#Graphics General
1 messages · Page 10 of 1
Being able to edit fog, color grading all that in real time is INSANELY helpful
I prob won’t for actual pack creation, as I’m not even finished with Cat RTX, but I’ll use it while developing for Obsidian preset stuff in the next update

Did it say fog?
Idk I figured you could edit that though
I'll reread it
I would assume so…
It says atmospheric which I'd imagine includes fog
Yeah
Or it could just mean the atmohsperhic.json file
This is more likely tho
Well yea I knew it would include that
I'll check it out in a bit
ok theres no fog settings rn
a little sad but still nice to be able to do everything else in real time
Are you kidding me....no underground fog?
Hmm yeah it doesn't make sense to put a limit on that
Especially considering that the overworld can have custom heights
This was not intended. Apologies. We will give you back your underground values.
Still stuck in pre caves and cliffs era lol
Deferred seems to messed up for both mobile platforms, iOS is facing screen flickering, some Androids are getting black screens.
Welp
fine for me

I guess it just depends on which android?
Idk iOS is severely more broken
No pbr, no point lights, performance in the floor
Literally getting 7fps here
This would be like 40 before sometimes more
I have faith though. 🫡
some
@quick beacon you cooked with cubemaps in ur pack today
Why i can't see any red fog?
it needs quite a bit of fog to actually see it
It's broken on mobile I believe
do ya'll know where the cubemap file is in resource packs?
textures/environment/overworld_cubemap/
what goes in that folder?
This is by far one of my favorite additions so far
Left has fog disabled for comparison
Absolute W in my book, maybe mojang took some inspiration from Veka doing this earlier, either way they cooked

They just need to sort out all the other issues that have sprouted up in this preview
Hola. Cuáles son los requisitos android actuales para correr prb? Y que versión debo usar, la beta o la oficial?
Qué herramienta es? :0
Hello. What are the current Android requirements to run PBR? And which version should I use, the beta or the official one?
As far as I know, you need at least GLES 3.1 with some cube array extension and a minimum compute work size of 512. Not entirely sure about that last one
And yes, in Beta only for now
No pude entender con precisión lo último ya que no me especializo en cómputo referente a tamaño de procesamiento en GPU.
Según tengo entendido los requisitos eran bastante altos en la versión 1.20.0.80 pero ahora han reducido. En la beta 1.21 aproximadamente.
I couldn't precisely understand the last one since I don't specialize in computing regarding processing size on GPU.
Just try running the game with a PBR pack in Minecraft beta and see how it goes.
Mi redmi 9 alcanzaba una equivalente en snapdragon 700 y el requisito previo era 800.
Podrías pasarme un paquete sencillo? Instalare la beta.
Cómo se llama la herramienta por la que pregunté arriba? Apenas hace poco conocí una igual de potente, aunque yo programo en Android manualmente.
@tight mantle Hey, please speak English thanks
If you are on PC you should translate. It's the fairest thing.
@silent zealot please.
Anyone know if the Editor stuff is out yet for Deferred?
Hi everyone, what you're doing with the deferred is really cool.
It works well
Yes
hate slow internet
It doesn't work that well from my tests tho. Some values are unreasonably restricted, and integer sliders for floats aren't that great to work with
Can't wait for client side scripting, so that client side effects can be finally driven by client side APIs.
Tbh I'm not a fan of declarative approach with server side APIs (like with fogs). It would've been muuuch better if we could data drive it with molang or client scripting on the client, dynamically. Imagine of you want to make an RGB animated fog, currently to achieve this you are forced to auto generate hundreds of fog definitions, and apply them on server side, with animation rate being limited by 20 TPS and susceptible to server lag. Now imagine if you could just plug HSV->RGB molang into the fog color directly, like you can with entity overlay color and particles, isn't this just so much better.
It’s way better
Someone send me a pbr shader and tell me how to activate it and know if I am incompatible
how do I use this btw
I can't seem to find a way to open the menu for deferred stuffs
Is the client in Editor mode?
cows
oh no
Don't worry. It only looks like that because entities are paused in editor mode
oh
please mojang dont let an american holiday stop you from preview day
:doggysmurkW:
deferred brokey ❕
how performance-hungry are deferred packs in mobile
very
if you dont have a good device dont expect to get more than 30 fps
i get around 120fps on 5~10 render distance
what SoC?
let me check
exynos 2100
its a weird one though
sometimes it works great
sometimes it drops performance for no reason
well its s21 so im not surprised
theres also that i lowered the resolution of the game
depends on your other settings too
What dose barebones texture pack look like with defferd rendering
I'll check for you. I myself am curious as well.
Wow looks amazing
Awesome

