#Graphics General
1 messages · Page 7 of 1
that would have to be hard coded in, no?
or would it be customizable, if ever implemented?
twas just spitballing. I just really hate aces indoors
Ofc....customizability beats hardcoded anytime
I don't find any of them to really do well indoors. Just really a deferred thing
i wonder if the harsh transitions in exposure due to AE will ever be improved upon
But also I'm used to how well BRTX handles in door scenes so everything to me will kinda look awful indoors
you can kinda remedy this by playing with your colour grade
Well, for emissive pixels, r luminance shines very well. Aces just makes them all white
i'd be better if they were to improve the AE
Artifical Emissive?
Yeah. Aces doesn't do emissives well. As I said last night, I like how it desaturates them but it does it way too much
im talking about Auto Exposure
from here ^
Not caught up with all the graphics acronyms
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
it's a mess from what I can tell
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!
ehm wrong channel??
we need shadow map which has a longer render distance
oh
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
could we expect any fix for this
if you have low render distance and chunks unrender
sky become visible and admits bloom
aaj is online, that means we're getting something new today 👀
definitely staying up for this preview
It is with great sadness to announce we're discontinuing the Deferred Rendering experiment
Oh just went offline, seems like no deferred features today :)
there goes my hobby 💀
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

I agree. I did a preset not that long ago that increased shadow distance to 256 and now I'm back on the default 128 and it's just not good
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
New preview
Volumetric fog fixes have gone live
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
Multiplying a decimal by another decimal will just make it smaller
maeth
time to add 12 to your values ^^
Multiply*
But hopefully fog looks more like fog and not... whatever it was before that
Hopefully it’s not eye bleaching
We can ask Aaja when he comes online?
I'll have to fix all this once the windows update comes out and I'm out of class
It says it matches the fog of RTX so idk if that means anything. Probs not.
We'll see when we get the update on PC
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
Definitely
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
Could it even be possible in deferred?
Fog brightness was decreased by 4*PI btw
so it'll look bad now?
~12.5
like blidning
Sorry I meant decreased
Okay, so getting light rays would be harder now?
Keep in mind: I am stupid ^^
It's fine
I don't like how current fog blocks the sky
what happened woah
Sky color*
sandstorm
This is RTX
If u multiply density or scattering by 12.5 it will look the same as before
In theory it shouldn't now
Since for RTX it only would with absorption values
Absorption maybe will have a greater effect on sky rather than fog color
12 is correct. The specific value is 4pi, but 12 should get you back to a sensible range.
Yeah I realize now it's a multiplier not a flat 12 value increase
... let us use molang so then we can do Math.PI
Ah, yes, sorry we weren't clear on that. It is indeed a multiplication by 12 we're recommending.
Technically it would be 12.6 rounded to the nearest decimal
Yeah, factor usually implies muliplication
Hello aajabrams
Could you explain this change? Does it only lower fog intensity, meaning if we * by 12 our fog would look the same as before?
Too much time spent on looking at deferred rendering, cannot read things properly anymore
I have spent to much time looking at photoshop screens and VSCode lol
It lowers the brightness of in-scattering specifically, but you are right that multiplying by 12 will get you back to roughly the fog levels you had before.
Oh, I see.
ooh
Absorption is untouched?
I'm curious to see what this will actually look like in practice
Words aren't properly conveying what the difference is
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%.
aajabrams could you make shadow render distance longer? 🥹
Or even adding a new slider
Maybe it's possible and I am just missing something. TBF I get confused with absorption and scattering for some reason
either an "ultra+" setting or a separate slider for shadow distance
Scattering controls the colors in the air. Absorption controls how much color is absorbed by the fog
Scattering in theory would control fog color
It does
That's a good question, density also affects extinction, right? So you should only be changing the scattering but not density
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
My hope with the fog changes make night look less like haunted forests

