#Graphics General

1 messages · Page 11 of 1

silent zealot
#

It's fine, but I usually end up taking screenshots just to compare

white willow
#

I swear my game crashes more on relog than in actual gameplay 😭

#

This might be a skill issue on my part idk

tribal trail
#

my game has never crashed before 😳

silent zealot
#

Minor tweaks using Editor is very nice since it's hard for me to compare using screenshots

white willow
#

It happened to me a few times on a stream I did a few months ago. I was making textures for a stream and just crash. So sad

still zenith
tribal trail
#

never with deferred

tribal trail
#

and as I said I rejoin 60 times (even more when I do normalmaps)

silent zealot
#

Once deferred all settled, i await the culling of supported devices and focus on otpimisation

white willow
#

I have noticed the relog crashes are less on preview. But when I'm working on RTX, it's so common. Like I think it's my pc

#

Cuz it still happens anyway

tribal trail
still zenith
#

The rejoining that you all speak of, that is to see new textures in game? After you change your pack assets?

sonic canopy
#

There is a blockbench extension that released recently for PBR preview

white willow
#

The only ones that auto update are the global jsons and stuff

#

Color grading too

still zenith
tribal trail
#

oooh

white willow
tribal trail
#

in editor

#

i don't use editor that much

silent zealot
white willow
#

That and possibly making the code a bit simpler to read but idk

sonic canopy
tribal trail
silent zealot
white willow
silent zealot
silent zealot
white willow
#

Yeah I had to spend a good bit of time refactoring it

silent zealot
#

😔 also...i hate editing deferred files as i have formatting on save which alphabetizes my json...confusing for the keyframes lol

white willow
#

I think I'm using that term right

still zenith
#

I love all this feedback. I'm taking notes. 😀

#

I can't promise we'll fix everything, but knowing your pain points as we develop new things is super helpful.

#

And it helps us budget for what pieces we revisit and improve.

white willow
#

Of course not everything can be fixed or needs to be. Glad to be able to help though

sonic canopy
white willow
#

Another thing that would be great though, like emissive desaturation, data driven exposure control would be great as well

tribal trail
sonic canopy
silent zealot
#

Is there a reset to default button for gamma?

#

If not please add thanks

tribal trail
sonic canopy
#

^

white willow
tribal trail
#

reset button for gamma and SSAO we need

sonic canopy
#

Fixed exposure + no tonemapping is also a good way to judge the absolute brightness of your pack

silent zealot
#

Yeah I messed up my gamma so if anyone here does remember the defauly value so i can edit in options.txt that be great

white willow
#

But that might be too much

#

Idk

#

SSAO is a good start

#

Vanilla AO and realtime lighting don't mix well

tribal trail
silent zealot
#

Ok, but what about clouds clueless

white willow
#

Standard SSAO isn't that great tbh that's why I said GTAO

tribal trail
white willow
#

Doesn't HBAO also work on dynamic object

#

That would be nice

tribal trail
white willow
#

I may be stupid

#

I'm also tired

sonic canopy
tribal trail
#

I thought they all work on dynamic objects and on everything

#

well 🤷‍♀️

tribal trail
sonic canopy
tribal trail
#

yea, but we talked about screenspace methods like gtao,ssao or hbao

sonic canopy
jagged badge
#

Does this now mean 0.0 is sunrise?

#

Or does it mean 0.0 is midnight (literally the only example I can think of is query.time_of_day)

faint snow
#

ji

quasi trench
#

leaves

silent zealot
#

lol Either Im blind or this is a new limit

silent zealot
#

The devs about to reorganize the deferred rendering just to mess with me

silent zealot
#

Depress I messed up

#

I put the wrong key lolol

#

Depress I need to tweak my build script

#

Ohhhh

#

It cant use string only arrays?

silent zealot
#

Oh no...the sun no longer tilts with deferred turned off

#

@still zenith Is this now the intended behaviour?

silent zealot
sonic canopy
#

Does RTX sun tilt?

graceful iron
#

it’s kinda janky tho, especially when paired with BetterRTX

sonic canopy
#

Is it the case in latest preview as well?

#

Btw I fixed sun angle in BRTX, but the update hasn't been released yet, it might happen next week when stable releases and breaks all BetteRTX shaders again

graceful iron
graceful iron
#

This is pretty big

quick beacon
#

While we wait for the docs. You can copy your water setting from Editor and add it in your json.

pack/water/water.json

proven hemlock
quick beacon
#

Yay :3

pale urchin
quick beacon
#

I guess soon we can use different water config for said biomes?

sonic canopy
#

🤞 i hope it won't involve scripting

quick beacon
#

Maybe they can make it so we can define the water ID in the biome_client.json file, perhaps?

white willow
#

oh like fog

sonic canopy
#

yes that sounds like a good idea

white willow
#

that would be nice because then we can determine things like swamps to be grosser looking etc

proven hemlock
#

Hm these are some good ideas 😁

white willow
#

what have i done

tribal trail
white willow
#

ive made ice cubes

tribal trail
tribal trail
white willow
#

oh

vague shoal
quick beacon
#

We can disable point lights in game now?

tribal trail
#

how?