Hey, is there a good guide for starting with particles ? the wiki is kindof empty...
WOAH HOW DID I MISS THIS
snells window (it was said it existed but wow)
unfortunately though, enabling fog makes this effect completely invisible
my underwater fog might just be too thick
🐌
Someone should try ultra hi rez normal texture with 0 roughness, to see how rough random reflections would look like
yeah
Someone should try a mirror ball, using entity polymesh
not a fan of the mirror like reflections but it will be changes in the future
It’s kinda nuts how much fog kills reflection
That my pack? The normals look... idk
There might be actually a mistake in the shader, and it might be applying fog twice, by reflecting an image with already applied fog, and applying more fog on top
could be the case
also not sure why its making my sky like that, it didnt do that before
i used fog heights to make sure it didnt cover my sky
im on the biome border nvm
welp guess im gonna go learn how to write a simple unity shader for fun while i wait for update
Godot > Unity
I may try to make an HD normal map for my water but I dunno how to make one :D AWESOME
havent tried it. i just happen to have unity for free due to school
Unity was recently on fire due to unreasonable pricing changes, after that incident Godot as a fully free and open source engine is looking very appealing imo
for sure, i hear its great
Yes
I don't like how my normal looks
Just make the water more blue/brighter
Can we even do that with the new water?
Luminous | prizma
Yea, I noticed mine is like that for some reason
can i post your Prizma screenshot in some places?
it looks good
ok, sure
this hurts my head
but its still cool
huh HLSL is quite interesting
why ssr is sometimes not visible
I changed "fading_power_horizontal", "fading_power_vertical" and "fading_distance"
i hope they can change ssr to this
i second this opinion
An increase in fading distance would be fantastic
along with changing how fog is handled by ssr would also be great
With the way fog is calculated, perhaps just disabling it entirely in ssr would be best.

although this issue with underwater will probably not be a thing when we get all the data driveable stuff
Hold up. Disabling fog underwater?
I was wondering why the water was like nuclear waste underwater yesterday
Shouldn't we have fog underwater?

since our resource pack fogs no longer work for underwater
Oh you mean not being able to customize it?
yeah
Ok
i more meant remove it from SSR rendering underwater
but idk if that would cause issues
probably would
but we havent gotten the water rework yet so ill hold judgement
i hope they will change it
underwater fog is definitely far improved over the old versions. just without data driving it right now its so strong (this will definitely become a non issue soon)
How do i best setup to test ssr? Iron block room with 255 metallic and a noon time?
reflections do look a bit better with fog turned off
yea ^^
#1182091012177399809 message
:o
will try
true
Amazing! Water still has normal map capabilities
?
Reload your world
Hey since when did signs glow now?
@quick beacon the screenshots in #1182095383015456829 look amazing
how can i use the new deferred stuff?
I may be dumb, i just cant find anything that shows an example of how i can add the new water thing to my own resource pack :p
the new water doesnt need to be added. its a game update. nothing needs to be done to get it
then something is wrong with my water textures but ill figure it out
nah, theres a game bug
sometimes it just doesnt work
theres a few other people with this issue
sometimes it just fixes, other times it doesnt work. its very odd
ahhh okay
Its awesome how hot my phone can get when using the deferred technical preview, its gotten so hot to the point where it can actually hurt a little when touching the back of my phone haha
its impressive how you only feel that with deferred

