#Graphics General

1 messages · Page 10 of 1

long ruin
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I might use it myself too

white willow
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Being able to edit fog, color grading all that in real time is INSANELY helpful

graceful iron
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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

white willow
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Yeah fair enough

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It's still a super SUPER helpful tool

quasi trench
white willow
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I'll reread it

graceful iron
white willow
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It says atmospheric which I'd imagine includes fog

silent zealot
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Or it could just mean the atmohsperhic.json file

graceful iron
white willow
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Well yea I knew it would include that

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I'll check it out in a bit

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ok theres no fog settings rn

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a little sad but still nice to be able to do everything else in real time

silent zealot
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Are you kidding me....no underground fog?

pale urchin
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Especially considering that the overworld can have custom heights

still zenith
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This was not intended. Apologies. We will give you back your underground values.

quick beacon
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It's okay! ^^

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I absolutely love volumetric point lights :3

naive solstice
proud pike
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Deferred seems to messed up for both mobile platforms, iOS is facing screen flickering, some Androids are getting black screens.

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Welp

vague shoal
white willow
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I guess it just depends on which android?

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Idk iOS is severely more broken

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No pbr, no point lights, performance in the floor

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Literally getting 7fps here

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This would be like 40 before sometimes more

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I have faith though. 🫡

proud pike
vague shoal
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@quick beacon you cooked with cubemaps in ur pack today

drowsy lantern
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Why i can't see any red fog?

long ruin
drowsy lantern
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My game brake

long ruin
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It's broken on mobile I believe

hard trellis
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do ya'll know where the cubemap file is in resource packs?

quick beacon
hard trellis
quick beacon
white willow
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This is by far one of my favorite additions so far

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Left has fog disabled for comparison

proud pike
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Absolute W in my book, maybe mojang took some inspiration from Veka doing this earlier, either way they cooked

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They just need to sort out all the other issues that have sprouted up in this preview

tight mantle
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Hola. Cuáles son los requisitos android actuales para correr prb? Y que versión debo usar, la beta o la oficial?

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Qué herramienta es? :0

pale urchin
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And yes, in Beta only for now

tight mantle
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No pude entender con precisión lo último ya que no me especializo en cómputo referente a tamaño de procesamiento en GPU.

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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.

pale urchin
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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.

tight mantle
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Mi redmi 9 alcanzaba una equivalente en snapdragon 700 y el requisito previo era 800.

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Podrías pasarme un paquete sencillo? Instalare la beta.

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Cómo se llama la herramienta por la que pregunté arriba? Apenas hace poco conocí una igual de potente, aunque yo programo en Android manualmente.

silent zealot
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@tight mantle Hey, please speak English thanks

tight mantle
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If you are on PC you should translate. It's the fairest thing.

tight mantle
graceful iron
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Anyone know if the Editor stuff is out yet for Deferred?

burnt nicheBOT
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basilic22

Hi everyone, what you're doing with the deferred is really cool.

rocky halo
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It works well

quick beacon
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hate slow internet

earnest sierra
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Don’t worry about the graphical issues but yes

sonic canopy
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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

earnest sierra
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Yeah

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Some work still needs to be done but I can’t wait for the APIs

sonic canopy
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Can't wait for client side scripting, so that client side effects can be finally driven by client side APIs.

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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.

earnest sierra
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It’s way better

tight mantle
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Someone send me a pbr shader and tell me how to activate it and know if I am incompatible

graceful iron
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I can't seem to find a way to open the menu for deferred stuffs

earnest sierra
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Is the client in Editor mode?

graceful iron
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and latest preview as well

earnest sierra
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Click on “view” on the top left

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Then the last option

graceful iron
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ah

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got it cat_thumbs_up

graceful iron
quasi trench
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oh no

pale urchin
quasi trench
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oh

quasi trench
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please mojang dont let an american holiday stop you from preview day

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:doggysmurkW:

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deferred brokey ❕

honest iris
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how performance-hungry are deferred packs in mobile

proud pike
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if you dont have a good device dont expect to get more than 30 fps

honest iris
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i get around 120fps on 5~10 render distance

proud pike
honest iris
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let me check