quick beacon
#

No idea what I did

#

Ahh, If you disable the shadows from them, they just don't work lol

white willow
#

oh well thats a bug and a half

quick beacon
#

Correction: When you set point light shadows on "Low"

white willow
silent zealot
#

😄 Updated #1270171053561217214 to include the SSS and water customisation docs links

safe urchin
#

Deferred sucks on Android

#

the water isn't looking well for me

pale urchin
#

SSR looks busted

proud pike
#

sure is, ive seen that happen for other people too

rocky halo
proud pike
#

alright, ill give obsidian a try

graceful iron
#

@proud pike #1182095383015456829 message
The only issue with larger packs is the fact that Obsidian scales textures from time to time

proud pike
#

might as well try generating normals for a 128x pack

silent zealot
#

Anyone else have issues with water? It doesn't properly update when turning Deferred off/on

proud pike
graceful iron
silent zealot
#

Very intriguing

proud pike
#

:o

graceful iron
#

also I've never tested a 128 pack with Obsidian, so Obsidian might just have a meltdown

silent zealot
#

So this is what happens when your max out all the water settings

#

Yep...water is broken

#

@still zenith You're probably already aware of these issues. Any explanation you can think of why it occurs?

still zenith
#

Hi @quick beacon, @blazing whale and @white willow . Could you please DM me your latest resource packs? 🙏

graceful iron
graceful iron
#

hopefully something cool

silent zealot
graceful iron
#

lmao

#

best make sure you have a license in your pack

long ruin
#

I think that is to find out why the water is breaking

vague shoal
#

☹️

still zenith
#

Thank you. We just want to use them in play testing, but sites like mcpedl agitate the company site blockers. 🙂

graceful iron
#

Makes sense ig

vague shoal
#

Imagine one of y’all’s pbr packs gets added as a screenshot in the preview changelogs

white willow
#

bro, id go bananas

long ruin
vague shoal
#

Seriously that would be neat

white willow
#

real

vague shoal
#

Showing off a community made pbr pack every week

still zenith
long ruin
white willow
#

👀

silent zealot
white willow
#

~~to be fair theres not many of us ~~

still zenith
#

Yet

white willow
#

thats true

#

im sure once this stuff fully releases and such more people will jump in

vague shoal
#

Deferred screenshot contest when

#

Winner gets screenshot in the preview changelog

white willow
#

a good chunk of the rtx texture pack makers havent jumped over yet

silent zealot
#

PiggoDerp Also...waves really tank your fps

vague shoal
silent zealot
vague shoal
silent zealot
#

pepecri Waves...at what cost

white willow
long ruin
#

Im surprised I can play Deferred at 50 FPS on my phone

still zenith
silent zealot
#

Anyways, can we have wavy lava?

vague shoal
white willow
silent zealot
#

Contrary to popular belief, leaves are not liquids

vague shoal
#

Yeah but it would be more realistic

white willow
#

taking someone elses suggestion, i feel like that would fit better based off weather

vague shoal
#

Ok maybe not

#

We don’t have wind in mc

still zenith
still zenith
still zenith
white willow
#

that would be cool though

#

being able to define "waves" to custom blocks sounds cool

silent zealot
#

Remind me again, can custom blocks be point lights?

still zenith
silent zealot
long ruin
graceful iron
#

Speaking of point lights, are point lights and solid blocks with SSS still causing weird problems?

still zenith
#

Help me out here. In non-Deferred, you cannot change the lightEmission strength of a built-in light via data (e.g., a torch), but you can define any lightEmission level for custom, data-driven blocks. Right?

#

And the part that doesn't work in Deferred is custom, data-driven blocks?

graceful iron
#

~~please add custom point lights to RTX catto_cry ~~

silent zealot
#

sadPengy Hence, salt in the wound since we cant edit vanilla blocks so that snippet is just taunting us

white willow
#

since emissives can just give off light instead

graceful iron
white willow
#

i forgor about those

graceful iron
#

would also allow to change colors of other point lights

#

So end rods could actually be pink

long ruin
graceful iron
white willow
graceful iron
#

no nitro?

white willow
#

it would say file too large

#

this just says cannot message

graceful iron
proud pike
#

Is the pack really that big?

white willow
#

i think prizma is under 25mb though

proud pike
white willow
#

its under 8

graceful iron
#

oh

#

the more you know ig

proud pike
#

It's a DM config issue on either end

tribal trail
white willow
proud pike
white willow
#

pov normals and heightmaps

#

and probably other stuff

silent zealot
#

Mines only 1.8MB

proud pike
#

:p

white willow
#

how could she send it to me?

#

without nitro

proud pike
#

Mediafire

#

Basically any cdn

#

No network blocks for ya

tribal trail
#

it's fine :>

proud pike
#

Oh great

#

:3

tribal trail
#

there is a lot of good stuff there 🤷‍♀️

white willow
#

ik

#

just the size caught me off guard

silent zealot
#

chad Don't use MCPEDL or linkvertise or other crappy redirects

tribal trail
silent zealot
#

chad We love python

tribal trail
#

I drew everything and (I'm probably doing something wrong) but when I save files or change them further, the file size increases

silent zealot
#

You're just goated that's why

white willow
#

my pack is 2mb rn

tribal trail
#

plus I have two subpacks, heightmap and normalmap so that's twice as many textures

white willow
#

rtx is 11 (custom panorama)

silent zealot
#

This is basically my folder setup for the PBR stuff. All this gets compiled into proper texture set jsons and in the correct directories

white willow
#

do NOT get me started on when i need to fix that thing

#

i almost dont want to

silent zealot
#

Oh are those chisled bookshelves?

tribal trail
#

TWICE

white willow
#

i feel so bad

tribal trail
#

for normalmaps too 🥹

tribal trail
#

divided into 64 textures

white willow
#

that thing, is demon

#

how to make pbr pack makers cry themselves to sleep every night

#

do the chiseled bookshelf

silent zealot
tribal trail
#

update that makes your pack not load most textures correctly and you have to do literally everything texture from scratch