Lol
i have to put render distance on at least 5 or 10
to keep the game from overheating my phone
render distance doesnt really affect much for me
im envious
something in deferred is taking too much resources from my phone and i cant stop it
lowering the graphics doesnt do much either
loading a world starts wonderfully but slowly drops in frames then crashes in about 5 minutes roughly
sounds like memory leak
hm
try standing still and do absolutely nothing
if it still crashes then its 100% memory leak
if it doesnt then its 99% memory leak
to be fair the game gradually having the performance worse over time just sounds like memory leak to begin with
And there isnt anything i can do really?
ah okay
resource pack thing
hmmmmm now thats even unknownable
kinda like rtx
is it the same with other packs
no not really
🪿
Feel like I'll just throw this down for a minute
Left image is a uh... really broken lava bucket. Right image is the emissive channel
Where things get even weirder is game restarts/world reloads either reduce the issue or make it look like I never added PBR at all
Unless this is an issue related to texture set versioning
And the version needs to be 1.21+ or something
not texture set versioning it is just bugged
@white willow (moving here since we're going off-topic in the preview forum)
Maybe mine is too "washed" hmm
It's my fog qwq
Does anyone know why this happens?
-too reflective grass
-sky too bright
-deferred being deferred
I'm asking as to why every block is reflective despite the global roughness being set to 255
Disabling reflections fixes it but I do not want to do that
rayleigh strength being too high
"sky too bright"
"deferred being deferred"
That's how reflections work in deferred
and that's why I hate them
Intentional? It's kinda bad rn because if you lower rayleigh, you won't see your sky in the water (or in ssr at all)
love hate relationship better describe how i feel about them
They're cool for cool stuff bad but in general?
putting this here bc video is 30mb
isn't it possible to disable reflections for certain blocks
like just wood and grass and stone
idk
Pretty sure it’s bugged because sometimes it’s fine and sometimes everything’s shiny
I tried a lot of Deferred packs
this happens with prizma
but doesn't with Luminous Dream
Idk why
Sometimes it's good
Then after an update
It happens again
Reloading the world sometimes fixes it for me
yes
is sea lantern transparent geo or full block??
nvm it can have ref
anyways did you guys know that sea lantern can be used to activate a conduit
yes but
id rather use different blocks cuz lanterns are a bit expensive
@still zenith it would be great if we could use negative contrast and saturation, that allows to create very interesting and unique effects. I didn't have the chance to test usefulness of exotic values for other properties, but they might also benefit from relaxed range constraints.
End Update confirmed by the pic on the right /s
Yeah I don't think limits make sense in certain places. For instance, I still don't like the limits added to fog height, because you can make void dimensions that are way larger than that
I don't like limits in general, just let us go crazy with the values. I've done many awesome effects using values way outside of 0-1 range in overlay_color and uv_anim inside of entity render controllers, but at the same time there are many effects in particles that I haven't been able to do because their color tint and UV fields have a very small value constraint
If there is a limit, an explanation should follow as well. Considering how they gave an explanation to the block geometry limit(iirc), they should do the same for all other future and current limits
Question to you pack creators. How would you want clouds to be customizable?
I'm no dev, but I'm curious to know what capabilities you'd want to make your clouds, and what it may take to make the ones like on Java
Utilize noise to generate the clouds dynamically and at differing heights
I’d like to be able to control the color and generation height of the clouds
Maybe even being able to control the geometry of the clouds to make things like beveling would be cool
This would be cool ^
@silent zealot @graceful iron so the two of you have height generation in common. So in terms of clouds generation itself, it sounds like two styles should be supported somehow. Realistic and Blocky
I wonder if there's a way to make one system that can create both, or do we need it as an explicit mode toggle 🤔
Ik Legends had a dev build that had dynamic clouds
And Ik some tech from Legends is used in Deferred Rendering so...why not yoink it lol
I haven't played legends in a while. I don't remember what the clouds look like
The dynamic clouds were cut from the public release
Not afaik, it was just something that was mentioned when talking to the devs
Then it would be hard to base regular Minecraft on legends' clouds
Especially when legends only has a single style. Blocky
(beginning to remember what it looks like)
Just imagine IRL cloud fog thats all
You lost me
Essentially using noise to generate the clouds is what I want
I get that, but how can we support the blocky style at the same time?
Oh, well I guess we can just have a shape parameter or something
tonemappers has options...why not add that in the cloud config file or something. Voxel vs whispy or whatever you want to call non blocky
That sounds nice. And if you want to go all out, you can create multiple layers
Each layer can support three shapes. blocky puffy whispy.
Each layer shares these properties in common. (revised)
heightHow heigh the layer isthicknessHow thick the layer is (whispyignores this)map_scaleThe scale of the map texture used to place cloudsspeedThe speed the clouds move in
What do you think?
Would need a more detailed example on the v fog object but other than that 👍
Actually scratch that one. I realized that fog already has that setting specifically for clouds
map_texture seems a bit unnecessary given the fact that we have a dedicated texture for clouds already. Redefining it wouldn’t make too much sense
I suppose so. I was thinking about multi layers, but that can be randomized with offsets
Would it make sense if clouds were also biome based as well? Different biomes having different shaped clouds due to "atmosphere"
The transitions would look pretty weird
Having clouds in the deep dark might be nice as well since fog doesnt really animate
If we could make volumetric fog textured, that won't be a problem
Thinking maybe that clouds fade in and out when transitioning
Controlling cloud speed could be useful as well
If paired with molang to query weather that could also be cool
molang is a bit of a stretch tho
Unlikely to have molang support if we're talking about deferred rendering but in a #1067869590400544869 context that has a higher chance
How do I get volumetric point lights on iOS
They just utilize the fog
If there's low amounts of fog they won't be super visible
Hmm
Ok
Bro particles need to be fixed for deferred https://youtu.be/CIvOMqhHFS0?si=vV4rddAnCGrp2zWP
➤ Inscreva-se No Canal
https://www.youtube.com/ponteiirogamer
Email para contato profissional
[email protected]
Actions & Stuff Animation Resouce Pack
https://youtu.be/muovGNqasss
RealismCraft Addon
https://youtu.be/ovwKEI_KWSs?si=XhduNkG_zfreVrVf
V...
PBR in general needs to be tweaked for those that is supported(entities, items, blockd, particles)
Why hello Mr Smokey stack
Had an epiphany last night that solves my problem of how to transition between overcast and huge unique clouds with their own behavior.
I accidentally just reinvented chunks. Instead of rendering clouds, I…
💖 126 🔁 12
I've never seen anything like it before 👀
However I personally don't think it's aesthetically pleasing. It's trying to be both "blocky" and "puffy" at the same time.
Agreed, but thats the general gist of what i want with noise and volumetric clouds
Too bad this combo can be borderline unplayable. There's graphical issues like nobody's business
The MCRTX server has been flooded with "help game broken with BRTX and realism craft"
How come it looks okay in this video then
Before it updated is my guess

