#Graphics General
1 messages · Page 11 of 1
I swear my game crashes more on relog than in actual gameplay 😭
This might be a skill issue on my part idk
my game has never crashed before 😳
Minor tweaks using Editor is very nice since it's hard for me to compare using screenshots
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
Like...never ever? 😀
never with deferred
But I got my twitch cape
and as I said I rejoin 60 times (even more when I do normalmaps)
Once deferred all settled, i await the culling of supported devices and focus on otpimisation
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
normalmaps are hard... but I love them
The rejoining that you all speak of, that is to see new textures in game? After you change your pack assets?
There is a blockbench extension that released recently for PBR preview
Correct
New textures, fogs etc
yes
wait, they do?!
Ooo, yes we need fog in the Editor.
oooh
Yep those don't need relog
The recent editor integration solves the issue when trying to compare minor tweaks to the lighting. What we ask is the same for fog, pbr, and whatever else i missed as its sometimes hard to tell with before and after since rejoning a world can take a min. Screenshots kind of help
This would be the big thing to drive me to use the editor
That and possibly making the code a bit simpler to read but idk
How would PBR preview work? Via a texture reload button? Or do you Invision realtime texture painting in editor mode
i.e. I use it when I make lightning changes, but I mostly work on textures and pbr, and the editor is not useful for that
Either one works so long it takes less than 10s as I have a memory of a goldfish and cannot see a difference
Left typical formatting. Right editor formatting
How accurate is it? Can I have a link for a post to make in #1182087588555792395 ?
I much prefer lefts array
Yeah I had to spend a good bit of time refactoring it
😔 also...i hate editing deferred files as i have formatting on save which alphabetizes my json...confusing for the keyframes lol
I think I'm using that term right
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.
Of course not everything can be fixed or needs to be. Glad to be able to help though
Another thing that would be great though, like emissive desaturation, data driven exposure control would be great as well
is this a good time to say that SSAO would be cool?
Idk how accurate it is in respect to PBR used in deferred, but if anything it'd be possible to update it to use the same model as deferred as long as they don't change PBR implementation or bring back access to shader source
YES! we need that
^
Benefits of this would be just having a fixed brightness for people that want a specific look or specific feel. This (while niche) also helps with panorama creation
reset button for gamma and SSAO we need
Fixed exposure + no tonemapping is also a good way to judge the absolute brightness of your pack
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
GTAO would be 👌
But that might be too much
Idk
SSAO is a good start
Vanilla AO and realtime lighting don't mix well
I call it all ssao in short because thay are screen space and they are AO
Ok, but what about clouds 
Standard SSAO isn't that great tbh that's why I said GTAO
ssao more important for me
gtao or hbao
every AO works on dynamic objects?
Not every
what about every screen space ao
I thought they all work on dynamic objects and on everything
well 🤷♀️
I may be stupid then
Screen space yeah but there are other methods as well, with precomputed AO for unchanging geometry or scenes
yea, but we talked about screenspace methods like gtao,ssao or hbao
Ah I interpreted that as a more general statement
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)
ji
Either Im blind or this is a new limit
I messed up
I put the wrong key lolol
I need to tweak my build script
Ohhhh
It cant use string only arrays?
😄 found another use...to see subsurface tweaks between each values
Oh no...the sun no longer tilts with deferred turned off
@still zenith Is this now the intended behaviour?
Very interesting...the moment I fix this, I get new errors regarding horizon blend stops and the glare shape
Does RTX sun tilt?
It can if you use the deferred configs in RTX
it’s kinda janky tho, especially when paired with BetterRTX
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
Not too sure tbh…
While we wait for the docs. You can copy your water setting from Editor and add it in your json.
pack/water/water.json
The docs have been been posted here: https://learn.microsoft.com/en-us/minecraft/creator/documents/deferredlighting/watercustomization?view=minecraft-bedrock-stable
Yay :3
Since water settings have identifiers, does this mean we can somehow change them dynamically in the future?
I guess soon we can use different water config for said biomes?
🤞 i hope it won't involve scripting
Maybe they can make it so we can define the water ID in the biome_client.json file, perhaps?
oh like fog
yes that sounds like a good idea
that would be nice because then we can determine things like swamps to be grosser looking etc
Hm these are some good ideas 😁
what have i done
ive made ice cubes
it's glass brick wall 🥲
oh
HOLY MOLY LEGO WATER
We can disable point lights in game now?