Oo I like it when it's like that
It's not necessarily a bad look but it can be a put off putting to some
Oh, my moon brightness is quite high ^^
Mine is like 2.15 I think
The 1/4pi factor is now applied to both the ambient and direct terms for in-scattering.
Mine's 15
So this means absorption has not changed?
Ooh my this is confusing ^^
Absorption itself has not changed, correct.
This for me personally is more what I like night to look like
This should make fog better then?
So is it that fog is going to be darker overall?
I'll have to mess around when the preview is out.
Yeah same
hmmm
I'm a nerd for light rays ^^
Why does the moon have mie scattering?
I added a little to try it out. I don't like it though so I'm gonna remove it
Density also affects absorption tho, right? But scattering doesn't, so to compensate for this change only scattering can be changed, but not density, since that'd also boost absorption
So the only thing this change addresses is that similar fog values now give the same result between RTX and deferred?
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
How does the same fog look in rtx and deferred?
lemme port this exact setting over to rtx real quick
should i add my global.json for sun angle?
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
aha.....
Blind
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
It's way better
i kinda wished rtx fogs meshed better after this change
What is it doing down there 
nice
It looks better imo
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
I'm sure you can get it with some tweaking ^^
this level of fog does look a lot better in deferred now though
you can see light rays
level fog?
From my testings it’s the same
I don't notice any change
I noticed a huge difference right away
I did not
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
I use 0 absorption
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
Very nice
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
I see that
Now would be an epic time to let us push fogs based on the time of day 
It feels nice to be able to see my sky while having some rays ^^
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?
Might be :p
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
That looks great!
This is kinda odd. my FPS stays at 30 when I do /time set 0
Ah, but I do notice a high amount of absorption being used
I use 0
Oh, must be my eyes deceiving me then
From the left the sky looks really dark
forests seem so weird when it comes to fog
like where you think there should be sun rays there arent
-___-
My somewhat new "vanilla" fog preset (still not perfect)
I kinda like what they did here
This does look a lot better. How does it look in an open field
Best I can do atm
huh i can get my deserts fairly close to how they look in rtx
Is it your atmosphere? Why does it looks so blue where there's no fog lighting?
That is just how my stuffies work :3
aurora borealn’t
At this time of the year?
it could be winter in minecraft years
Time to make some adjustments
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
noooo not the netherrrr
more work to do TwT

SSS on light blocks
You just have to multiply scattering by 12.5 and it should be back to normal.
uhhh
guys
look what i found
👀
i NEED this
It's animated water texture with 128 or 256x i think
i wanna know how to make one
Like fire texture but 30 or 60 picture
It's just a scrolling texture. It would've been neat if it had more stillness to it
Skills and experience
I made something like this but is was heavily simplified
And not as detailed in any way
As well as had looping issues
they make them
where?
🙏 Once exams are over, I can release a new update for my pack
where can you make a water texture like that
You hand draw them
Ask an AI to make one for you 
Ai is dumb
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
you could also directly steal other peoples work
Proper way to do is is to create a procedural animation, with something like blender shader graph or in pure shader code, and then render it into a texture
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
:o
:O woah
Huh interesting. Might have to learn how blender texturing works and stuff then ha. I imagine you could also do this in substance designer?
I tried using substance to make a new water normal but it didn't exactly work. It was just erroring
No idea about substance painter
Ah
Here's my most recent render in Blender (completely unrelated to this channel :D)
Is the sun supposed to shine behind the mountain?
I think it's just the terrain blending with the sky
Question, what does this place look like with RTX?
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
These two biomes in RTX
Interesting. Does fog in RTX get affected by GI?
It does yes
I see
Although I'm using BRTX so idk if that's something it adds or not
I haven't really tested with vanilla RTX
@quick beacon how did you get this orange tint in your pack https://youtu.be/w6Bj83kElak?si=1ATm6yyGXaYo3pZI
Showcasing some color grading and tone mapping tests I did.
New LD style: 00:00
Hable Tone-mapper with Color Grading: 02:18
ACES Tone-mapper with Color Grading: 03:46
I still can’t figure out how to get an orange tint to my pack
Like this
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-?
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
i mean, the dark and dreary look is pretty cool ngl
but there should be a way to brighten it up
this is what i had before and i preferred this look

