enabled by default or does it need some code or whatever to enable it?

sonic canopy
#

There is a material for water but it's not functional atm. I think it depends, but addition of a new material doesn't mean that the game is using it

quick beacon
#

Ahh

#

enable it for us lel

white willow
#

Yeah just checked no SSR

#

The sky reflections though, unless I'm crazy or I'm just not used to my new and upgraded water, look a bit better

quick beacon
#

Got a pic?

white willow
#

I may just be crazy

quick beacon
#

Surprised no deferred fixes or anything this week. They might be busy with other stuff.

white willow
#

Yeah probably

#

Rain fog feels... uhhh a little intense

#

It was like this before as well

quick beacon
#

PC update is out i think

white willow
#

But it would be nice to be able to control it (if you can then maybe I just set it up wrong idk but adding weather to the volumetric tab broke everything)

quick beacon
#

I'm kinda curious

sonic canopy
#

IBL cubemap + point lights

quick beacon
#

Ooh

#

SSR is not that hard to run right?

#

Probs depends how it's added

white willow
#

Performance wise not really. At least to my knowledge

#

It's the added effects to it that hurt performance more

#

Like denoising

quick beacon
#

Idk, on Java I can have Ultra SSR and still manage 60+fps

sonic canopy
#

SSR is a bit heavier than other techniques that we have now tho

quick beacon
#

but we should be fine right?

sonic canopy
#

It can be done fast, but current implementation isn't yet

quick beacon
#

Yea they'll optimize stuff later

#

My poor 1070

safe urchin
#

ssr on Yss Se shader doesn't affect fps that much

white willow
#

I can imagine for mobile devices water may end up getting a little laggy

safe urchin
white willow
#

Yeah I imagine official implementation will look a lot better

#

Hopefully it won't have the same insane amounts of noise that YSS SE has

sonic canopy
#

I don't think it will

quick beacon
pale urchin
#

And covers more cases

sonic canopy
#

They're easier to implement and lighter to run. Maybe just those would've been enough

quick beacon
#

Would it be replaced with SSR?

pale urchin
#

Would work alongside it

#

It wouldn't be replaced

quick beacon
#

Oh ok

white willow
#

Here's what I think would happen. High and ultra reflection would use ibl and SSR

#

Medium and low just IBL

quick beacon
#

hmm

sonic canopy
#

Yeah, each technique has its own limitations, and they can complement each other, fill the gaps

white willow
#

Or SSR will just get its own slider but I see it just being tied to high and ultra reflection quality

long ruin
#

æ

vague shoal
#

What’s ibl

pale urchin
vague shoal
safe urchin
long ruin
#

This unfortunate moment forever haunts me SpringbCry

faint snow
#

Current consoles can’t handle Minecraft raytracing

white willow
#

I mean they can run cyberpunk with raytracing

#

Although

#

I think it's just RTAO

faint snow
#

Minecraft rtx is path tracing

white willow
#

or just raytraced shadows as a whole

#

Cyberpunk is also path traced

faint snow
#

Cyberpunk is ray traced

naive solstice
white willow
#

If Minecraft's rt was anything like cyberpunks PT... I wouldn't get 70fps at 1440p

faint snow
#

It’s Minecraft

white willow
#

While true cyberpunk utilizes many modern techniques like ReStir

#

Minecraft's implementation is as barebones as it gets

#

It has standard raytraced shadows GI and reflections nothing too special

safe urchin
white willow
#

They very well can handle it. Its one of the lightest rt implementations in the industry

faint snow
#

Rdna 2 isn’t good for ray tracing

white willow
#

The consoles have what the equivalent of a 6700XT

safe urchin
#

so ps5 and xbox sx are weaker than rtx 2050

#

from what i see in ps5 games

#

I see that ps5 cna run Minecraft rt

#

Pretty

#

Well

#

Stable 60 fps

#

It's really strong

white willow
#

Oh wait

#

You weren't saying they were

#

Nvm

safe urchin
white willow
#

Ehhh

safe urchin
#

on something like 8 chunks

white willow
#

Probably not

#

Due to RDNA 2 limitations

safe urchin
safe urchin
white willow
#

RDNA 2 is not good at raytracing

#

And without any form of FSR in the game

safe urchin
#

i hope PS6 comes with rtx graphics card

#

(I know that will never happen)

white willow
#

Cyberpunk in RT mode runs at I think 1200p at 30fps

faint snow
#

Xbox series x was barely hitting 60 fps

white willow
#

They had to cut it down very heavily for it to be playable

white willow
#

They'd have to do resolution cuts for sure

faint snow
#

Gpu

white willow
#

The biggest misstep in the consoles was going RDNA 2 over uhh I forgot the last gen cards name was it Ampere?