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exynos 2100

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its a weird one though

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sometimes it works great

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sometimes it drops performance for no reason

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well its s21 so im not surprised

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theres also that i lowered the resolution of the game

quasi trench
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depends on your other settings too

stark harness
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What dose barebones texture pack look like with defferd rendering

quick beacon
stark harness
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Wow looks amazing

pale urchin
graceful iron
spice hare
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Hey, is there a good guide for starting with particles ? the wiki is kindof empty...

white willow
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WOAH HOW DID I MISS THIS

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snells window (it was said it existed but wow)

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unfortunately though, enabling fog makes this effect completely invisible

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my underwater fog might just be too thick

quasi trench
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🐌

white willow
sonic canopy
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Someone should try ultra hi rez normal texture with 0 roughness, to see how rough random reflections would look like

safe urchin
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reflections off

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On without fog

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With fog

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Reflections are invisible with fog

white willow
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yeah

safe urchin
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not as i expected

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but good

white willow
sonic canopy
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Someone should try a mirror ball, using entity polymesh

white willow
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not a fan of the mirror like reflections but it will be changes in the future

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It’s kinda nuts how much fog kills reflection

quick beacon
sonic canopy
white willow
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could be the case

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also not sure why its making my sky like that, it didnt do that before

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i used fog heights to make sure it didnt cover my sky

white willow
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welp guess im gonna go learn how to write a simple unity shader for fun while i wait for update

sonic canopy
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Godot > Unity

quick beacon
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I may try to make an HD normal map for my water but I dunno how to make one :D AWESOME

white willow
sonic canopy
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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

white willow
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for sure, i hear its great

safe urchin
quick beacon
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I don't like how my normal looks

safe urchin
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clouds issue it seems to be

safe urchin
quick beacon
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Can we even do that with the new water?

safe urchin
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Luminous | prizma

quick beacon
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Yea, I noticed mine is like that for some reason

tribal trail
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it looks good

safe urchin
white willow
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but its still cool

white willow
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huh HLSL is quite interesting

tribal trail
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why ssr is sometimes not visible

tribal trail
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I changed "fading_power_horizontal", "fading_power_vertical" and "fading_distance"

tribal trail
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it's soo much better

tribal trail
white willow
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i second this opinion

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An increase in fading distance would be fantastic

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along with changing how fog is handled by ssr would also be great

pale urchin
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With the way fog is calculated, perhaps just disabling it entirely in ssr would be best.

white willow
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agreed

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especially underwater

proud pike
white willow
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although this issue with underwater will probably not be a thing when we get all the data driveable stuff

pale urchin
proud pike
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I was wondering why the water was like nuclear waste underwater yesterday

pale urchin
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Shouldn't we have fog underwater?

proud pike
white willow
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since our resource pack fogs no longer work for underwater

pale urchin
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Oh you mean not being able to customize it?

white willow
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yeah

pale urchin
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Ok

white willow
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i more meant remove it from SSR rendering underwater

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but idk if that would cause issues

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probably would

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but we havent gotten the water rework yet so ill hold judgement

tribal trail
white willow
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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)

silent zealot
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How do i best setup to test ssr? Iron block room with 255 metallic and a noon time?

proud pike
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reflections do look a bit better with fog turned off

quick beacon
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yea ^^

proud pike
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its fine with fog turned on

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though the ranges do need to be extended by a lot

tribal trail
proud pike
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with fog

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without fog

tribal trail
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It would be much better

proud pike
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true

silent zealot
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Amazing! Water still has normal map capabilities

earnest sierra
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Mhm

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Which is great

silent zealot
earnest sierra
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Reload your world

silent zealot
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Hey since when did signs glow now?

pale urchin
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@quick beacon the screenshots in #1182095383015456829 look amazing

brave torrent
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how can i use the new deferred stuff?