hm this is better
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
you'd probably have to play with your colour grade a little to bring it back to the old brightness/saturation
that would prolly hurt the overworld's look
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
yea
the nether fogs used to be colored via absorption and scattering barely did anything
You can just multiply scattering by 12 and it'd be back to normal
Did you multiply scattering or density
Per biome better
true
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
but ig this looks fine
not as bright as my old fog but it works
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
yeah
if theres no way to restore the old brightness im fine with how it looks here
it was just more vibrant before
yeah my neutral more vibrant preset more closely matches what i had before
hmm
also hable does emissives very well, kinda surprised
there is rather clear defininition of brightness
changed mangroves to use a height based volumetric fog
also im genuinely unsure if this is a bug or a feature. it feels like a bug
(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
"zero_density_height": "32 + q.heightmap",
"max_density_height": "3 + q.heightmap"
I would love something like this (just an example)
what would that do
Doubt we'll get support for molang anywhere in deferred
oh its a molang query
But it would be cool tho, right?
Absolutely
omg this looks cursed
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
Cuz then fog would look like this (blue line)
cuz I see no point in using density heights anyways
My swamps look like this. I call it misty :>
i more said its cursed since it should be low to the ground
but the transition is just weird
this looks neat
Mangrove swamps are flat so density is useful there, same for swamps
but not for normal terrain
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
Yea, because we won't get this
. It would be really cool if fog height stayed with the terrain shape.
would something like that allow for something like this (yes the fog is very thick in these ik)
I know what Java shader that is
should be bliss. its the only shader ive been using recently
Why does it look blurry?
Photon is nice
bloomy fog i believe
ok this may be too thick
or at least the max thickness height may be too high
Do you want your swamp to look misty?
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
That looks nice, because you're using the height stuff, so player would be able to see the blue sky
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
Ooh yk what biome this might also look good in
Savanas they are mostly flat as well
On second thought...
still testing
Beautiful
this uses height?
yeah i cooked
Yep ^^
this is beautiful Poggy.
deer?
Yep ^^
oh my god it keeps getting better and better
now we need volumetric clouds
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
huh using the height fog params on jungles looks good. them having this misty looks is great
ok wow yeah this is like perfect
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
yes the new fog works really nicely with the height parameters
I don't
I can get the same beautiful light pink and blue
that's something quirky plague already told you. You just can't get the same look
And i hate it
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
I want to kill myself when I look on screenshots with my old cold fog

Why
Idk
this looks better
but fog is low
barely visible light shafts
but yeah the colors are definitely better

Will release an update soon
fog is soo dark in nether 
my goodness
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
i fixed it
you can get latest version on my discord server
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
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.
Seems like something in your pack is way too bright and exceeds maximum allowed brightness
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
reflections bug
reduce the sun glare shape
hmm it might be another bug then
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
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
Yep that too
I never faced this issue
I've noticed that happens only on the edges of biomes haven't seen it at the height though
I have sent a video previously showing this
This right here
I’m not trying to self promo here but would anyone like to join my game when I stream Minecraft deferred this Friday
I’m cooking this Friday so I hope y’all can join
😭
do you still get flashbanged on biome borders with this fog? It's been an issue in RTX so I would assume so but idk.
it happens still but since deferred handles fog differnetly its less of a flash bang and more of, HELP IM BEING CHOKED OUT BY SMOKE
@tribal trail how did you get rid of the black hole in the sky
There’s no black hole in your pack
i think he is talking about the NaNs
those should be fixed in the game itself
Well somehow she fixed them herself in her pack
It’s not
That was for the sun bug
It happens in other packs
can you share a screenshot of the bug?
the "black hole"
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
yes that one
The hole in the "ozone layer", opposite of the sun

ooh
See how the back of the sky is dark?
bad sky config
Well how do I fix it
also may wanna fix the colour grade
ask the pack wizards
But the darkness is still there
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

Also on that pic your color grading is what's causing that harsh blocky falloff
What should I set the offset to
I still want a custom sun angle
It’s an old pic
I fixed it
Ideally 0, but you could try larger values and see what compromise you can take
Uhhhh
No it’s not
🧐
Here lemme send a pic
it makes sky reflections much more visible on anything
actually from my tests orbital offset set to 0 makes it worse, and sky is symmetrically dark on both sides
but it makes you deal with terrible sky reflections several times more
without it
Also how do I fix where I can’t see anything at night
It’s pitch black at night for my pack
brighter moon
Ok
ngl it would be a good time to bring custom blockshapes back
Yes, let's bring back all custom features which have sha in the name!
Veshaka - Veka 2.0
Notshaders
shachatgpt
That's not the final result is it?
Ofc not
Oh yeah this issue
Ye
@still zenith could you please fix this
this has been a problem from the beginning of deferred
Hollup nvidia advertising better rtx??? https://x.com/nvidiageforce/status/1734349155492073701?s=46
Yeah lol
huh is there something in that ss that is betterrtx
The whole video is betterRTX
Lmao
lol
real
injects brtx code into the normal game
Funny cuz that's kinda how the mod works
But it would be nice to just have normal RTX looking like that for sure
Maybe in the future we can only hope
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
imagine it'll still be called deferred or SDGP
Rip my pack. Awaiting cease and desist
that would be funny
and cute
i like it being called deferred
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)