Current state of RTX and realism craft
Clouds look okay but WHAT HAPPENED TO THE LENS FLARE
This has been reported about 30 times or so now
Here's another
This doesn't seem like a fix for their end. RTX is so finicky. I mean this world was never designed to work with RTX or deferred anyway. Any bugs with those graphics modes aren't really their problem
Nor are they mojangs
As I said, nobody has to fix them since they were never intended to be used with those modes
Maybe mojang will fix the particles
In deferred
For perhaps like future marketplace content
For deferred
What if they make modded maps on marketplace for deferred
big eddy do you have actions and stuff 1.0.3
Why you need it
i want it
Then the devs of said map would make sure everything works as it should. Realism craft wasn't designed that way
I swear I'm the only person that doesn't like actions and stuff
Bro
What
it’ll get you soon
I cannot get behind the player animation. Or half the other animations
The only one that I've been like wow to is the ender dragon
That's the only one

It's too far gone from Minecraft's style that's why I don't like it
It's like distant horizons on Java although I dislike that for a different reason.
I don't like DH cuz of file sizes and cpu overheads
fair enough
well hmmm
maybe the trailers kinda reciprocate it
but thats all yeah
The trailers are like that for a reason
It's meant to catch the eye
It looks wrong in gameplay
My gameplay shouldn't feel like a teaser trailer
well yeahhhhhhh
Sure animations can use upgrades but they should stay within the style
It kinda stays in the style
Dungeons was closer to normal Minecraft than this
I mean look at other the ultra realistic animation packs
I don't like them
There's one animation pack I've liked
One
It's called better animations collection on Java
And it doesn't change every animation. Only a few
But those few it does change it genuinely love to see added. Wagging dog tails, pigs noses moved when they oinked, chickens opened their beaks when they made their noise, the way the squid tentacles moved was so fluid
I'll get a video at some point
you can't do ref on cauldron water 😔
Cube map?
Yes.
Mojang should add screen space god rays for lower end devices
Day sky is like night sky
How you have different sky?
It's normal for the water fog to like be a little outside of the block right?
I kinda like it :>
Those water blobs?
what? i thought it was clouds inverted💀
They're a thing I am trying to do to make ponds with infinite variation using features in world generation. This is using a template pack made by Ciosciaa. (off-topic but now you know)
interesting
Okay so these end gateway beams can have texture sets but not the beacon beam. I think they're both the same "beam"?
For context. I gave the beacon beam a bit of glow in texture sets.
it works for gateway beammm??
kinda
Did they add waves to water yet on deferred rendering?
only 11 days from 1 year anniversary of deferred which is 3rd of august and it was first released on version 1.20.30.20
damn time flies fast
It's come such a long way since then too
Yeah and I am really proud of what I've been able to do with this and the community
looks like we will not have deferred official release before gta 6 /:
I'm messing with deferred in mc preview and wondering what's the fastest way to edit the resource pack and refresh it in-game?
Onix client allows you to change global resources while in game
I wish that was a vanilla feature
I'm curious if it'll be considered a parity to Java since Java can do the same thing
Why are there small lines across the grass?
Shadow acne
So not something you can get rid of?
It can be rid of, but not without causing another problem, "peter panning".
What is that
It's when the shadow appears to be detached from what's casting it
Ah, ofcourse
now the question is, would you rather have that or what is above
Both
lol how can you have both if one arises if you get rid of the other
Why?
Gotta catch em all
lmao
There is a way to kinda hide peter panning while getting ride of shadow acne. It's called screen space contact shadows, but it's not an operation for everyone (low end devices)
i hope they get rid of both somehow
Maybe a toggle to enable/disable this would be nice
#1182095383015456829 message
Tan is just a real life AO equivalent
Hmmmm I wonder who that is in those pics
it might be ussing the missting textre
Regarding the new update dropping iphone 8 and below
Ngl I have this toxic thought where the lesser the device support the faster deferred come to stable