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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

real berry
white willow
brave torrent
white willow
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nah, theres a game bug

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sometimes it just doesnt work

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theres a few other people with this issue

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sometimes it just fixes, other times it doesnt work. its very odd

brave torrent
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ahhh okay

white willow
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im not quite sure how to get it to work overall

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if its not working at least

brave torrent
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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

honest iris
brave torrent
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Lol

honest iris
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i have to put render distance on at least 5 or 10

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to keep the game from overheating my phone

brave torrent
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render distance doesnt really affect much for me

honest iris
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im envious

brave torrent
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something in deferred is taking too much resources from my phone and i cant stop it

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lowering the graphics doesnt do much either

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loading a world starts wonderfully but slowly drops in frames then crashes in about 5 minutes roughly

brave torrent
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hm

honest iris
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try standing still and do absolutely nothing

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if it still crashes then its 100% memory leak

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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

brave torrent
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And there isnt anything i can do really?

honest iris
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well it sounds like game issue

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i dunno how deferred works at all so

brave torrent
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ah okay

honest iris
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is it just a setting you can turn on or

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is it resource pack thing

brave torrent
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resource pack thing

honest iris
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hmmmmm now thats even unknownable

brave torrent
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kinda like rtx

honest iris
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is it the same with other packs

brave torrent
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no not really

honest iris
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🪿

white willow
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Feel like I'll just throw this down for a minute

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Left image is a uh... really broken lava bucket. Right image is the emissive channel

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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

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Unless this is an issue related to texture set versioning

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And the version needs to be 1.21+ or something

viscid moth
quick beacon
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@white willow (moving here since we're going off-topic in the preview forum)

white willow
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Alright

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I don't think there's anything wrong with your sky colors

quick beacon
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Maybe mine is too "washed" hmm

white willow
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A little

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But it's still fine

quick beacon
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It's my fog qwq

earnest sierra
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Does anyone know why this happens?

tribal trail
earnest sierra
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Disabling reflections fixes it but I do not want to do that

quick beacon
tribal trail
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"deferred being deferred"

sonic canopy
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That's how reflections work in deferred

tribal trail
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and that's why I hate them

quick beacon
tribal trail
quick beacon
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They're cool for cool stuff bad but in general?

naive solstice
safe urchin
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like just wood and grass and stone

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idk

earnest sierra
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Pretty sure it’s bugged because sometimes it’s fine and sometimes everything’s shiny

safe urchin
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I tried a lot of Deferred packs

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this happens with prizma

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but doesn't with Luminous Dream

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Idk why

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Sometimes it's good

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Then after an update

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It happens again

earnest sierra
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Reloading the world sometimes fixes it for me

safe urchin
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yes

earnest sierra
viscid moth
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is sea lantern transparent geo or full block??

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nvm it can have ref

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anyways did you guys know that sea lantern can be used to activate a conduit

honest iris
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id rather use different blocks cuz lanterns are a bit expensive

sonic canopy
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@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.

silent zealot
pale urchin
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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

sonic canopy
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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

silent zealot
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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

pale urchin
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Question to you pack creators. How would you want clouds to be customizable?

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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

silent zealot
graceful iron
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Maybe even being able to control the geometry of the clouds to make things like beveling would be cool

white willow
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This would be cool ^

pale urchin
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@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

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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 🤔

silent zealot
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Ik Legends had a dev build that had dynamic clouds

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And Ik some tech from Legends is used in Deferred Rendering so...why not yoink it lol

pale urchin
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I haven't played legends in a while. I don't remember what the clouds look like

silent zealot
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The dynamic clouds were cut from the public release

pale urchin
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Is there still some hidden API stuff that we can look at?

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JSON or anything?

silent zealot
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Not afaik, it was just something that was mentioned when talking to the devs

pale urchin
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Then it would be hard to base regular Minecraft on legends' clouds

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Especially when legends only has a single style. Blocky

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(beginning to remember what it looks like)

silent zealot
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Just imagine IRL cloud fog thats all

pale urchin
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You lost me

silent zealot
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Essentially using noise to generate the clouds is what I want

pale urchin
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I get that, but how can we support the blocky style at the same time?

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Oh, well I guess we can just have a shape parameter or something

silent zealot
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clueless 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

pale urchin
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Each layer can support three shapes. blocky puffy whispy.