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
It might be just called “fabulous graphics”
Idk
That’s the best and simple name I could come up with
it could be, but "deferred" sound iconic
Deferred is too technical name
If it was possible and up to me, I would call it that officially

deferred sound cute
And not everyone is gonna know what a “deferred” is
they don't need to know, people can just treat it as a name without meaning
yea
Would conflict with the rendering mode in Java
nuh uh
Like the armored paws update
Like a minor update?
Ye
a drop
Well I don't see why not. They did the same with RTX
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
😢
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
Their focus rightnnow is cross platform api. Maybe once deferred hits version 1.0 then they can chip away at rtx
They need RTX people first. Maybe they'll hire MadLad, lol
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
But does madlad want to work for Mojang
¯_(ツ)_/¯
Well paid job
1.0?
Full release
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 🤣
When it fully released
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
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
Yep
Oh???
Imagine if they just forgot to mention it in the changelog. Would've been awesome if true
When they add a new material, is it enabled by default or does it need some code or whatever to enable it?
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
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
Got a pic?
Surprised no deferred fixes or anything this week. They might be busy with other stuff.
Yeah probably
Rain fog feels... uhhh a little intense
It was like this before as well
PC update is out i think
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)
IBL cubemap + point lights
Performance wise not really. At least to my knowledge
It's the added effects to it that hurt performance more
Like denoising
Idk, on Java I can have Ultra SSR and still manage 60+fps
SSR is a bit heavier than other techniques that we have now tho
but we should be fine right?
It can be done fast, but current implementation isn't yet
ssr on Yss Se shader doesn't affect fps that much
I can imagine for mobile devices water may end up getting a little laggy
i think Deferred will be even more better
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
I don't think it will
Why did they start with this?
Works more performantly on more devices
And covers more cases
They're easier to implement and lighter to run. Maybe just those would've been enough
Would it be replaced with SSR?
Oh ok
Here's what I think would happen. High and ultra reflection would use ibl and SSR
Medium and low just IBL
hmm
Yeah, each technique has its own limitations, and they can complement each other, fill the gaps
Or SSR will just get its own slider but I see it just being tied to high and ultra reflection quality
most likely
æ
What’s ibl
Image based lighting. It's what's providing the sky reflections
Dang it I thought it meant wavy water

This unfortunate moment forever haunts me 
Current consoles can’t handle Minecraft raytracing
Minecraft rtx is path tracing
Cyberpunk is ray traced
Really wondering if this turned into development of deferred or it's another scrapped project
If Minecraft's rt was anything like cyberpunks PT... I wouldn't get 70fps at 1440p
It’s Minecraft
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
so you're saying that ps5 and xbox sx are just scamming machines
They very well can handle it. Its one of the lightest rt implementations in the industry
Rdna 2 isn’t good for ray tracing
The consoles have what the equivalent of a 6700XT
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
I don't believe that. The 2050 is straight garbage: the consoles can run games at 4K60. That card is lucky to do 1080
Oh wait
You weren't saying they were
Nvm
so PS5 and Xbox are strong enough to achieve stable 60fps with Minecraft ray tracing
Ehhh
on something like 8 chunks
wait why
wtf
Cyberpunk in RT mode runs at I think 1200p at 30fps
Xbox series x was barely hitting 60 fps
They had to cut it down very heavily for it to be playable
Doom eternal in RT mode runs at 1200p 60fps
They'd have to do resolution cuts for sure
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
whatever
What I think happened was nvidia didn't wanna make a console gpu
Although they make gpus for the switch so idk
so
What is this about
Minecraft RTX on console
ray tracing is only accessible on Nvidia gpus ??
At least how it started
No?
No it's just better on them
^
so why this
Why don't Playstation support it natively on their gpus
i mean upgrade it
Make it better
don't they use AMD for their stuff?
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
i think so
This is on mojang to enable it
Other games run RT on the ps5
Ratchet and clank, cyberpunk, cod Cold War, doom eternal
mojang didn't enable it because bad optimization and performance
I think Spider-Man as well
yes
I tried Ray tracing on spider-man 2
Looks normal
but capped 30 fps
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
well true
it can go 40-50 ish when you have 120hz and VRR display
but it uses dynamic resolution so like
I still don't fully understand why consoles don't utilize FSR as much as they probably could either
not as strong as it seem
I mean... ok FSR is garbage but it's still better than nothing
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
Better than I would have expected
Albeit, performance dropped after 4K was supported
have you guys seen anything else other than like the SSR materials
that's even on 1080p
imagine on 4k
25 fps moment
Yeah