#

Since these consoles were being pushed for raytracing

#

AMD is amazing in raster but if they wanted these consoles to be good with RT AMD was not the play

safe urchin
#

whatever

white willow
#

What I think happened was nvidia didn't wanna make a console gpu

#

Although they make gpus for the switch so idk

safe urchin
#

so

quick beacon
#

What is this about

white willow
#

Minecraft RTX on console

safe urchin
#

ray tracing is only accessible on Nvidia gpus ??

white willow
#

At least how it started

white willow
quick beacon
#

^

safe urchin
#

Why don't Playstation support it natively on their gpus

#

i mean upgrade it

#

Make it better

quick beacon
#

don't they use AMD for their stuff?

white willow
#

It would've been a better choice to go nvidia for the consoles since they wanted them to be raytracing devices. I'm guessing nvidia just didn't want to make console gpus and that's why they went with amd

safe urchin
#

i think so

white willow
#

Other games run RT on the ps5

#

Ratchet and clank, cyberpunk, cod Cold War, doom eternal

safe urchin
white willow
#

I think Spider-Man as well

safe urchin
#

I tried Ray tracing on spider-man 2

#

Looks normal

#

but capped 30 fps

white willow
#

I'd what they raytraced in that game. I don't think it's full rt. I thinks it's just reflections in that one

#

Which if they weren't limited by RDNA 2, they probably could have had fully raytraced games, rather than just semi raytraced games

safe urchin
#

well true

quasi trench
#

but it uses dynamic resolution so like

white willow
#

I still don't fully understand why consoles don't utilize FSR as much as they probably could either

quasi trench
#

not as strong as it seem

white willow
#

I mean... ok FSR is garbage but it's still better than nothing

long ruin
#

I remember seeing the videos of people using RTX on the console when it accidentally got "released", I was around 45-50 FPS on the Series X

#

But at least we have Deferred

white willow
long ruin
quasi trench
#

have you guys seen anything else other than like the SSR materials

safe urchin
#

imagine on 4k

#

25 fps moment

long ruin
#

Yeah

safe urchin
white willow
#

Yeah without upscaling it's not running

long ruin
#

Lmao

white willow
#

Unfortunately

#

But 45-50 from a fully raytraced game without upscaling isn't bad

#

About on par with a 6800xt

long ruin
#

Maybe once Deferred is finished with the "Only adding cross platform features", we might see some updates to RTX

#

I'm unsure

white willow
#

We can only hope

long ruin
#

Yeah

white willow
#

I recently went back and played with RTX and it just, wow I forgot how good it can look sometimes

#

(With BRTX)

long ruin
#

I play with BRTX frequently, I enjoy it

white willow
#

I've just been working in deferred so much

long ruin
#

Although I'm looking more forward to Deferred due to it's features

white willow
#

I just really enjoy the customizability of it

long ruin
#

Like banners being fixed, entity, particle, and soon-to-be item pbr

long ruin
#

First person shadows

#

And better performance

#

That'll hopefully get even better in the future

white willow
#

There's definitely a lot of issues but it's in development

#

And most of its issues are not nearly as bad as rtxs issues

long ruin
#

At least it's actively being developed unlike RTX

#

RYX lmao

white willow
#

Chunks literally break and stop loading with RTX

safe urchin
#

from what i see in Deferred progress, i think it'll probably look better than rtx when it comes to release

white willow
#

Maybe we will see

long ruin
#

I'm actually working with the creator (Hirxs) in the FNaF Decorations Add-on to make it supported with Deferred

#

I'll see if I can find a photo

white willow
#

I think at base all RTX has for it is better fog rendering. Fog in RTX just looks better. And rt reflections are just unbeatable and will always just be better

safe urchin
#

it's rtx better

#

but I'm talking about features

white willow
#

Deferred fog isn't bad but fog in RTX is affected by GI etc.

safe urchin
#

maybe Deferred will have more features

white willow
#

It already does have more tbh

safe urchin
#

(Not gi and other fancy stuff)

long ruin
#

First 2 are BetterRTX, then the last 2 are Deferred

white willow
long ruin
#

Yeah

white willow
#

I don't think deferred will ever look amazing indoors

#

I'd love to be proven wrong

#

I think if they can fix the exposure bugs and stuff indoors will vastly improve

safe urchin
#

real

white willow
#

Woodland mansions are just cursed

long ruin
#

And someday getting point light shadows from block lights

#

And a fix for custom blocks not having pointlight support

sonic canopy
long ruin
safe urchin
#

yea

long ruin
#

At the moment, indoors look "plasticy"

quasi trench
white willow
#

I'm mostly talking about when you into a building right, the fog all deletes itself and out are left with these ugly bright patches coming from windows.