I mean you're technically not wrong
If the pool of devices they need to optimize for is smaller, than yea, if they are similarly powerful enough then it would be less work
Pink and Black = No texture colors
I’d assume that’s probably why it looks like that, but idk
Evil genius
what server is that
Shaderlabs
I'm not even sure how or why they would be that way. I mean lava overlay is also pink and red right now so
What is cubemap array support
Internal graphics stuff. Cubemaps are special textures that can be sampled with a 3d vector instead of normal UV coordinates
yeah, its not tied to the sky box stuff
or at least not in the same way as you think
Btw there is a typo and they meant Metal instead of GLES
Thats a big typo
Yeah, got to know

Direct 3D, Open GL ES, Metal, Vulkan, they all kinda just meld together after a while, you know? 🙂
I wouldnt know
They all do the same thing but different
Direct Metal GLES: Vulkan Edition
officially, yes
we dont know. if i had to guess, its a year out atleast
if youre on PC then you can use BetterRenderDragon (an external game tool) to enable deferred rendering on normal minecraft. beware that the experience will be worse on normal mc and some features may not work whatsoever due to the normal minecraft versions not haveing the most upto date deferred build
you can get the latest version that supports 1.21+ in the YSS Discord
Or in the actions tab
note you need to login to github to download it

If only things like that were posted somewhere accessible where anyone can download them

already sent the invite in DMs
:p
bruh
@sonic canopy Responding here since it's very "graphics-y". 🙂 We fixed ghosting by exploring the variance clipping described in this presentation from NVIDIA. https://developer.download.nvidia.com/gameworks/events/GDC2016/msalvi_temporal_supersampling.pdf
It really worked wonders in this case
100% the ghosting levels are honestly quite close to DLSS from my current testing
i need to work on this but gonna be very enjoyable to mess with
@white willow I found that song for my deferred trailer
lets go
After months of searching
Nice
Oo that's smart, I thought it was done with depth rejection but this seems like a faster alternative
I wonder why the default "Depth" for sss is so large
the SSS values are also really sensitive
ok they arent super sensitive
still figuring things out
its a bit funky with point lights but kinda works (this was stated so not expecting it to fully work)
gonna take a lot of playing around to get it down
entity pointlight shadows?
yep looks like it
Oooh
is it updating at a lower framerate?
Lol, reminds me of how VPL wasn't mentioned
Looks like it
Yep
Maybe there's a value you can increase like with the reflections to make it higher
Huh what. Does it work in 3rd person?
mhm
Very cool
nothing
what file would emissive desat be in
global.json
around the 4 second mark you can see it in third person
looks to be the same as in first person
do you know where its supposed to go?
editor gave it to me
oh
I wonder if there is a way to refresh point light shadows near player more frequently
https://x.com/XxPoggyisLitxX/status/1819064948766425209 video here cuz discord
circles
seeing the round light is so jarring
Lol yeah
i LOVE you for this
My favorite preview by far
custom sss is gonna be so damn good
Aside from when deferred was originally released
entity shadows are better
i'm crying now
unfortunate it doesnt work on full blocks
improved the log SSS further and man it looks good
i don't care
the only thing that matters to me is that the entity and the player have shadows
🥹
So to clarify, none of the point light blocks can cast shadows, even when they're illuminated by other point lights?
And 2 lanterns don't cast shadows from each other either?
the yellow lanterns I mean
Alright yeah that checks out, very neat
Correct. That's the tradeoff. :/
I don't mind it at all :P
not a terrible tradeoff
How would you feel about that tradeoff if full blocks were allowed to be point lights?
well i was just about to ask about point light shadows on full blocks
It's not so bad with a torch or a lantern, but a campfire starts to get large enough that you'd want it to cast shadows
And full blocks would be even more jarring if they were missing shadows
itb it's fine for me
This is our conundrum on this topic 🙂
they used to "cast" shadows but it never left the inside of the block
would be nice to have at least the old shadows with them but its not entirely necessary
Yep. And now that we've isolated the emitter geometry, it wouldn't occlude the light in that way. But, it wouldn't cast shadows in that case either.
i see
That's probably the better option, since the alternatives are self shadowing or no shadows at all
Would it be better if full blocks used flood fill colored lighting?
Like you see in Photon shaders for Java
yk that wouldnt be a bad idea
but shadows from pointlights on full blocks
throw in some fog lpv volumes
something like this would be dope
Yeah
That would be nice
but flood fill colored lighting = no pointlights = no shadows