No idea what I did
Ahh, If you disable the shadows from them, they just don't work lol
oh well thats a bug and a half
Correction: When you set point light shadows on "Low"
i guess ive done something
😄 Updated #1270171053561217214 to include the SSS and water customisation docs links
SSR looks busted
sure is, ive seen that happen for other people too
It's in preview and a big thing, don't expect deferred rendering with no bug
alright, ill give obsidian a try
@proud pike #1182095383015456829 message
The only issue with larger packs is the fact that Obsidian scales textures from time to time
might as well try generating normals for a 128x pack
hmm
Anyone else have issues with water? It doesn't properly update when turning Deferred off/on
water is having a lot of issues on different platforms
the thing I'm working on currently scales textures up to 8x
Very intriguing
:o
I'd recommend using the CatRTX preset or the Plagued preset for higher resolution packs
also I've never tested a 128 pack with Obsidian, so Obsidian might just have a meltdown
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?
I figured out the issue I believe: https://vxtwitter.com/SmokeyStack_/status/1821318339878072681
Hi @quick beacon, @blazing whale and @white willow . Could you please DM me your latest resource packs? 🙏

yep i can shortly
I wonder what they are gonna use them for
hopefully something cool
Its over...Mojang is now going to remove everything they utilised in their packs
Ok
Interesting…
👀
☹️
Thank you. We just want to use them in play testing, but sites like mcpedl agitate the company site blockers. 🙂
Simply ask MS to buy mcpedl
sounds good. hope you enjoy
company adblocker
Makes sense ig
Imagine one of y’all’s pbr packs gets added as a screenshot in the preview changelogs
bro, id go bananas
Seriously that would be neat
real
Showing off a community made pbr pack every week
This...is a really good idea. @real berry, ehh ehh?

👀
I think having only 3 rotations isnt that great
~~to be fair theres not many of us ~~
Yet
thats true
im sure once this stuff fully releases and such more people will jump in
a good chunk of the rtx texture pack makers havent jumped over yet
Also...waves really tank your fps
Don't forget Prizma 
Eh haven’t really bothered me
Yes...that's the 3 i was counting
Cough cough marketplace studios cough cough
Thought you ment these 3
When a phone can be better than a laptop
Waves...at what cost
ive noticed this, im more consistently at around 60fps now. usually hover around 90
Im surprised I can play Deferred at 50 FPS on my phone
Omg, how could I forget!? @tribal trail, if I could get your latest pack as well, please. 🙏
Anyways, can we have wavy lava?
How about wavy leaves
Y E S
Contrary to popular belief, leaves are not liquids
Yeah but it would be more realistic
taking someone elses suggestion, i feel like that would fit better based off weather
I imagine that with custom, data-driven blocks, the desire to apply wave effects might not stop at water and lava. Would I be right?
You and kayla think alike

That's one of the highest compliments I've ever received. 🙂
Don't take that as a promise. I'm simply elaborating on their suggestions/request. 😉
that would be cool though
being able to define "waves" to custom blocks sounds cool
Remind me again, can custom blocks be point lights?
Lmaooo
I think there's a bug on that. Our intention is for that to work eventually.
Ok good...because if not then this is just salt in the wound:
To change the strength of a point light, refer to the documentation for lightEmission block components

Speaking of point lights, are point lights and solid blocks with SSS still causing weird problems?
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?
Yes sir
Sounds about right
~~please add custom point lights to RTX
~~
Hence, salt in the wound since we cant edit vanilla blocks so that snippet is just taunting us
Don’t forget @viscid moth
is this needed with RTGI though?
since emissives can just give off light instead
candles
i forgor about those
would also allow to change colors of other point lights
So end rods could actually be pink
Sure ☺️
lmao
oh no
no nitro?
They also have no nitro so it might be a problem both ways
Is the pack really that big?
i think prizma is under 25mb though
This
its under 8
It's a DM config issue on either end
not 1.3 hehe
holy f
Mines only 1.8MB
nah, I already sent it
it's fine :>
Don't use MCPEDL or linkvertise or other crappy redirects
do you draw your pbr or generate it?

Originally batched all the textures and greyscaled them. Then tweaked it
We love python
yeah it makes sense
I drew everything and (I'm probably doing something wrong) but when I save files or change them further, the file size increases
You're just goated that's why
my pack is 2mb rn
plus I have two subpacks, heightmap and normalmap so that's twice as many textures
rtx is 11 (custom panorama)
This is basically my folder setup for the PBR stuff. All this gets compiled into proper texture set jsons and in the correct directories
also this abomination
Oh are those chisled bookshelves?