#

still not finished

white willow
#

pov you finished the chiseled bookshelf

#

i am on my elden ring arc now

silent zealot
graceful iron
#

I swear to god

#

If a certain category in the current Cat’s Labs poll wins

white willow
#

prepare for the dark souls boss lmao

graceful iron
#

I may have to face the shelf soon

white willow
#

i spent too long making that meme

#

im making it a sticker in my server now

#

its too perfect

graceful iron
#

Real

tribal trail
white willow
#

yea

tribal trail
#

:0

white willow
#

kinda

#

its a little messy still

graceful iron
#

Imma ask Altaz how to make a good panorama soon

#

A panorama in the center of the Medieval RTX map sounds nice

white willow
#

mine has a few seams in the clouds

#

but thats cuz well you cant freeze them

tribal trail
#

:>

white willow
#

sticker now

tribal trail
white willow
#

no nitro despair

graceful iron
#

i might literally stream the entirety of me making the textures for a chiseled bookshelf in a discord channel when it happens

#

Maybe even with a green timer lmao

white willow
#

speedrun lmao

quick beacon
hexed rover
silent zealot
#

That, I believe, is fog

hexed rover
#

One message removed from a suspended account.

#

One message removed from a suspended account.

white willow
#

Yes

pale urchin
#

Would SSR look better if it didn't reject rays going behind blocks

real berry
# still zenith This...is a really good idea. <@485887451085275159>, ehh ehh?

great idea. I don't know if the changelog is the right place, since technically the screenshot there should be of new features, and there wouldn't be community usage of that when we draft it. 🙂 there are social rules we need to follow for safety reasons, so linking to external files can be tough. But I think this could make some good video content. noted! will think on how we might highlight community content.

quasi trench
#

Deferred pre trailers starting soon?

#

:doggysmurkW:

#

DTP behind the scenes development video?

#

:doggysmurkW:

white willow
#

Showing off community deferred packs/addons in an official way would be really awesome. Great way to bring publicity to the creators as well as show off how good we can be at what we do etc

oak thicket
white willow
#

It would also raise awareness for that (which could end up being really bad)

#

But could also be really good

#

Only reason I say it could be bad is because of how many new people that would bring in and those people not understanding deferred is in development and things could be buggy etc

real berry
quasi trench
#

also “ooo shaders

oak thicket
#

“Rtx shaders”

quasi trench
white willow
#

That's not constructive nor helpful

white willow
#

Cuz it's bound to happen

silent zealot
sonic canopy
#

the what 😱

proud pike
#

No way

#

Is this actually real?

#

CRAZY MOMENT RN

tribal trail
proud pike
pale urchin
white willow
#

What am I looking at

pale urchin
white willow
#

Oh

pale urchin
#

Implying custom shaders

white willow
#

That makes sense now

#

Why there was sdk,shader compiler being said everywhere

quick beacon
#

Guess I'm cooked.

proud pike
white willow
#

Yea

sonic canopy
#

It's currently in the debug section tho, so could be for internal use only. But it could also be a service that eventually will be used by creators, that overcomes the limitation of proprietary SDKs like I talked about here #1182095383015456829 message
Tho no idea how it'd overcome the limitation of playstation requiring shaders being shipped with the binary

quick beacon
#

What type of shaders would these be? I mean, would we be able to do with these? Improve existing deferred stuff? Add new shader stuff? idk

#

IF we ever get this.

sonic canopy
#

¯_(ツ)_/¯

white willow
#

Whatever they'd give us I guess

sonic canopy
#

Could be just internal tooling as well, don't get hyped too much

quick beacon
#

I don't wanna be cooked

white willow
#

Which could be just base RD modifications

white willow
#

Whoops forgot to disable ping

viscid moth
#

deferred pack creators might be cooked but shaders stonks up rn

white willow
#

Unless our stuff would be compatible with them

quick beacon
#

Just learn graphic development Dunno

#

BE EXCITED!

#

We'll see what happens though. Maybe just an internal tool.

sonic canopy
#

if it is internal tool, we won't see anything at all 🙃

#

So ig we'll see if we see anything

quick beacon
#

Guess I'll start to make and learn shaders in Godot.

viscid moth
white willow
#

@amber whale after looking at the SS more it does look oddly blurry

#

Not entirely sure why though

vague shoal
#

SHADERS??

#

Yay I can finally call deferred a shader if it has some type of real shaders in it

quick beacon
#

Have a shader file with 1 line of shader code.

#

Now you can call your pack a shader bigbrain

vague shoal
#

Maybe it’s for waving foliage????

white willow
#

It's more than likely an internal dev kit with the design of loading the new shader code quickly

#

Personally I wouldn't look into it

vague shoal
#

Womp

amber whale
white willow
#

Could be

#

I play at native 1440p with upscaling at it looks flawless

amber whale
#

shinyy totem

amber whale
#

that looks soo good

vague shoal
#

Unfortunately I don’t think I’ll be able to finish my pbr pack this year

#

I’m too busy with my other big project

sullen urchin
#

Hey, was wondering if you can change the whole game contrast, I mean for e.g., make the graphics turning black and white?

#

Could that be done with fogs?

#

I’m quite intrigued

white willow
#

Hold on

sullen urchin
#

With fogs, volumetric stuff?

pale urchin
#

Why would you use fog for that?

white willow
sullen urchin
sullen urchin
white willow
#

But it's still possible ofc

silent zealot
#

Colour grading per biome

white willow
#

That would be kinda cool

white willow
sullen urchin
#

ah alright

white willow
#

But you can add desaturation and stuff via color grading

sullen urchin
#

Isn’t there some wiki explaining this stuff?