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Each layer shares these properties in common. (revised)

  • height How heigh the layer is
  • thickness How thick the layer is (whispy ignores this)
  • map_scale The scale of the map texture used to place clouds
  • speed The speed the clouds move in
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What do you think?

silent zealot
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Would need a more detailed example on the v fog object but other than that 👍

pale urchin
graceful iron
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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

pale urchin
silent zealot
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Would it make sense if clouds were also biome based as well? Different biomes having different shaped clouds due to "atmosphere"

pale urchin
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The transitions would look pretty weird

silent zealot
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Having clouds in the deep dark might be nice as well since fog doesnt really animate

pale urchin
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If we could make volumetric fog textured, that won't be a problem

silent zealot
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Thinking maybe that clouds fade in and out when transitioning

graceful iron
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Controlling cloud speed could be useful as well

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If paired with molang to query weather that could also be cool

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molang is a bit of a stretch tho

silent zealot
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Unlikely to have molang support if we're talking about deferred rendering but in a #1067869590400544869 context that has a higher chance

vague shoal
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How do I get volumetric point lights on iOS

white willow
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They just utilize the fog

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If there's low amounts of fog they won't be super visible

vague shoal
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Hmm

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Ok

silent zealot
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PBR in general needs to be tweaked for those that is supported(entities, items, blockd, particles)

pale urchin
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I've never seen anything like it before 👀

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However I personally don't think it's aesthetically pleasing. It's trying to be both "blocky" and "puffy" at the same time.

silent zealot
white willow
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The MCRTX server has been flooded with "help game broken with BRTX and realism craft"

vague shoal
white willow
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Before it updated is my guess

vague shoal
white willow
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Current state of RTX and realism craft

vague shoal
#

Clouds look okay but WHAT HAPPENED TO THE LENS FLARE

white willow
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This has been reported about 30 times or so now

vague shoal
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Imagine spark universe fixes it

white willow
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Here's another

vague shoal
#

Bros head got chopped off

white willow
# vague shoal Imagine spark universe fixes it

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

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Nor are they mojangs

vague shoal
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Buh

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Who gonna fix them then

white willow
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As I said, nobody has to fix them since they were never intended to be used with those modes

vague shoal
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Maybe mojang will fix the particles

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In deferred

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For perhaps like future marketplace content

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For deferred

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What if they make modded maps on marketplace for deferred

quasi trench
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big eddy do you have actions and stuff 1.0.3

vague shoal
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Uhhhh

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I forgor

vague shoal
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Why you need it

quasi trench
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i want it

white willow
quasi trench
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im sold

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deferred with actions and stuff

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new minecraft age

white willow
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I swear I'm the only person that doesn't like actions and stuff

quasi trench
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i used to like not be interested but now

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i am

quasi trench
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it’ll get you soon

white willow
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I cannot get behind the player animation. Or half the other animations

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The only one that I've been like wow to is the ender dragon

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That's the only one

vague shoal
white willow
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I can acknowledge how monumentally impressive it is

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But doesn't mean I like it

white willow
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It's too far gone from Minecraft's style that's why I don't like it

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It's like distant horizons on Java although I dislike that for a different reason.

quasi trench
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i need for prizma

white willow
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I don't like DH cuz of file sizes and cpu overheads

quasi trench
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well hmmm

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maybe the trailers kinda reciprocate it

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but thats all yeah

white willow
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The trailers are like that for a reason

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It's meant to catch the eye

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It looks wrong in gameplay

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My gameplay shouldn't feel like a teaser trailer

quasi trench
#

well yeahhhhhhh

white willow
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Sure animations can use upgrades but they should stay within the style

vague shoal
#

It kinda stays in the style

white willow
#

Dungeons was closer to normal Minecraft than this

vague shoal
#

I mean look at other the ultra realistic animation packs

white willow
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I don't like them

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There's one animation pack I've liked

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One

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It's called better animations collection on Java

vague shoal
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Alr then

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Gn

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I’m going to bed

white willow
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And it doesn't change every animation. Only a few

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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

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I'll get a video at some point

viscid moth
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you can't do ref on cauldron water 😔

drowsy lantern
proud pike
oak thicket
#

Mojang should add screen space god rays for lower end devices

drowsy lantern
quick beacon
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It's normal for the water fog to like be a little outside of the block right?