I HAD TO DO IT TWICE
TWICE
i feel so bad
for normalmaps too 🥹
that thing, is demon
how to make pbr pack makers cry themselves to sleep every night
do the chiseled bookshelf
Make the Emissive channel only actually functional from 0-15 and anything higher just clamps back to 15 thus making it hard to differentiate the colours
There were worse things in my pbr life
update that makes your pack not load most textures correctly and you have to do literally everything texture from scratch
still not finished
1.21.30.23:
- Tweaked the textures for the chiseled bookshelf
boss music starts playing
This image is very real
I swear to god
If a certain category in the current Cat’s Labs poll wins
prepare for the dark souls boss lmao
i spent too long making that meme
im making it a sticker in my server now
its too perfect
Real
wait, you know how to make custom panorama?
yea
:0
Imma ask Altaz how to make a good panorama soon
A panorama in the center of the Medieval RTX map sounds nice
I will also ask someone for help
:>
i can't use it :<
no nitro 
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
speedrun lmao
:) you need to accept our friend requests, please ^^
One message removed from a suspended account.
That, I believe, is fog
One message removed from a suspended account.
One message removed from a suspended account.
Yes
Would SSR look better if it didn't reject rays going behind blocks
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.
Deferred pre trailers starting soon?
:doggysmurkW:
DTP behind the scenes development video?
:doggysmurkW:
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
There are many people that don’t know what dtp is
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
This is by design. We only need feedback from a small percentage of the player-base at this time.
also “ooo shaders”
“Rtx shaders”

You guys don't need the, this no worky shader bad, comments
That's not constructive nor helpful
Or or or the "this is bad, Java does it better" comments
Cuz it's bound to happen
Oooooo!
If you had to guestimate, what percentage of the playerbase knows about deferred rendering
:0
the what 😱
what is that

WOW
What am I looking at
Shader compiler
Oh
Implying custom shaders
Guess I'm cooked.
Sdk - software development kit
Yea
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
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? 
IF we ever get this.
¯_(ツ)_/¯
Whatever they'd give us I guess
Could be just internal tooling as well, don't get hyped too much
I don't wanna be cooked
Which could be just base RD modifications
This is the most likely scenario
Whoops forgot to disable ping
deferred pack creators might be cooked but shaders stonks up rn
Just learn graphic development 
BE EXCITED!
We'll see what happens though. Maybe just an internal tool.
if it is internal tool, we won't see anything at all 🙃
So ig we'll see if we see anything
Guess I'll start to make and learn shaders in Godot.
may be better devs with shader mods
@amber whale after looking at the SS more it does look oddly blurry
Not entirely sure why though
WHAT
SHADERS??
Yay I can finally call deferred a shader if it has some type of real shaders in it
Maybe it’s for waving foliage????
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
Womp
Very interesting
probably cause mojang forces me to play at 4k res when im on a 2k res screen😭
shinyy totem
Example
that looks soo good
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
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
You can do that via color grading
Hold on
With fogs, volumetric stuff?
Why would you use fog for that?
that’s hella sick
to be able to deactivate that at any time
Colour grading per biome
That would be kinda cool
That doesn't exist unfortunately
ah alright
But you can add desaturation and stuff via color grading
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?
No there isn't, not for grayscale at least
ah alright, thanks guys!
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
May I be able to try?
not yet no
Ok
idk what im doing bruh
Use Editor for real time editing
i am
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)
it is a reflection bug tho
when i disabled reflections it did magically fix itself
everything feels very overwhelmingly broken on my side
so idk if I did something or my GPU isn't compatible
Same, but with water for me
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
This has happened to me
In every pbr pack
But it wasn’t this bad
day 1 of asking someone to get obsidian deferred bare bones pbr for me
What this?
BRO WHEN ARE THERE GONNA BE GOOD SHADERS IN BEDROCK
interesting
If u do, send the link plz, I don't have an account and twitter is very locked down nowadays
veka do you think this is just a shader compiler which can like compile to a deferred pack to json
I might be reaching very far here
Might just be their own compiler for the existing shader files
Ok so here are the facts:
- 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?
- 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.
very interesting
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
Personally I don't think it's gonna be full on custom shaders, because we have platforms like mobile and switch.
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
Has anyone else encountered random crashes with deferred?