#

and how to add that to your RP

white willow
#

Yes hold on

#

Chexk out #1270171053561217214 message

sullen urchin
#

Thanks!

#

Ah that’s actually still in preview? You can no longer use the old system?

#

I mean isn’t there a way to use color grading in a stable version as a non experimental option?

sonic canopy
#

No there isn't, not for grayscale at least

sullen urchin
#

ah alright, thanks guys!

graceful iron
#

Trying to make a more realistic looking deferred pack
(I'm aware that my color coding is messed up)

#

If there is anything on how i can make this look more "realistic", please share

graceful iron
vague shoal
#

Ok

graceful iron
#

everything has this bright cyan glow to it

#

its not an issue with color grading

white willow
#

sky color

#

sky is too bright

graceful iron
#

idk what im doing bruh

silent zealot
#

Use Editor for real time editing

graceful iron
#

and i still dont know what im doing

#

there is so much stuff

#

when I'm in the editor and i mess around with the lighting settings, there is a split moment where the lighting looks correct and then the "bright cyan" looks like its just pasted above it

#

and i cant seem to find a solution for this even if i lower the lighting stuff

#

I think something might just be messed up for me because its still happening with other packs

#

(this is prizma)

white willow
#

disable and reenable reflections

#

ik it sounds weird

graceful iron
#

did that

#

uh

#

yeah

white willow
#

that fixed this for someone else

#

thats why i said to try it

graceful iron
#

it is a reflection bug tho

#

when i disabled reflections it did magically fix itself

white willow
#

its all good for me

#

but this is weird

graceful iron
#

Reflections OFF

#

Reflections LOW

#

Reflections ULTRA

#

what's hapenning bruh catto_cry

white willow
#

What the heck

#

Idk how to fix this

graceful iron
#

so idk if I did something or my GPU isn't compatible

silent zealot
graceful iron
#

It's near impossible for me to make any progress on stuff rn which kinda sucks

#

and I don't have enough knowledge of deferred on how to make the visuals look good anyways

vague shoal
#

In every pbr pack

#

But it wasn’t this bad

quasi trench
#

day 1 of asking someone to get obsidian deferred bare bones pbr for me

silent zealot
#

Do I want to tweet this out?

proud pike
#

Very much dev stuff

regal fox
#

Ooooooooooooooooooooooooooooooooooh

#

Shader compiler 😄

blazing whale
proud pike
split mountain
#

BRO WHEN ARE THERE GONNA BE GOOD SHADERS IN BEDROCK

blazing whale
sonic canopy
viscid moth
#

I might be reaching very far here

quick beacon
#

Might just be their own compiler for the existing shader files

sonic canopy
#

Ok so here are the facts:

  1. Material format was changed multiple times in previous previews - they added new properties which aren't being used anywhere in vanilla. Why would they add them and never use? And one of the added unused properties allows to overwrite texture properties through materials that are usually supplied by the game directly, why would they add that overwrite property to materials if they can (and always do) just set it from the game directly?
  2. Some time ago, a new function appeared in shader source code
struct StandardSurfaceOutput {
    vec3 Albedo;
    float Alpha;
    float Metallic;
    float Roughness;
    float Occlusion;
    float Emissive;
    float Subsurface;
    vec3 AmbientLight;
    vec3 ViewSpaceNormal;
};
void StandardTemplate_CustomSurfaceShaderEntryIdentity(vec2 uv, vec3 worldPosition, inout StandardSurfaceOutput surfaceOutput) {}```
This function is present in a lot of fragment shaders, however currently it's completely empty and does nothing. It sure does have an interesting name tho, doesn't it.
3) And now we have something called shadersdk which is supposed to be some kind of online material compiler service. Online build server provided by Mojang is the only solution I can think of for compiling shaders for platforms with proprietary shader SDKs like PlayStation and Switch.
viscid moth
#

very interesting

white willow
#

If this is a community tool, I'd imagine it wouldn't allow full on shader dev.

#

Feel like that would kinda defeat the purpose of what they are working on

quick beacon
#

Personally I don't think it's gonna be full on custom shaders, because we have platforms like mobile and switch.

sonic canopy
#

My theory, based on the facts, is that it will be official shader support, but quite limited. We will be able to modify material.bin files by inserting our own shader code, and it all will be compiled on a remote server (but I hope they will also open source their compiler, without proprietary parts of course, so that we can use it locally or for unofficial 3rd party shaders that fully modify all source code). We will be able to load material.bin files from resource packs, which is huge. Shader capabilities will be (at least initially) very limited, currently it seems like we'd only be able to modify "inputs" for vanilla shader logic in fragment shader, such as albedo, alpha, MERS etc, but we wouldn't be able to change the underlying logic or calculations used in vanilla, which means you can't e.g. completely rewrite deferred, but you could add some specific small new features to it, like procedural puddles, rust or stylization effects. The scope of such shaders will be limited to VFX (e.g. flashlight, toon shading, dithering, color quantization) and utility shaders (e.g. chunk borders)
But remember, this is just a theory, a game shader theory. I don't currently know for sure if this is how it's going to work, and I might've gotten something (or everything) wrong in my analysis.