would be a good alternative for stuff like lava which is too performance hungry with pointlights
Are the docs for emissive desaturation out yet?
havent found them in the deferred docs
Yeah the tradeoff wouldn't be so bad if full blocks used some global illumination technique to light the place
Wouldn't that have to be screen space?
better than nothing
Crytek LPV technique is the goat
True
im already noticing emissive desat though and emissives look much better
I would like to see GI in deferred sometime
There seems to be a mixup with a couple of our updates. I'll post the details here in the meantime.
Emissive desaturation is controlled in lighting/global.json. Add this property as the last object in your root object.
"emissive": {
"desaturation": 0.1
}
The "emissive" object allows for some control over how emissive light sources behave. These parameters can be especially useful for fine-tuning emissive light sources for certain types of tone mapping.
"desaturation" a factor from [0-1] that controls how much the albedo of a given pixel is desaturated when computing the color of emissive light. A value of 0 results in no desaturation, while a value of 1 results in full desaturation of the albedo color.
so, this will eventually contain brightness 😮
The Editor makes it easy to figure out the new format by using the export to clipboard option.
Also, if you made use of highlight and/or shadow color grading, you will now need an explicit enabled field for each in your JSON. Those docs will be added eventually (sorry about that), but the Editor can help you there as well.
0.5 desaturation. pretty cool
Ok I have really really bad news, we lost access to shader source code

Huh?
First PDB now Shader. Bad year for Veka
I'll write up a message explaining in details why this is bad, not only for shader devs but also for hobbyist and marketplace add-on developers
Huh?
How does this affect marketplace devs?
Essl 310 is now optimized (basically obfuscated)
No more render dragon shaders like yss?
Wdym?
WHAT??? :(
r.i.p
Like the mat files????

They're still there. They're just a LOT harder to read apparently
damn
Welp, I should've seen this coming
I’d assume that’s going to bring BetterRD to its knees for a sec
imagine they gave us all these new deferred stuff to soften the blow of this /j
Good news is that at some point they won't be updating it as frequently, so you could just reverse engineer it once and seldom ever again I guess
Eh I don’t really care much cause I can’t even get shaders in the first place
im still grateful we even have deferred in the first place though 
Still have to think about how to move forward with this in the modded shader scene
Ik some add-on developers including me were using shader source for reference on how rendering works, without access to it, developing certain effects would've taken much longer, as we would've had to either deobfuscate it or try out a bunch of material combinations which takes a lot of time
How will this effect special shaders that use BetterRD like YSS SE and that on BSBE shader
RIP
Shader development becomes 1000% times harder

NOOOOOO
Shaders that don't rely on deferred should be fine technically
How often do Mojang update those?
knock on wood

Rip yss shader
Unless they update them
Yeah, unless
Rip
I guess shaders are gonna have a slow decline now
Maybe we'll find a way but that's up to ender and ddf
@still zenith it appears that latest preview enabled optimization for ESSL_310 materials on Android, which makes it so that we can no longer get any coherent shader source code from materials, since they are now effectively obfuscated. I was maintaining a repository of shader source code for every version, that was auto generated from Android materials https://github.com/veka0/mcbe-shader-codebase. This repository was used by shader developers as a reference or a starting point, but it was also used by hobbyist and marketplace add-on creators that work with material based effects as a reference for how rendering is implemented internally. Besides shader development, I personally often use this source code as a reference in my work as a marketplace developer, and I know some other people who use(d?) it as well @rotund widget @jagged badge Current source code is sufficient for using as a reference, but eventually it will become outdated, and won't include latest rendering features, so it's only a matter of time before we completely loose this incredibly useful resource. I understand that optimization is ultimately a good thing that benefits the players, however I also think that there is a potential compromise that can be achieved, which would also benefit hobbyist or professional creators and shader development community. Perhaps Mojang can host their own shader source code? Or materials can include un-optimized shaders or source code? Either way, we are open for a conversation, I do believe that there is a solution which we can reach in regards to this problem.
I will take your feedback to the larger team for discussion. Thank you for your input.
Documentation on the Creator portal should now include emissive desaturation, color grading toggles and key frame updates for sun color/illuminance. 🙏
sick
wow... you guys killed it with the upscaling updates. ghosting is completely gone. glass used to ghost really bad in large quantities and its just gone (ignore the kinda poor performance, this map is insane on the performance)\
BTW, how does it look in third person front while you turn your head?
I have a low res display, so it looks pretty bad for me
Front
looks like it to me. kinda like PTGI with iris how everything is kinda fuzzy
since iris has no motion vectors
Does PTGI use some sort of upscaler or temporal antialiasing
iris missing a graphics feature?
I thought they were pushing further than Optifine
yeah. idk why IMS hasnt implemented motion vectors
to my understanding its a pain
but iris at its core has more features for shader devs than optifine anyway
All that without motion vectors? Wow
so it's just one unfortunate missing feature
I'll check the graphic stuff later. Super invested in the new add-on stuff.
optifine has motion vectors and it has very little issues when ran on optifine
but on iris its a mess. and the performance is also sliced in half on iris when running PTGI, im not sure why that is though
vines with SSS is so good
It might be possible to make an advanced decompiler that will reduce the problem of deobfuscating up to hundreds of individual shaders per material to only a single fragment, vertex or compute shader (so basically auto generate macros), but this is very very difficult to do and there is no guarantees that it will work properly with their optimization technique, and you will still have to deobfuscate the final shader manually. This is actually what I was planning to implement originally in lazurite, but then we got plain text source code with ESSL 310 and I was able to get by with a much simpler decompiler for restoring macros.
this is where rough ssr would be super nice to have
that the
I see
Has anyone tried SSS on vines yet?
yes
@proud pike
Do ya have sss on vines in this ss?
Ah
:p
yea
Yeah had to look closely
very
Like is it just the intensity?
yes
you can draw it out just like any other form of pbr
^
this
After le pog messed around with the awesome Add-On stuff, I'll try.