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I kinda like it :>

viscid moth
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bro wtf is that

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i have never seen this

quick beacon
viscid moth
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what? i thought it was clouds inverted💀

quick beacon
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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)

viscid moth
#

interesting

quick beacon
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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.

viscid moth
#

it works for gateway beammm??

viscid moth
unborn heart
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Did they add waves to water yet on deferred rendering?

white willow
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Not yet

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You can get simulated waves with a normal map on water though

viscid moth
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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

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damn time flies fast

white willow
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It's come such a long way since then too

viscid moth
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Yeah and I am really proud of what I've been able to do with this and the community

true otter
old stump
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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?

white willow
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Leaving and rejoining

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Only way to reset

long ruin
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Onix client allows you to change global resources while in game

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I wish that was a vanilla feature

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I'm curious if it'll be considered a parity to Java since Java can do the same thing

west badge
pale urchin
west badge
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So not something you can get rid of?

pale urchin
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It can be rid of, but not without causing another problem, "peter panning".

west badge
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What is that

pale urchin
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It's when the shadow appears to be detached from what's casting it

west badge
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Ah, ofcourse

brave star
#

now the question is, would you rather have that or what is above

sonic canopy
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Both

brave star
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lol how can you have both if one arises if you get rid of the other

silent zealot
sonic canopy
#

Gotta catch em all

brave star
#

lmao

pale urchin
#

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)

quasi trench
#

i hope they get rid of both somehow

hoary tendon
quick beacon
#

#1182095383015456829 message

sonic canopy
#

Tan is just a real life AO equivalent

proud pike
#

IRL shader 2.2 update

white willow
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pink nametags with deferred enabled

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very weeird

vague shoal
#

Hmmmm I wonder who that is in those pics

viscid moth
proud pike
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Regarding the new update dropping iphone 8 and below

viscid moth
proud pike
#

I mean you're technically not wrong

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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

graceful iron
#

I’d assume that’s probably why it looks like that, but idk

safe urchin
sonic canopy
#

Shaderlabs

white willow
vague shoal
pale urchin
white willow
#

yeah, its not tied to the sky box stuff

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or at least not in the same way as you think

sonic canopy
silent zealot
#

Thats a big typo

proud pike
pale urchin
silent zealot
#

I wouldnt know

unreal venture
#

They all do the same thing but different

quasi trench
#

Direct Metal GLES: Vulkan Edition

proud pike
#

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

sonic canopy
#

Or in the actions tab

long ruin
sonic canopy
#

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

vague shoal
#

Why does deferred keep crashing for me

long ruin
proud pike
#

:p

graceful iron
#

bruh

still zenith
#

It really worked wonders in this case

white willow
#

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

vague shoal
#

@white willow I found that song for my deferred trailer

white willow
#

lets go

vague shoal
#

After months of searching

white willow
vague shoal
#

Nice

sonic canopy
quick beacon
#

I wonder why the default "Depth" for sss is so large

white willow
#

the SSS values are also really sensitive

#

ok they arent super sensitive

#

still figuring things out

quick beacon
#

That looks wrong

#

Time to TGA all my blocks

white willow
#

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

quick beacon
white willow
#

yep looks like it

long ruin
#

Oooh

white willow
#

literally dope af

#

we literally got a full 3 course meal today

loud pilot
#

is it updating at a lower framerate?

long ruin
#

Lol, reminds me of how VPL wasn't mentioned

long ruin
quick beacon
loud pilot
#

thought I was going crazy

#

cool stuff though

long ruin
#

Maybe there's a value you can increase like with the reflections to make it higher

sonic canopy
quick beacon
#

mhm

sonic canopy
#

Very cool

long ruin
#

Bummer

#

Either way, still a very cool feature

white willow
#

what file would emissive desat be in

quick beacon
#

global.json

loud pilot
#

looks to be the same as in first person

white willow
quick beacon
#

editor gave it to me

white willow
#

oh

sonic canopy
#

I wonder if there is a way to refresh point light shadows near player more frequently

quick beacon
white willow
loud pilot
#

seeing the round light is so jarring

long ruin
#

Lol yeah

white willow
long ruin
#

My favorite preview by far

white willow
long ruin
#

Aside from when deferred was originally released

tribal trail
#

i'm crying now

proud pike
#

Very cool

white willow
#

improved the log SSS further and man it looks good

tribal trail
#

the only thing that matters to me is that the entity and the player have shadows

#

🥹

sonic canopy
#

So to clarify, none of the point light blocks can cast shadows, even when they're illuminated by other point lights?

white willow
sonic canopy
#

And 2 lanterns don't cast shadows from each other either?