#

Also, this is completely arbitrary, but I feel like we'd see this feature release within the next 4 preview cycles. It's been in development long enough, and now it was developed to a point, that we can clearly see what this feature is, so I don't think we'd need to wait much longer for it

tribal trail
#

Has anyone else encountered random crashes with deferred?

white willow
#

Mainly when reloading though

tribal trail
#

like i play my world and game just freeze

viscid moth
#

deferred logic freeze

#

had been happening to me for a while

quick beacon
#

Y'all game freezes? Guess I am lucky, LOL.

sonic canopy
quick beacon
#

We'll see what happens :)

viscid moth
#

maybe it's only exclusive to mp devs

quick beacon
#

They won't do exclusivity.

sonic canopy
#

Lmao most definitely not

#

That would be a disaster, imagine the public reaction to making marketplace exclusive features

viscid moth
#

i mean when the feature is polished and it's hidden

quick beacon
#

Even if it's hidden, it can't be used for public use.

viscid moth
#

technically they could fall under the term deferred and hide there

quick beacon
#

I don't know. For now we think this new compiler is only for internal use or to allow us to make/add shaders to the existing code.

sonic canopy
#

Custom surface shader snippet of code is also present in materials, unrelated to deferred, so I don't think so

#

I think there is a very low probability that a build server will be exclusive to partners, but imo the most likely scenario is that it will be open for everyone to use

tribal trail
sonic canopy
quick beacon
#

You heard that guys. Start learning shader dev.

viscid moth
quick beacon
#

Hmm. My only guess would be because of the GPU. I heard that Bedrock doesn't work as well with RTX GPUs.

#

I dunno, just heard it.

sonic canopy
quick beacon
#

Pin?

viscid moth
#

evil mojang plan: this is hypothetical
two deferred modes
one is internal and only exclusive to mp devs
this is limited/compiled shaders under the term deferred
another one is public play thing which is what we have

sonic canopy
quick beacon
#

Okii

vague shoal
#

So could we be getting shaders to help make deferred better?

viscid moth
sonic canopy
#

Yes! But also to make utility shaders or VFX

sonic canopy
quick beacon
#

^

viscid moth
#

that's what i meant to say

vague shoal
quick beacon
#

If you want like rain puddles, you could probably add shader code for that, but we don't know if we'd be able to do things like this yet.

viscid moth
#

would this be 1.17 opengl 3.2 update to the bedrock shader scene

sonic canopy
#

If a deferred pack has such shaders, personally I wouldn't call it a shader btw, because that would be a graphics pack augmented with shaders, but not the other way around. But that's just my opinion, y'all can do whatever you want

quick beacon
#

Here's my plan.

viscid moth
#

yolo shaders be like

quick beacon
#

Add a shader file with 1 line of shader code. Then, my pack becomes a valid shader pack bigbrain

white willow
#

Here's where this new thing would be cool

#

Something like deferred with cel shading

viscid moth
#

finally veka can be beaten

white willow
#

I just fear what would happen to some pack creators because the community can be harsh

sonic canopy
white willow
#

Let's say someone suggests you code in rain puddles, but physically have no idea how, then you just get blatantly dumped on because you can't add their request

silent zealot
white willow
#

However I would love to be able to add in cel shading as a preset

#

I'm working on a unity cel shading shader and it's so cool

#

Although it does have major issues lmao

viscid moth
#

we gotta feed an llm and train it on deferred data sets and let it make easy packs

sonic canopy
white willow
#

I see

sonic canopy
#

But you should be able to add some kind of cel shading without deferred tho

white willow
#

I believe someone made a cel shaded RD shader

sonic canopy
#

Since vanilla does less lighting calculations, and if you were to modify color input as if it was cell shaded, it'd look more believable

white willow
#

I just want deferred borderlands style lol

#

That would look soo good

sonic canopy
#

You could probably add a black outline at the edges of textures

white willow
#

That seems like it would be doable

sonic canopy
#

Like alpha test textures in particular, but not around solid blocks

white willow
#

That's kinda how my unity one works right now

#

It doesn't work on cubes

#

But other things it kinda works

viscid moth
#

I'm pretty sure owner of this sever done this in vanilla don't know if it works in deferred

white willow
#

These normals are different from normalmaps keep that in mind

#

Although I wonder if a normalmap could change it

#

I'd have to code in normals onto the material though

sonic canopy
# white willow Let's say someone suggests you code in rain puddles, but physically have no idea...

I feel like blurry lines between shaders and graphics packs in the community is part of the issue. Shaders and graphics packs might seem similar on the surface, but they are entirely different - one requires artistic expertise, while the other requires technical knowledge. Many artists who make graphics packs don't know how to make shaders, just like many shader devs don't know how to make textures. Because of java and unofficial bedrock shaders, people have a certain expectation when they hear the word "shader", so they could request a feature, that may not be possible to add due to the artist not knowing shader programming or due to technical limitations of graphics packs and upcoming shaders. This is why I think the community should be better educated on the distinction between shaders and graphics packs, about limitations and capabilities of each.

white willow
#

I agree completely

quick beacon
vague shoal
#

When people see better Minecraft graphics they think of shaders

#

Cause all of these Java YouTubers have used shaders

#

So they always think of the term shader when they see better Minecraft graphics

sonic canopy
#

Yeah. And this is a problem

quick beacon
#

I'd be down if I can improve some aspects of deferred.