Looks great
Shame the shading on the right most roots is a bit out of place
Deferred only has Vanilla AO right?
as of now yea
Hmm
Sponge looks spongier

Very icey ice
idk how well normal ice will handle it
cuz semi transparent objects have always been weird
i cant tell if it does anything
SSS also doesn't work on water (idk why I though it would but doesn't hurt to try
😔 #1263160274265964546 message
They did say that SSS on point lights doesn't work well right now
ooh
what does sss do?
best way to explain it
this image also doesnt do too bad
lol
i get it now thx i just checked it out on preview and it looks sick
I wish this bug didn't exist
very sadge
looks like a spotlight
You would need to be able to apply a PBR texture to the player somehow
Ah
idk i just figured entities were excluded so i never thought to test
i thought SSR was blocks only
As long as it's an opaque surface, it's automatically supported
welp we have shiny turtle shells
Hey, do you mind sending a pack with the fixed sky?
Thanks
it also has some SSS stuff
Great
i already forgot what i did but its some logs, all leaves, grass, tall grass and sand i think
oh packed ice
I find it weird that logs have SSS given how comparitevely dense they are, but I won't judge
ive seen it done in a few java packs and it looked cool
its really soft SSS though
and only on the edges
i may remove it. depends on feedback
sss is amazing
deferred looks really good now
it uses the alpha channel
i mean like more in depth
idk
What else do you want to know how to use it?
but its basically like drawing out MER for anything else
Also Quirky, have you seen the beacon?
no
Should probably take a look
i mean like i just want to know
they said there will be new documents
it doesnt have pbr yet so if something is weird that may be why
I can't see the beacon block itself
The beam is there but not the block
One more thing. It seems that the particles for campfire are different when you place a haybale under it
It's glowing when I do that
that is so weird. im not sure whats causing this
#1182095383015456829 message
They should look into making it so that the geometric normal prevents normal maps from receiving lights it shouldn't.
That's kind of a separate issue
full blocks in general have a lot of jank that needs to be fixed for sure
for me it's normal
It's a different particle type, that has a longer lifetime afaik, maybe RP creator forgot to update their material
Probably particle material, either particles_alpha or particles_blend
Or possibly adding or removing particle appearance lighting component
Should I open a new post in #1182087588555792395 with links to each deferred rendering article since they split it up?
yes
Is this too much for people to do?
yes
Ok Poggy, without clicking on all those links, tell me what each article contains
They contain Info and guides of each topic?
I'm all for making it easier for people, so making a post will help.
Theyre not specific or really gice us a preview what is in those article
Hmm, fair enough.
Oh they fixed the keyframe offset
keyframe below 0.5 == "old_keyframe" + 0.5 = new keyframe
keyframe above 0.5 == "old_keyframe" - 0.5 = new keyframe
this is the biggest w fix this update gotten after shadow strips
I can do math yes
Time for python
So wait does this match the keyframes used in the atmospherics.json now
yes
I've seen a few people talk about water reflection being messed up. It looks tied to android devices (not only Mali this time) Android may have broken a little
The best way to describe it is like, the colors are inverted idk
I've heard a rumor that water now can cast a colored shadow
Who said it's just a rumor?#1215006221103272006 message
Interesting perhaps glass tinting soon 👀
I tested glass with fixed transparency as well which also didn't work
This is most likely a consequence of the water light absorption you see on the surface
You don't need to directly look at the water surface for it apparently
This is not part of the fog tho, as it has precise and crisp edges. Those edges are way too crisp for it to be a colored shadow map either, so that's quite interesting
That will need a different, irrelevant approach to make work. But I still hope for it
So... a bug that looks cool?
Of its intentional who knows
Actually could just be a part of the water lighting rework
huh
what am I supposed to look at?
nvm it's bc candle have two dif textures
lit one and non lit one
i used white texture for non lit black candle lmao
it's like magic
Oh 💀
Ah ok so it is part of the fog then, neat
Don't thinks so
yeah just tested it 😥
Noon is darker than midnight in mail gpu now
Did you update your config files?
This is a pack error since keyframes in old packs are now wrong. Make sure the pack you're using is updated to support the changes made in this week's preview.
I download last version of pack and fix this problem
Why upscaling is looks like this after update?