#

the yellow lanterns I mean

quick beacon
sonic canopy
#

Alright yeah that checks out, very neat

quick beacon
#

entity inside does have a shadow

still zenith
quick beacon
#

I don't mind it at all :P

loud pilot
#

not a terrible tradeoff

still zenith
#

How would you feel about that tradeoff if full blocks were allowed to be point lights?

white willow
#

well i was just about to ask about point light shadows on full blocks

still zenith
#

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

tribal trail
still zenith
#

This is our conundrum on this topic 🙂

white willow
#

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

still zenith
white willow
#

i see

sonic canopy
long ruin
#

Would it be better if full blocks used flood fill colored lighting?

#

Like you see in Photon shaders for Java

white willow
tribal trail
white willow
#

something like this would be dope

long ruin
#

Yeah

long ruin
tribal trail
long ruin
white willow
#

would be a good alternative for stuff like lava which is too performance hungry with pointlights

sonic canopy
#

Are the docs for emissive desaturation out yet?

white willow
#

havent found them in the deferred docs

pale urchin
#

Yeah the tradeoff wouldn't be so bad if full blocks used some global illumination technique to light the place

long ruin
#

Wouldn't that have to be screen space?

white willow
#

better than nothing

sonic canopy
#

Crytek LPV technique is the goat

long ruin
white willow
#

im already noticing emissive desat though and emissives look much better

long ruin
#

I would like to see GI in deferred sometime

white willow
#

its not super strong but its nice

still zenith
#

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.

white willow
#

so, this will eventually contain brightness 😮

still zenith
#

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.

white willow
#

0.5 desaturation. pretty cool

sonic canopy
#

Ok I have really really bad news, we lost access to shader source code

long ruin
silent zealot
sonic canopy
#

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

pale urchin
sonic canopy
vague shoal
#

No more render dragon shaders like yss?

long ruin
#

r.i.p

graceful iron
#

Like the mat files????

long ruin
pale urchin
#

They're still there. They're just a LOT harder to read apparently

graceful iron
#

damn

pale urchin
#

Welp, I should've seen this coming

graceful iron
#

I’d assume that’s going to bring BetterRD to its knees for a sec

long ruin
#

imagine they gave us all these new deferred stuff to soften the blow of this /j

pale urchin
#

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

vague shoal
#

Eh I don’t really care much cause I can’t even get shaders in the first place

long ruin
#

im still grateful we even have deferred in the first place though Hahayes

pale urchin
#

Still have to think about how to move forward with this in the modded shader scene

sonic canopy
# pale urchin How does this affect marketplace devs?

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

graceful iron
sonic canopy
#

Shader development becomes 1000% times harder

long ruin
graceful iron
#

NOOOOOO

pale urchin
#

Shaders that don't rely on deferred should be fine technically

#

How often do Mojang update those?

vague shoal
#

Rip yss shader

sonic canopy
pale urchin
#

Yeah, unless

proud pike
#

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

sonic canopy
#

@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.

still zenith
#

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. 🙏

white willow
#

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)\

pale urchin
white willow
#

good question

#

i havent noticed any entity ghosting either

pale urchin
#

I have a low res display, so it looks pretty bad for me

white willow
pale urchin
white willow
#

front is still a little funky

#

but overall a lot better

pale urchin
#

Ah yeah that's the funk

#

Wonder if it's a motion vector issue

white willow
#

looks like it to me. kinda like PTGI with iris how everything is kinda fuzzy

#

since iris has no motion vectors

pale urchin
white willow
#

yea. it uses half resolution rendering

#

with temporal anti aliasing

loud pilot
#

I thought they were pushing further than Optifine

white willow
#

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

pale urchin
loud pilot
#

so it's just one unfortunate missing feature

quick beacon
#

I'll check the graphic stuff later. Super invested in the new add-on stuff.

white willow
#

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

sonic canopy
# proud pike Maybe we'll find a way but that's up to ender and ddf

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.