#

It's kinda my thing, lol.

white willow
vague shoal
#

I didn’t hear about shaders until I saw better Minecraft graphics

#

So I just kept thinking better graphics in Minecraft = a shader

white willow
#

Oddly enough I don't think I ever referred to RTX packs as shaders even when I was new to it

#

Could be because I knew about pbr packs on Java

quick beacon
#

I do think we can make deferred look pretty with the configs alone, but we have to wait for those to become data-driven or something.

white willow
#

Definitely

sonic canopy
#

Which configs do you think are missing?

white willow
#

Exposure

#

Emissive brightness

quick beacon
#

I'd want them to data drive auto exposure, shadows, and volumetric fog configs.

white willow
#

Maybe average luminance but I have no idea how that works

sonic canopy
sonic canopy
quick beacon
#

Disable or to control parameters.

white willow
#

Control it

#

Cuz with control you can also disable

sonic canopy
#

Personally I'd want the ability to set a fixed exposure and disable tonemapping since that makes it much easier to judge the relative brightness of things

quick beacon
#

That would also be cool.

white willow
#

What would be interesting is an in game toggle for color grading

#

Like an on off switch

#

So you can compare how deferred looks normally and with your color grading

#

Idk this is kinda stupid but yea

tribal trail
tribal trail
# white willow Exposure

why does so many people have a problem with autoexposure? for me it is minimal, almost invisible

sonic canopy
viscid moth
#

huh

white willow
#

Also for stuff like panorama creation

sonic canopy
#

But disabling autoexposure would be very handy for capruring cubemaps

tribal trail
quick beacon
#

I want everything to be the same "brightness". I don't want everything to go bright when I am in a dark room.

viscid moth
#

yeah same

white willow
tribal trail
white willow
#

It's like 30 luminance

#

Auto exposure should barely be adjusting at that level

quick beacon
#

I mean, color grading may also play a role here?

sonic canopy
#

Can ya'll find a shaderpack that has auto exposure implemented in the way that you want, it might be a good reference for configuring auto exposure config, or a reference for the devs to use a different technique for it

quick beacon
#

BSLmy beloved

silent zealot
#

Colour grading and tonemapper per biome when

white willow
#

Other than the ground at noon being stupidly over exposed

#

Still no idea why that is

tribal trail
tribal trail
white willow
#

Idk why it's so chalked then

quick beacon
#

I'd rather change the values of auto exposure rather than to disable it.

#

soft shadows would also be a win for me

tribal trail
white willow
#

Does deferred have VPS?

#

I haven't noticed it

#

Or I may just be dumb I think it does

tribal trail
sonic canopy
#

what's vps

white willow
#

Variable penumbra shadows

sonic canopy
#

Ah no, it has PCF fitering that makes shadow edges smooth, and point light shadow might look like they have that, but only because they are projected from a point, so the shadow (and therefore smooth edge) become larger the further you are from the source. Directional lights don't have this effect tho

white willow
#

Would be a great thing to add in the future

quick beacon
#

Soft shadows can be done with the current configs right? Might look bad I think.

sonic canopy
#

I feel like this is a very minor effect and you'd need much higher res shadows to see it

white willow
#

But I also agree softer shadows would be nice, the shadows rn are quite hard

sonic canopy
sonic canopy
#

Lol looks like the earth is about to be consumed by the sun, that's wayy too extreme of an effect

tribal trail
tribal trail
#

i know

white willow
#

BRTX nuclear sun????

tribal trail
#

it's terrible

tribal trail
white willow
#

That sun boutta go crazy

#

BRTX

quick beacon
#

I am curious if this can be fixed with SSR? I don't know if it's possible, but I don't know much. (Below the player)

sonic canopy
#

That's how SSR works

#

Can't be fixed, without using other methods of reflection

quick beacon
#

Such as?

quick beacon
white willow
quick beacon
#

Sounds expensive.

white willow
#

Or just ignoring the player completely in SSR

quick beacon
#

What about blocks

white willow
#

I've seen games have the players completely ignored by SSR

#

But still being able to reflect stuff

#

Idk how it's done though

#

Paper Mario did it and I'm just so confused at how

#

Only thing that can disrupt that games SSR is the world itself, the player and any other entities have no effect on it

#

Nintendo are some wizards fr

quick beacon
#

World space sounds expensive on the GPU, is it?

white willow
#

World space is most commonly used in RT

sonic canopy
# quick beacon Such as?

They are all expensive. World space ray tracing is one of them, but you could also render separately multiple layers e.g. entities and terrain, and then you'd be able to reflect terrain occluded by entities and vice versa

white willow
quick beacon
sonic canopy
#

Yes

#

It could be up to 2 times slower

quick beacon
#

Oh, yikes.

white willow
#

I'd imagine they used multi layered SSR here (sorry I don't currently have my capture card so had to record it)

sonic canopy
#

Can you see any artifacts when characters overlap, or when the environment does?

white willow
#

only when the environment overlaps other environment

#

characters are completely unnafected

#

the ssr res is also stupidly low but its quite impressive they got that on a switch game

quick beacon
#

I would like them to do the thing Veka said about SSR.

pale urchin
white willow
#

characters dont seem to affect eachother in ssr nor does the environment affect characters. the only thing is environment overlapping other enviorment

white willow
#

although paper mario 64 did have reflections in one certain area

pale urchin
#

They could've very well done planar reflections

white willow
#

environment is handled by ssr that much i know

#

but its likely they did something like that for the characters since they are never removed from any reflections

sonic canopy
quick beacon
#

I mean, yea.

#

Idk if there is a different way.

white willow
#

they could separate ssr from different settings

#

ultra could use this heavier method

sonic canopy
#

It's not worth the performance penalty imo

white willow
#

and anything below, the standard

quick beacon
pale urchin
white willow
#

something like TTYD is set environments

quick beacon
#

Aww, that sucks.

tribal trail
#

We can live with that

#

but I wish they would make ssr gaps better

#

I hate that trees and not only that, have holes

quick beacon
#

I dislike it too.

pale urchin
# tribal trail

What I think is happening on the code side is that the ray is detecting how far it is behind the geometry it's intersecting, and if it's too far, rejects entirely

#

What they need to do is either increase the threshold or ignore that check entirely

proud pike
tribal trail
#

Explain in Fortnite terms what they did wrong

pale urchin
raw pendant
#

I fixed and optimised point lights for the most part

quick beacon
#

Also, I don't think "enable_gap_fill": true does anything in the SSR configs.

raw pendant
#

i optimised shadow and reflection configs to allow more variation (low in this case is repurposed to disable shadows)

#

low reflection settings keeps the sky reflection but has no ssr

#

idk if i plan to release the configs in this early stage of deferred, things can change

quick beacon
#

Hope they become data driven in resource packs in the future.