#

Then when you get near the window it brightens your screen respawns the fog

safe urchin
#

i want actual sun rays without fog

white willow
#

It treats it like you are outside

#

Caves have this same issue

pale urchin
#

Physically speaking, you can't have sun rays without fog

long ruin
pale urchin
#

SE has fog too

silent zealot
#

Too much fog, not enough frog

long ruin
safe urchin
#

there's absolutely no fog

white willow
white willow
pale urchin
safe urchin
#

but rays are so visible

white willow
long ruin
white willow
#

This could be improved by lowering the packs sun brightness

#

But then everything else looks bad

#

Here's a decently bright moon but the shadowing doesn't get obliterated

#

Also yes I added SSS to vines it looks amazing

long ruin
#

Now that looks good

white willow
#

I made the moon bright enough to cast sunrays but not flood everything

safe urchin
#

Gives you that true night experience

white willow
#

We just need daytime to shadow that way now

#

Without having to nuke the sun brightness

#

Which in positive there will be improvements to this

#

Deferred rendering to my knowledge is the new industry standard rendering method. Plenty of games manage to nail a good balance between brightness and shadowed areas without rt

safe urchin
#

Deferred is good

white willow
#

Yeah it's also again still early development

#

I'm confident these issues will be resolved

safe urchin
#

It's just been like 8 months since 1.20.30.20

#

And we already got a lot

white willow
#

And it's improved so much

white willow
quasi trench
#

pics i stole from others from the early days

white willow
#

Oh boy

#

Yeah it's come a long way

#

Oh and heightmaps and stuff were inverted I think too

white willow
#

hm a very cool/random feature i just thought of now would be able to control things like dust. adding in some form of like volumetric dust that exists within a space. this is not something to consider but it would be cool.

#

this idea just came to me from a game i was playing that uses a mix of volumetric fog and dust. leads to really cool looking scenes

vague shoal
#

Where did they confirm wavy water again in the deferred qna?

#

I can’t seem to find it

white willow
#

i dont think it was confirmed

#

i think they just said they had updates to water planned

#

lemme look

#

and theres also a snells window effect they said they will be adding

#

which is like when underwater and you look up theres like a circle above

#

this effect

vague shoal
#

I just want my water to at least wave a little bit

#

😢

#

Also

#

Deferred is better than rtx

#

In my opinion

#

Cause it’s getting a lot more features

white willow
#

and i respect that opinion and its mostly true tbh

safe urchin
white willow
#

just rtx has its moments where im like wow ok holy crap

vague shoal
#

I can’t wait to see deferred when released

#

I hope that’s soon

#

December if we’re lucky

safe urchin
#

2025

white willow
#

like indoors as ive said are just incredible with rtx. deferred cannot touch it in that regard at all

vague shoal
#

🤞

white willow
#

i should note deferred in its current state

vague shoal
rocky halo
white willow
#

ok wow what have i done

#

time to adjust that real fast

vague shoal
#

Fog

white willow
#

i ported my roofed forest fog over to rtx

#

uh yeah whoops

#

lemme adjust that

#

much better

#

there are a lot of things rn about rtx though that are far superior. for example emissives

#

they just simply look better

#

about the exact same spot. deferred vs rtx. this exposure issue near windows really kills the look

rocky halo
#

It isn’t rtx vs deferred here ?

white willow
#

rtx is on the left deferred on the right

rocky halo
#

Ok ok

white willow
#

this issue also just makes it not look good either. the light doesnt flow in correctly like it should

#

im hoping they can fix things to look a bit more correct in the future

#

there are definitely instances where rtx is just superior and thats ok. they use completley different lighting styles

#

but also cant miss the fact deferred does not shade well at all

#

and i think some ambient occlusion might help a lot as well for sure

white willow
#

im talking in a literal sense

#

there is no shade lmao. its just all bright

vague shoal
#

Anyway

white willow
#

shadows went poof

vague shoal
#

Who else thinks we should have a big celebration server for when deferred releases

#

Yss server can probably host it

rocky halo
white willow
#

dont switch to rtx if you had deferred on lmao

rocky halo
white willow
#

what happened to the underwater godrays with rtx they arent working anymore despair

#

not in the normal version, with betterRTX or default rtx

#

im sadge

#

wha caustics are borked too

#

in both 1.20.80 and 1.21

#

update they are not broken. i just messed something up

#

yeah fixed it.

#

this effect though would add very cool details to deferred for sure

proud pike
long ruin
#

He truly is a madlad

proud pike
#

fr fr

white willow
#

yes

drowsy lantern
#

This looks great

white willow
#

yeah why i want it added. the devs said it will be though so its cool

tribal trail
#

I FINALLY HAVE A PREVIEW ON MY PHONE