white willow
#

this is where rough ssr would be super nice to have

tribal trail
#

that the

proud pike
#

Has anyone tried SSS on vines yet?

white willow
#

yes

white willow
proud pike
#

Ah

#

:p

white willow
#

yea

tribal trail
proud pike
#

Yeah had to look closely

proud pike
#

How customisable is this SSS implementation

white willow
#

very

proud pike
#

Like is it just the intensity?

tribal trail
white willow
#

you can draw it out just like any other form of pbr

quick beacon
#

^

proud pike
#

Ah i see

#

Nice

#

Yall gotta cook with this one

quick beacon
#

After le pog messed around with the awesome Add-On stuff, I'll try.

proud pike
white willow
#

added some soft sss to mangrove roots

proud pike
#

Looks great

proud pike
# white willow

Shame the shading on the right most roots is a bit out of place

#

Deferred only has Vanilla AO right?

white willow
#

as of now yea

proud pike
#

Hmm

pale urchin
tribal trail
#

sad

#

but it is what it is

white willow
proud pike
proud pike
white willow
#

idk how well normal ice will handle it

#

cuz semi transparent objects have always been weird

proud pike
#

Give it a shot

#

:)

white willow
#

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

sonic canopy
#

😔 #1263160274265964546 message

tribal trail
pale urchin
# tribal trail

They did say that SSS on point lights doesn't work well right now

tribal trail
#

ooh

white willow
#

oh i meant to put these in showcase

quasi trench
#

deferred in 1440p

#

:doggysmurkW:

amber whale
#

what does sss do?

white willow
#

this image also doesnt do too bad

silent zealot
amber whale
tribal trail
#

I wish this bug didn't exist

quasi trench
#

very sadge

long ruin
#

looks like a spotlight

white willow
#

ok so i havent seen anyone talk about this

#

SSR works on entities

long ruin
#

I saw that on zombies, I forgot to mention it

#

I wonder if it could work on players

pale urchin
long ruin
#

Ah

white willow
#

idk i just figured entities were excluded so i never thought to test

#

i thought SSR was blocks only

pale urchin
#

As long as it's an opaque surface, it's automatically supported

white willow
#

welp we have shiny turtle shells

pale urchin
white willow
pale urchin
#

Thanks

white willow
#

it also has some SSS stuff

pale urchin
#

Great

white willow
#

i already forgot what i did but its some logs, all leaves, grass, tall grass and sand i think

#

oh packed ice

pale urchin
#

I find it weird that logs have SSS given how comparitevely dense they are, but I won't judge

white willow
#

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

tribal trail
#

sss is amazing

white willow
#

yea

#

its such a good addition

tribal trail
#

deferred looks really good now

white willow
#

yea

#

they cooking

#

the new shadows are crazy too

viscid moth
#

is there documentation for sss

#

i haven't been able to find them

white willow
#

it uses the alpha channel

viscid moth
#

i mean like more in depth

white willow
#

idk

pale urchin
white willow
#

but its basically like drawing out MER for anything else

pale urchin
#

Also Quirky, have you seen the beacon?

white willow
#

no

pale urchin
#

Should probably take a look

viscid moth
white willow
#

it doesnt have pbr yet so if something is weird that may be why

pale urchin
#

The beam is there but not the block

white willow
pale urchin
#

Must be my end then

#

Weird

white willow
#

most likely

pale urchin
#

BTW, have you tried adding SSS to particles?

#

Like the campfire?

tribal trail
white willow
#

not yet

#

but im sure it looks amazing

#

this looks GOOD

#

lemme test particles

pale urchin
#

It's glowing when I do that

white willow
#

wha

#

interesting

#

it looks like SSS doesnt work on particles

white willow
pale urchin
#

#1182095383015456829 message
They should look into making it so that the geometric normal prevents normal maps from receiving lights it shouldn't.

white willow
#

yea

#

light from full blocks like that also goes through things

pale urchin
#

That's kind of a separate issue

white willow
#

full blocks in general have a lot of jank that needs to be fixed for sure

tribal trail
white willow
#

yeah

#

idk why its doing that

tribal trail
sonic canopy
white willow
#

idk what id need to change to fix the glowing particles

#

or where

sonic canopy
#

Probably particle material, either particles_alpha or particles_blend

#

Or possibly adding or removing particle appearance lighting component

silent zealot
#

Should I open a new post in #1182087588555792395 with links to each deferred rendering article since they split it up?

quick beacon
silent zealot
quick beacon
#

They contain Info and guides of each topic?