#

Or some form of them.

raw pendant
#

all fun and games until you have people who have no idea how to calculate cost of shadowmaps and graphic effects and will crank them up to unplayable values

quick beacon
raw pendant
#

well what i did was reduce the artifacts

#

and increased the distance

quick beacon
#

OOoo

raw pendant
#

while also being able to increase cluster size a little bit to offset performance

#

the main issues are not enough lights per cluster

#

that causes the issues with lights randomly flickering and having artifacts

quick beacon
#

One thing I wish deferred had was soft shadow edges

raw pendant
#

it does

#

shadow pcf scale

#

i tweak that setting to make the different resolution shadow cascades blend better

quick beacon
#

Does it look good, tho?

raw pendant
#

depends on personal preference and the resolution of the shadowmap

#

with a low res shadowmap you will need more blur to try to hide the pixelation

#

you also need to strike a balance with cascade and slope bias, too small and you will get ugly lines, too high and shadow will be disconnected from the subject

raw pendant
quick beacon
sonic canopy
#

😔

quick beacon
#

😔

sonic canopy
#

well it is what it is

#

What was it in response to btw? Could you screenshot the thread

quick beacon
sonic canopy
#

Curious what this tool is for then, but we will probably never know

graceful iron
#

¯_(ツ)_/¯

quick beacon
#

"🤓 It says material compiler"

sonic canopy
# quick beacon

Well so much for shader support then, RIP. I'm still not fully sold that we won't get anything at all, but that compiler service was the strongest evidence so far. Ig we'll see what happens next.

quick beacon
#

What about that function that was added?

sonic canopy
#

On its own imo it doesn't offer enough evidence to say for sure, it could be just a quirk of the way shaders are written internally.

#

The whole thing does seem odd tho, but then again I just want to believe that shaders have future on bedrock in some official capacity 😔

raw pendant
graceful iron
#

does this look good?

tribal trail
#

Yesn't

still zenith
#

Or anyone else experiencing issues with waves disappearing when reflections are turned on, if you could emoji this message please, it would much appreciated.

silent zealot
still zenith
#

We're tracking an elusive issue in this area internally, and getting some more info from the community would be very valuable.

quick beacon
#

I have never encountered this before. I know some people had the water turn to the vanilla water, but they fixed it by reloading the world.

still zenith
tribal trail
quick beacon
#

I also never encountered that.

silent zealot
still zenith
#

Looks like that video was from XBOX. Which platforms are you all running on if you don't mind me asking?

silent zealot
#

I havent tested all the blocks, but it appears that leaves above the water will make the waves proper just like the tweet

quick beacon
#

I run on PC, GTX 1070, AMD Ryzen 5600X

quick beacon
#

My darn, I read wrong

#

Sorry.

silent zealot
quick beacon
#

Let me do that

white willow
#

I ran into random crashes on windows, RTX 3060, Ryzen 9 5900x

quick beacon
#

I like this lol

silent zealot
# quick beacon HAH!

ideally you would've done higher so it's easier to see it without the leaves in the way but thanks 🙂

still zenith
#

And are you stuck in this broken state? Or does it sometimes fix itself?

quick beacon
#

I think it stays like that. Not sure. Let me check.

silent zealot
quick beacon
#

It stays like that.

still zenith
#

Thanks for checking and for the info, all. Wish us luck. 🤞

vague shoal
pale urchin
viscid moth
vague shoal
#

What does mojang need to data drive so we can make strawberry deferred without modified configs

#

I can’t try straw berry cause well I’m on iOS

viscid moth
#

better yet data drive the whole app

faint snow
#

Why not data drive the entire OS of the device your on?

long ruin
#

data drive the earth

wraith anchor
white willow
viscid moth
#

i still don't know wtf does alpha channel do in moon and sun illuminance

viscid moth
#

also mie start gotta be bugged

viscid moth
quick beacon
sonic canopy
#

I'm not fully certain myself, afaik it was brightness when I last checked, but that was a long time ago and I might be misremembering things

quick beacon
#

Ahh, oki.

white willow
#

wait a second. the way shadows are handled underwater is so cool. it looks to me like the water fog is rendered above water and it causes the shadows to cascade even when above

sonic canopy
#

Yeah water fog is a proper volumetric fog, it will cast proper god rays and volumetric point lighting

white willow
#

i just didnt think the engine rendered it above water

quick beacon
sonic canopy
#

That reminds me, anyone tried volumetric point lights inside of the new water?

white willow
#

the shadows under water are identical to above water

white willow
sonic canopy
pale urchin
#

Which makes me wonder why the game seems to switch fog completely when transitioning in and out of water.

unborn heart
#

I don’t know if it’s just me but in poggys shader the nether is like pitch black

white willow
sonic canopy
white willow
#

under water with SSR

#

near the top you can see the point light blocks reflecting a little

#

its quite nice

#

wow

#

i just compared underwater to rtx

#

its crazy how far its come

#

and caustics

#

but those are coming

oak thicket
#

They need to improve snells window

#

It’s just a circle at this point

white willow
#

it will likely be better once we see some form of refraction

#

since usually at the edges of it youd see refraction

#

but since there is none rn

#

the snells window is just kinda here

tribal trail
#

no nitro moment

white willow
#

more exampels of under water shadowing being cool af

sonic canopy
white willow
#

woah fog off is insanely different

#

without fog (left), with (right)

white willow
#

or is this just some cool raytracing effect

white willow
#

although rtx doesnt really have that

sonic canopy
white willow
#

well it would be cool to see this in deferred. i wonder if caustics would end up playing a role in this, or if they could use the wave normal data in some way