Yes
Mainly when reloading though
like i play my world and game just freeze
I believe they won't allow us to modify everything/rewrite deferred. I find it hard to see that happening.
Y'all game freezes? Guess I am lucky, LOL.
Yeah probably, but I hope they will eventually allow that
We'll see what happens :)
maybe it's only exclusive to mp devs
They won't do exclusivity.
Lmao most definitely not
That would be a disaster, imagine the public reaction to making marketplace exclusive features
i mean when the feature is polished and it's hidden
Even if it's hidden, it can't be used for public use.
technically they could fall under the term deferred and hide there
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.
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
are you still having this problem? and should i be worried? and if you don't have this problem anymore how did you manage to fix it?
yep.
Otherwise hobbyists wouldn't be able to make shaders for PlayStation and soon Switch, and that would suck
You heard that guys. Start learning shader dev.
i didn't it it only happens to me when i change the jsons of the deferred for like 3 to 5 times
never fixed it
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.
This will probably be enough tbh https://thebookofshaders.com
Pin?
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
Nah no need for now, let's just wait and see what happens first
Okii
So could we be getting shaders to help make deferred better?
possibly but not entirely shaders
Yes! But also to make utility shaders or VFX
They are entirely shaders, just very limited
^
that's what i meant to say
So that means platforms that don’t support deferred could possibly get something
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.
would this be 1.17 opengl 3.2 update to the bedrock shader scene
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
Here's my plan.
yolo shaders be like
hybrid packs
Add a shader file with 1 line of shader code. Then, my pack becomes a valid shader pack 
lmao i could just draw a very teeny tint dot of pixel and boom shaders
veka won't hunt me down for calling my pack shaders anymore
finally veka can be beaten
I just fear what would happen to some pack creators because the community can be harsh
veka wouldn't, but my 13 identical twin brothers will
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
Giving more legitimacy to YT calling em shaders lol
I amma chatgpt this pack then
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
we gotta feed an llm and train it on deferred data sets and let it make easy packs
Yeh it probably won't be possible, as this would be something you do during and/or after lighting calculations, but such shaders will only be able to change the before part
I see
But you should be able to add some kind of cel shading without deferred tho
I believe someone made a cel shaded RD shader
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
You could probably add a black outline at the edges of textures
That seems like it would be doable
Like alpha test textures in particular, but not around solid blocks
That's kinda how my unity one works right now
It doesn't work on cubes
But other things it kinda works
I'm pretty sure owner of this sever done this in vanilla don't know if it works in deferred
It currently takes and calculates object normals to generate an outline. It doesn't work on cubes since their normals are flat
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
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.
I agree completely
Yea. Let's say some kids wants my pack to have a feature, let's say, better rain, or wet surfaces when it rains. If I tell them I can't code it, it will make me look bad as a pack creator.
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
Yeah. And this is a problem
Yea and their response will be "well you made this shader how do you not know", dawg it's a glorified texture pack 😭
I didn’t hear about shaders until I saw better Minecraft graphics
So I just kept thinking better graphics in Minecraft = a shader
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
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.
Definitely
Which configs do you think are missing?
I'd want them to data drive auto exposure, shadows, and volumetric fog configs.
Maybe average luminance but I have no idea how that works
Btw we could probably change it with upcoming shaders
Just for disabling it, or do you want to also control other parameters?
Disable or to control parameters.
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
That would also be cool.
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
i need rain fog color, fog density keyframes, Emissive brightness and i will be happy
why does so many people have a problem with autoexposure? for me it is minimal, almost invisible
Case and point
That looks good to me tbh
huh
Also for stuff like panorama creation
But disabling autoexposure would be very handy for capruring cubemaps
fine for me
I want everything to be the same "brightness". I don't want everything to go bright when I am in a dark room.
yeah same
Thing is though,. The sun isn't even that bright
I mean, color grading may also play a role here?
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
BSLmy beloved
Colour grading and tonemapper per biome when
Could be. The color grading I'm working on for LD has improved this issue. Did you notice that in your testing
Other than the ground at noon being stupidly over exposed
Still no idea why that is
this is the worst case of it in my pack
i use 500 luminance
Idk why it's so chalked then
I'd rather change the values of auto exposure rather than to disable it.
soft shadows would also be a win for me
I don't know either, but for me it's fine
Does deferred have VPS?
I haven't noticed it
Or I may just be dumb I think it does
no
what's vps
Variable penumbra shadows
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
Would be a great thing to add in the future
Soft shadows can be done with the current configs right? Might look bad I think.