Yeah without upscaling it's not running
Lmao
Unfortunately
But 45-50 from a fully raytraced game without upscaling isn't bad
About on par with a 6800xt
Maybe once Deferred is finished with the "Only adding cross platform features", we might see some updates to RTX
I'm unsure
We can only hope
Yeah
adding brtx and boom rtx 2.0
I recently went back and played with RTX and it just, wow I forgot how good it can look sometimes
(With BRTX)
I play with BRTX frequently, I enjoy it
I've just been working in deferred so much
Although I'm looking more forward to Deferred due to it's features
I just really enjoy the customizability of it
Like banners being fixed, entity, particle, and soon-to-be item pbr
This too
First person shadows
And better performance
That'll hopefully get even better in the future
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
Chunks literally break and stop loading with RTX
from what i see in Deferred progress, i think it'll probably look better than rtx when it comes to release
Maybe we will see
maybe just for me

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
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
Deferred fog isn't bad but fog in RTX is affected by GI etc.
maybe Deferred will have more features
It already does have more tbh
(Not gi and other fancy stuff)
First 2 are BetterRTX, then the last 2 are Deferred
BetterRTX looks better but it's due to the fact that indoors are just unbeatable
Yeah
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
real
Woodland mansions are just cursed
And someday getting point light shadows from block lights
And a fix for custom blocks not having pointlight support
Imo SSR will be a huge help here
I agree
yea
At the moment, indoors look "plasticy"
yeah they are very foggy i had to take this at a weird angle for it to look ok
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
Physically speaking, you can't have sun rays without fog
#1182095383015456829 message
SE has fog too
Too much fog, not enough frog
Sun rays look nice, but there's just something odd about the other areas
Yss Se moment
there's absolutely no fog
Yeah. To make sunrays there needs to be some form of noise dirt dust
There is fog. It's just not as thick
That's definitely fog
but rays are so visible
Yes. The sun just floods everything and kinda ignores shadows
Poggys sun rays do this good
Exactly
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
Now that looks good
I made the moon bright enough to cast sunrays but not flood everything
the Atmospheric and vibe is great
Gives you that true night experience
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
Deferred is good
Yeah it's also again still early development
I'm confident these issues will be resolved
And it's improved so much
Nobody expected it to be able to look like this when it released
pics i stole from others from the early days
Oh boy
Yeah it's come a long way
Oh and heightmaps and stuff were inverted I think too
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
Where did they confirm wavy water again in the deferred qna?
I can’t seem to find it
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
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
and i respect that opinion and its mostly true tbh
This would be so cool
just rtx has its moments where im like wow ok holy crap
I can’t wait to see deferred when released
I hope that’s soon
December if we’re lucky
2025
like indoors as ive said are just incredible with rtx. deferred cannot touch it in that regard at all
🤞
i should note deferred in its current state
Maybe early 2025
Don’t forget that it is on more platforms and there are settings for weaker devices
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
It isn’t rtx vs deferred here ?
rtx is on the left deferred on the right
Ok ok
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
“Shade”
💀
Anyway
shadows went poof
Who else thinks we should have a big celebration server for when deferred releases
Yss server can probably host it
For « Super deferred graphics packs »
Oh I hope a new painting with this image
what happened to the underwater godrays with rtx they arent working anymore 
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
he already helped mojang with some stuff, even deferred before release.
fr fr
Under water?
yes
This looks great
yeah why i want it added. the devs said it will be though so its cool
I FINALLY HAVE A PREVIEW ON MY PHONE