#

this effect is entirely unnessary and probably would go unnoticed

#

but would be cool to see anyway

silent zealot
#

We can create waves washing up on beaches which is pretty cool(you just have to max out all the settings)

white willow
#

thats pretty cool

viscid moth
tribal trail
#

someone on my discord server sent this

white willow
#

I have a video of this happening hold on

#

Nvm

raw pendant
#

I want the ability to use dlss with deferred

raw pendant
#

think of the magnifying glass as the water wave on the surface, except the light isnt focused into a point, it's focused into lines

quasi trench
white willow
#

nope seems to be an apple thing

#

i havent seen it on my M2 device though

white willow
white willow
#

nice

#

im getting one of those soon

#

nvm i guess im not now

tribal trail
white willow
#

@still zenith (sorry for the ping) not sure who handles the graphics docs but i noticed typos in the color grading docs, the sample code is missing colons. left is the sample, right is the fixed

#

also anyone interested in messing around with deferred stuff, i made a sample pack which contains all essential deferred files

white willow
#

textures is empty

#

but it contains the main files deferred adds in

#

just figured it would be helpful for anyone wanting to at least mess around with settings

brave star
#

tried downloading a pack and the water doesn't even look good, I upped the settings too.

white willow
#

you on 1.21.30.22?

silent zealot
#

Water is bugged

white willow
#

that as well

#

sometimes water works, sometimes it doesnt

#

also what pack

brave star
brave star
white willow
#

then you must be a victim of the water bug

long ruin
#

Me personally, I haven't had that issue yet

#

probably because I only play it for like 10 minutes at a time

white willow
#

i only see it appear when i change reflection settings

brave star
#

or are you guys just getting good angles lmao

white willow
#

ok not the bug

#

its likely angle

long ruin
#

ultrawide SpringbPog

white willow
#

i can still see waves and stuff in that

#

and reflections

brave star
white willow
#

the bug is like this

long ruin
white willow
#

no waves, reflections nothing

brave star
#

am I going insane

#

because the water looks way better here

white willow
#

theres definitely something wrong for sure

long ruin
#

did you use an updated pack?

#

water isn't wavey by default

white willow
#

both my pack and prizma. water looks fine for me

#

unfortunately i have no idea whats wrong with yours

long ruin
#

I think they just forgot to update their pack

#

Idk

silent zealot
#

You should use my pack

long ruin
#

Oh yeah I saw you updated it

#

I'll check it out soon

long ruin
#

yippie

white willow
#

yea that looks fine

long ruin
#

now obviously you can mess with it yourself (preferably in editor mode)

brave star
long ruin
#

I like the rough ocean water style imo

white willow
#

my water normal (unintentionally) is very similar to the rtx one

long ruin
white willow
#

just if it had way better range

long ruin
silent zealot
long ruin
#

Oh yeah, forgot you had that

#

I just had the github saved

brave star
#

downloaded

long ruin
#

Sorry about that SpringbCry

brave star
#

and not even showing the import notification

#

nice

long ruin
#

might take a bit

brave star
#

restarted

#

its all good

brave star
long ruin
silent zealot
# brave star

Do me a favour, turn on deferred, and rejoin the world

brave star
#

why did you think it was off

silent zealot
#

did you not read the rest of the sentence?

brave star
#

damn looks better in the world picture

silent zealot
#

Yep, thats the bug Im talking about

#

The one in the world pic is how its supposed to look like

brave star
silent zealot
#

@brave star , could you find a body of water, and roughly 10 blocks above cover a 16x16 with leaves. Then with deferred turned on, rejoin the world and show me a screenshot of the water below the leaves

long ruin
#

how do people even figure out these workarounds

silent zealot
#

My guy Ive worked with HCF for 4 years lol

long ruin
#

Fair enough lol

white willow
#

i ran into the water issue once, and it literally fixed itself by tabbing out and tabbing back in

#

i wish i was kidding

long ruin
#

weird

white willow
#

i was so confused when it happened as well

#

i just lowered reflection quality

#

water went poof

#

then tabbed out to send the screenshot here

#

tabbed back in then the water was fine

pale urchin
#

Speaking of water, how do you think they should handle fog with it? Me personally would still want fog in the reflection, but because of how SSR and fog works I'm not sure if it can be done in a satisfactory way

#

Currently, IBLs don't include fog, but SSR does, which creates a discrepancy

white willow
#

fog in reflection is good just the way its currently handled is poor

#

its a weird balance i guess

long ruin
#

I love looking back at the Deferred q&a

#

It's changed a lot since then

white willow
#

and for pack makers rn its, either nuke your packs fog, or let your reflections suffer

#

and tbh id rather the fog stay

pale urchin
#

I think one issue that causes SSR reflections to look bad is that fog is technically being applied twice. Once for the water surface, and again within the reflection itself

white willow
#

thats likely the issue

#

does it really need to render on the water surface

pale urchin
#

The surface itself should still have fog applied, yes

tribal trail
pale urchin
#

It's not just SSR that contributes to the water appearance

white willow
#

for some reason water is more clear with fog enabled

#

but idk if that has to do with surface fog or something else