#

I'm all for making it easier for people, so making a post will help.

silent zealot
quick beacon
#

Hmm, fair enough.

silent zealot
#

Oh they fixed the keyframe offset

quick beacon
#

keyframe below 0.5 == "old_keyframe" + 0.5 = new keyframe
keyframe above 0.5 == "old_keyframe" - 0.5 = new keyframe

viscid moth
#

this is the biggest w fix this update gotten after shadow strips

silent zealot
#

Time for python

white willow
quick beacon
#

yes

white willow
#

Alright then makes tracking it all easier

#

Idk how I didn't realize that

white willow
#

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

sonic canopy
#

I've heard a rumor that water now can cast a colored shadow

pale urchin
white willow
#

Interesting perhaps glass tinting soon 👀

#

I tested glass with fixed transparency as well which also didn't work

pale urchin
#

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

sonic canopy
#

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

pale urchin
white willow
#

Of its intentional who knows

#

Actually could just be a part of the water lighting rework

quick beacon
white willow
#

That's uh

#

A little messed up

viscid moth
white willow
#

Also L A G

quick beacon
#

what am I supposed to look at?

white willow
#

The candle just changed color

#

When lit

viscid moth
# white willow What the heck

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

white willow
#

Oh 💀

viscid moth
#

lol

#

also candle pbr doesn't work right?

sonic canopy
white willow
viscid moth
drowsy lantern
silent zealot
quick beacon
#

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.

drowsy lantern
#

Why upscaling is looks like this after update?

white willow
#

What? They literally updated upscaling lmao

drowsy lantern
#

Mail gpu have a little bug in new version but looks very better than old versions

pale urchin
white willow
#

Looks like auto exposure

sonic canopy
#

This is auto exposure, sand looks bright while the sky doesn't, probably because you have very little Rayleigh scattering

quick beacon
#

I do have that yes.

#

If I increase it more every block will reflect the sky and give off a blue hue.

#

Example.

sonic canopy
long ruin
#

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 angelfingerguns

amber whale
#

the pack is luminous dreams 5.3

#

ive seen them shaky but not this much

white willow
#

But of course that comes at a performance cost

amber whale
#

the thing is in other xboxs i didnt see them this shaky

white willow
#

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

silent zealot
#

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 affects global.json right?

white willow
#

Yes

#

It makes the global json now match the settings for the atmospherics json

still zenith
tribal trail
#

I'm glad the moon stayed the way it is

white willow
#

Wait what. I changed my moon key frames.... so that's why it's wrong

silent zealot
white willow
#

Welp now I gotta revert my moon changes

tribal trail
#

I love how acoustic you are

white willow
#

Apparently I didn't read

still zenith
#

Sorry about that. It was an unintentional bit of code that has gone unnoticed (by us on graphics) for almost a year now.

tribal trail
tribal trail
#

sorry for ping

white willow
silent zealot
white willow
#

Welp at least now I know why my moon stuff is all wacky 😅

still zenith
white willow
#

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

tribal trail
#

I hate when something change because then my whole pack doesn't work 🥲

#

and mcpedl is slower than my brain

white willow
white willow
#

Then your waiting till Monday

tribal trail
silent zealot
still zenith
tribal trail
#

and then people come and ask "why prizma doesn't work, do smoething!"

silent zealot
#

I very much expect lots of breaking changes until we see an announcement deferred will no longer be locked to preview only

tribal trail
#

so in conclusion

#

people are the problem

white willow
still zenith
white willow
#

Yup

#

I'm one of them

#

Apparently

silent zealot
white willow
#

Editor integration is great but I have ONE gripe

tribal trail
#

I like what's happening with deferred

white willow
tribal trail
silent zealot
#

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

white willow
still zenith
tribal trail
#

although sometimes I rejoin 60 times for one texture

white willow