Don't believe so
I feel like this is a very minor effect and you'd need much higher res shadows to see it
But I also agree softer shadows would be nice, the shadows rn are quite hard
Btw this is the current list of materials as of 1.21.20.24 with that custom shader code snippet, it's a mix of regular vanilla materials and their deferred versions
VPS better
Lol looks like the earth is about to be consumed by the sun, that's wayy too extreme of an effect
same, I used to be obsessed with this effect when I used java shaders, but now I wouldn't pay attention to it
it looks like this in BRTX
i know
BRTX nuclear sun????
it's terrible
slay
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)
Such as?
I know. Was more asking if it can be resolved in a way. I dunno.
World space reflection
Sounds expensive.
Or just ignoring the player completely in SSR
What about blocks
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
World space sounds expensive on the GPU, is it?
Can be
World space is most commonly used in RT
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
this is likely what nintedo did then
That last part. Would that be harsh on mobile?
Oh, yikes.
I'd imagine they used multi layered SSR here (sorry I don't currently have my capture card so had to record it)
Can you see any artifacts when characters overlap, or when the environment does?
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
I would like them to do the thing Veka said about SSR.
Paper Mario? As in N64 Paper Mario?
characters dont seem to affect eachother in ssr nor does the environment affect characters. the only thing is environment overlapping other enviorment
nah the ttyd remake on switch
although paper mario 64 did have reflections in one certain area
They could've very well done planar reflections
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
2x times slower tho 💀
they could separate ssr from different settings
ultra could use this heavier method
It's not worth the performance penalty imo
and anything below, the standard
What about this?
That requires explicit setup. Something you can't really do in the dynamic world of Minecraft
something like TTYD is set environments
Aww, that sucks.
Most Java shaders don't do that and just have artifacts
We can live with that
but I wish they would make ssr gaps better
I hate that trees and not only that, have holes
I dislike it too.
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
Our shader devs at YSS are still not pleased with the SSR code mojang is using for deferred
Explain in Fortnite terms what they did wrong
And explain in actual terms too.
I fixed and optimised point lights for the most part
Also, I don't think "enable_gap_fill": true does anything in the SSR configs.
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
Hope they become data driven in resource packs in the future.
Or some form of them.
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
Deferred needs that because right now they result in huge performance loss.
OOoo
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
One thing I wish deferred had was soft shadow edges
it does
shadow pcf scale
i tweak that setting to make the different resolution shadow cascades blend better
Does it look good, tho?
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
let me show an example
@sonic canopy https://x.com/kaylasara/status/1821957001020326071
@Prowl8413 @SmokeyStack_ Smokey is right, this is just an internal tool. Nothing to hype here. We've been transparent about our goals with deferred rendering. Nothing has changed there.
😔
😔
well it is what it is
What was it in response to btw? Could you screenshot the thread
Curious what this tool is for then, but we will probably never know
¯_(ツ)_/¯
"🤓 It says material compiler"
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.
What about that function that was added?
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 😔

does this look good?
Yesn't
Can you share a screenshot of the water weirdness you are seeing, please?
Or anyone else experiencing issues with waves disappearing when reflections are turned on, if you could emoji this message please, it would much appreciated.
@still zenithRight here, I'm also seeing reports #off-topic message
We're tracking an elusive issue in this area internally, and getting some more info from the community would be very valuable.
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.
Ah yes, that video is the same thing we're seeing internally. 🤔 Thank you.
me and my friend experienced game freezing with deferred
I also never encountered that.
Same, waves work fine for me
Another tidbit alongside my tweet. Water looks normal/has waves in the world.jpg save which is what I used for my deferred rendering comparison pic
Looks like that video was from XBOX. Which platforms are you all running on if you don't mind me asking?
I havent tested all the blocks, but it appears that leaves above the water will make the waves proper just like the tweet
I run on PC, GTX 1070, AMD Ryzen 5600X
Odd, the waves are there but not reflections.
My darn, I read wrong
Sorry.
Could you try my test? Have deferred rendering on, cover a chunk with leaves above water, leave and rejoin the world? I used time set sunset for this example
Let me do that
I ran into random crashes on windows, RTX 3060, Ryzen 9 5900x
ideally you would've done higher so it's easier to see it without the leaves in the way but thanks 🙂
And are you stuck in this broken state? Or does it sometimes fix itself?