What? They literally updated upscaling lmao
Mail gpu have a little bug in new version but looks very better than old versions
When i look at the sand game looks daker than when i look at the sky
Is this bug?
I believe that's just auto exposure
Looks like auto exposure
This is auto exposure, sand looks bright while the sky doesn't, probably because you have very little Rayleigh scattering
I do have that yes.
If I increase it more every block will reflect the sky and give off a blue hue.
Example.
Nvm there is a separate low res shadowmap for water
I've definitely noticed an increase of performance on Android
Now it's actually somewhat playable on the Adreno 650
And I'm using a Snapdragon 865 
why do my shadows shake like that (Xbox Series X)
the pack is luminous dreams 5.3
specially leaves
ive seen them shaky but not this much
is it supposed to be like this?
This is normal. Increasing shadow quality reduces the visibility of this issue
But of course that comes at a performance cost
the thing is in other xboxs i didnt see them this shaky
They might've had settings up higher. This is most commonly an issue with shadow quality set to low or medium. High and ultra look much more stable
Just to clarify again:
Removed an incorrect offset when interpolating keyframe values for the sun illuminance and sun color. Keyframe values for sun illuminance and sun color are now consistent with other time-based keyframe values. Creators will need to shift any sun illuminance and color keyframes by 0.5. Documentation on the Creator portal has been updated accordingly
This only affectsglobal.jsonright?
Yes, and only the sun's properties, not the moon's.
😭
this is lovely
I'm glad the moon stayed the way it is
Wait what. I changed my moon key frames.... so that's why it's wrong
Genuinely curious how this mismatch even occurred in thw first place. Thankfully its fixed now and the MS docs ref image is correct
Welp now I gotta revert my moon changes
I love how acoustic you are
Apparently I didn't read
Sorry about that. It was an unintentional bit of code that has gone unnoticed (by us on graphics) for almost a year now.
reading skills is the friends we made along the way
please don't change that 🥹
sorry for ping
It's what defines me ☺️
I think yall should change from using 0-1 to use the ingame time. 0-24000
Welp at least now I know why my moon stuff is all wacky 😅
I can take that proposal to the larger design group. Any particular reason that I can note?
In general using a 24 hour system is easier to read and allows for more precise adjustments and also knowing exactly what time of day is being modified
I hate when something change because then my whole pack doesn't work 🥲
and mcpedl is slower than my brain
I find myself sitting here sometimes like, wait what's 1.0 supposed to represent, or 0.25
Especially if you update on a weekend
Then your waiting till Monday
I mean, I hate it for that reason but at the same time you add things that make me want to cry (happiness)
Its just a personal reference since i can match the exact time from the wiki instead of doing math. Though I see a use for 0-1 as it is consistent with Molang and entity filters
I can imagine. I'm sorry. We're working on adding proper versioning to the Deferred files, but you may experience 1 more breaking change before that happens. I apologize in advance.
YES!!!
and then people come and ask "why prizma doesn't work, do smoething!"
I very much expect lots of breaking changes until we see an announcement deferred will no longer be locked to preview only
Or we update like with the SSS and they complain about missing textures and it's like... we'll see, you didn't update your game
Gotta earn that "experimental+preview" status. Amirite? 🤣
people can't read 🤠
Competing with the editor team is a bold choice only to end up working together and having the editor team integrate deferred values editing. Which btw, was that editor's plan or did you(graphics team) request?
Editor integration is great but I have ONE gripe
me too, I'm just joking
I like what's happening with deferred
The code we get is so poorly written. I had to spend like 15 minutes refactoring it to be easily readable 😭
I can create the best deferred pack (subjectively ofc, although in terms of normalmaps it is the best, because no one has done it yet) 😎
I would love to see one day real time pbr editing so you can see the effect take changes without rejoining. Though that's more of a general RP issue and disparity from Java
THIS! I also want real time fog editing
No competition here, we're all working towards the same goal. 🙂 That integration was planned for quite a long time (months). We heard the feedback from the community that editing Deferred settings was tedious in the old workflow, so we all got together and figured out a solution.
tbh I don't mind rejoining
although sometimes I rejoin 60 times for one texture
I do when my game just crashes on me when I do it sometimes