I think it stays like that. Not sure. Let me check.
My testing, it has stayed like that. Though disclaimer I did just afk for 5 minutes
It stays like that.
Thanks for checking and for the info, all. Wish us luck. 🤞
Cubemap pack link?
gg
the blue doesn't quite gradient well with the horizon
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
date drive the whole configs
better yet data drive the whole app
Why not data drive the entire OS of the device your on?
data drive the earth
Do you have a full screenshot? And how we can turn on this?
its a developer tool cant use it
i still don't know wtf does alpha channel do in moon and sun illuminance
also mie start gotta be bugged
Brightness afaik
you can like change the alpha in editor and it doesn't do anything
It is? I don't know since it does nothing right now. It might be a bug?
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
Ahh, oki.
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
Yeah water fog is a proper volumetric fog, it will cast proper god rays and volumetric point lighting
i just didnt think the engine rendered it above water
What does that mean.. our recurrent surface vol fog is fake 😢
That reminds me, anyone tried volumetric point lights inside of the new water?
the shadows under water are identical to above water
Way ahead of ya ;3
Nah I meant it's the same as surface fog, with god rays and everything
Which makes me wonder why the game seems to switch fog completely when transitioning in and out of water.
I don’t know if it’s just me but in poggys shader the nether is like pitch black
Probably because vanilla also switches fog, so surface fog uses vanilla fog while water volume fog uses its own thing
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
honestly all this is missing is for the light rays to be affected by the water waves thats it
and caustics
but those are coming
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
no nitro moment
more exampels of under water shadowing being cool af
Yeah it's a boundary between refraction and total internal reflection, without refraction it doesn't really work
ok question for the graphics people. is the light shafts moving around underwater caused by refraction, or is it caused by a different factor
or is this just some cool raytracing effect
my assumption is its based on wave movement
although rtx doesnt really have that
In RTX in particular it's probably a fake effect based on caustics texture, but irl moving light shafts in the water are indeed caused by water waves, as they move and orient their surface differently, varying amount of light can penetrate the surface due to fresnel effect, and the light that enters water gets refracted slightly differently as well, and changes its path
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
We can create waves washing up on beaches which is pretty cool(you just have to max out all the settings)
thats pretty cool
ehmm
someone on my discord server sent this
I want the ability to use dlss with deferred
another easy to grasp explanation would be the fact that the curved nature of waves act like lenses, so they can focus light and also spread it out
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
i thought this was a me thing lol
which iphone do you have btw is it the pro or the pro max
15 pro max
I haven't seen this on my ip15
@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
Whats considered essential
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
how do you guys get your stuff to look like this
tried downloading a pack and the water doesn't even look good, I upped the settings too.
you on 1.21.30.22?
Water is bugged
Prizma Deferred
yeah.
then you must be a victim of the water bug
Me personally, I haven't had that issue yet
probably because I only play it for like 10 minutes at a time
i only see it appear when i change reflection settings
ultrawide 
cropped screenshot
the bug is like this
bummer
no waves, reflections nothing
#1270770934663483472 message
am I going insane
because the water looks way better here
theres definitely something wrong for sure
both my pack and prizma. water looks fine for me
unfortunately i have no idea whats wrong with yours
You should use my pack
yea that looks fine
now obviously you can mess with it yourself (preferably in editor mode)
send a link, ill check it out
I like the rough ocean water style imo
my water normal (unintentionally) is very similar to the rtx one
just if it had way better range

I'd much prefer if you sent the website link instead
downloaded
Sorry about that 
might take a bit
lmao

Do me a favour, turn on deferred, and rejoin the world
it is on
why did you think it was off
Bc...some people turn off deferred b4 rejoining a world?
did you not read the rest of the sentence?
Yep, thats the bug Im talking about
The one in the world pic is how its supposed to look like
@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
how do people even figure out these workarounds
My guy Ive worked with HCF for 4 years lol
Fair enough lol
i ran into the water issue once, and it literally fixed itself by tabbing out and tabbing back in
i wish i was kidding
weird
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
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
fog in reflection is good just the way its currently handled is poor
its a weird balance i guess
and for pack makers rn its, either nuke your packs fog, or let your reflections suffer
and tbh id rather the fog stay
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
The surface itself should still have fog applied, yes
wait for mojang to add refraction
It's not just SSR that contributes to the water appearance
true if we point back to this
for some reason water is more clear with fog enabled
but idk if that has to do with surface fog or something else




