#Graphics General
1 messages · Page 12 of 1
wish it was that simple for me
i never had issues with water
as i said it only happened once and it was while i was messing with reflection quality
i had reflections completely off, then turned them back to ultra
and it broke it
briefly
so you think this looks fine
thats not broken as there are waves and reflections
right.
if the water was bugged, it wouldnt have waves or reflections
just looks alot more transparent than the water in video I linked
heres the difference
it's not broken? it's just that the water in deferred doesn't have refraction, only the reflections on it are wavy, not what's underneath
let me find a small lake lol
the deeper the water, the less transparent the water is
also "deferred doesn't have refraction, only the reflections on it are wavy, not what's underneath"
gotcha
wait for mojang to add refraction, it will look better
Of course, can't expect it to look like raytraced refractions
Most likely just the basic screen warping kind.
different packs can set what color the water is right
yes
I didn't mean rt refraction, i meant non rt refraction that will make things underwater wavy
it will make waves better and less flat
i can send you mine, i dont think the water is super blue
oh yes, water in my pack is very blue haha
i forgor
ill check it out
mind sending a link
i think i can send this here
or that
its not updated on mcpedl yet
sneak peak, cool
i just updated it like less than an hour ago lol
its public in my discord, just not on mcpedl yet
still blue lol
you said less blue, ik
oh well
im pretty sure like none of our packs have not blue water
i think all of us use blue water
cuz it just looks better
popular opinion ig
if someone else here doesnt use blue water feel free to chime in but last i knew its mostly blue
is it?
tbh I don't even think you can make water that's green and not almost black
that too
i guess it just wasnt super visible
i also forgot i have modified reflection configs
regular SSR has poor range
maybe I can edit the shader to my liking
nicee
im thinking of increasing the intensity a little. it feels too calm
Suggestion time fog edition: been discussing some ideas on how to improve fog with some people and we came to a general conclusion. The way fog is currently handled is based on render distance and shadow maps. Players on 8 render distance have significantly lower fog levels than someone on 24 resulting in less visible sunrays for those players. A solution we thought of was just capping the fog at the max shadow map distance (since light rays are based off the shadows). There's realistically no reason to render fog beyond that point and also could save up some performance in the long run. This would also improve sun rays on lower render distances resulting in higher quality gameplay for those on lower end devices. This would also reduce that "smog effect" people talk about as the distance is far more clear.
If anyone has other ideas and would like to add onto this feel free. This to me is a good discussion to have and could possibly bring ideas to the devs (if they haven't though of it already)
Perhaps something can be done with "cancelling out" the fog, by removing a portion that starts at camera and moves along camera ray for the distance, equal to distance from camera to water surface
my little dream are keyframes for fog density, it would allow so many cool things 🥺
The issue is that fog "volume" that's being drawn, is limited in size and is the only source of fog. It would be better if they can analytically extend it to infinity as a fallback, so that when drawing objects that are outside of the volume, they can apply fog volume + analytically compute additional missing fog in-between the object and volume boundary
Replying to this ^
@vernal sleet So you're on Xbox?
In Minecraft preview?
I have the preview yes
Okay so I got luminous dreams working, it’s just super dark
you will have to set the brightness to the suggested brightness
you can find that in the deferred settings
do you guys think it is wise from a perf perspective to add GI to deferred
Perf perspective? No. Especially not on mobile devices
Although I feel like SSGI could be fine if done right
GI in general can be quite the performance monster though
Depends on technique, when I implemented LPV it was running about as fast as vanilla deferred
Just hire Veka at this point 
I wouldn't mind adding shader support for free
Definitely. I think though when most people ask about GI, they mean SSGI which is quite intensive
As much as I'd love it in deferred, I don't see it being all that probable
There are also faster ways yo do ssgi
True, there's always more efficient ways to do anything
What does gi do again?
Allows non point light stuff to light other stuff up
Think lava lighting the nether ceiling
Ah
Or sunlight bouncing off coloured wool on to corners of a room, spilling its colours.
That would be cool to have in deferred
It would be but yo phone will nuke itself
Unless they make the GI ranges really really short
There's always the option to disable it on phones. Like you can with reflections and volumetric fog
Couple examples of GI
True
The lava one is the best example
I hope they do add it
we need GI 😩
We need shredders
:o
we need cloud
Likely we will be getting the rest of the water stuff
Not in tomorrows preview but yk
I'm manifesting clouds rn with crystals and various candles in my closet
Expect them to work but not being able to be stylized enough
🤤🤤🤤
The rest?
Features that were mentioned on qna:
Color grading (contrast, saturation, gain, offset and split-tone grading)- Water lighting +
movement(caustics,noise, volumetric rays (?),reflections, refractions(maybe Snell's window),"Water will operate on properties like how much algae is present.") Subsurface scatteringReflections (SSR + IBL)PBR Texture Set support for Items and particles.
I suppose all that's left is refraction, caustics and maybe animated volumetric rays
refraction is the top thing I'm waiting for
Oh they also need to fix water fog
That would be nice. QnA mentioned that there are no plans for clouds, but who knows, plans can change
Well they can’t just leave how clouds look right now 💀
they could
Buh
Current clouds don’t fit in
They’re ugly imo
If deferred in its final form is going to look like it looks right now then Java players will still see bedrock as some crappy mobile copy of original game
it won't be that tragic, but I hope for some nice clouds
they can do anything, even remove deferred
(sorry veka, it was not to you)
Deferred in final form will probably look something like mc legends graphics
Deferred isn’t that bad but compared to Java shaders it’s mid at most. Point lights look way better than in Java imo
Outdoor is mid but indoor is awesome
But with more customization and a little more features
lmao no
I wouldn't be so sure
If that were the case, it would start to look like this by now
Legends has waving foliage so maybe we will get waving foliage
What happened to the sun
Eddy is true, they borrowed some deferred tech from Legends
💀
just because they are porting some things from mc legends doesn't mean it'll look like that/they want it to look like mc legends
it seems to me that stylistically they are aiming for something a bit like mcrtx
this just looks like mcrtx 🤷♀️
Damn the sky definitely needs to be improved
True but the sky don’t look that good and the clouds too
Clouds don't look that good in MCRTX either

rtx sky was shitty
Maybe they are aiming for full visual parity with RTX 🙃
God no
That’s why they added point light shadows
I think I'll start praying
We already have better looking water then rtx
No
Rtx water is too flat
Doesn’t matter lmao
water waves are optional and disabled by default
True but you still couldn’t have good waves in rtx packs cause you could barely see them
Well anyway I don’t think mojang is just gonna leave clouds as it is rn cause they don’t want what happened to rtx
RTX water was great because you could use absorption to tint it any color
As well as have nicely customizable fog
I do think though deferred water is better
Not even cuz of waves
The only real thing it has are raytraced refractions
And I guess how clear the water is
Can't the water be made clearer by decreasing the water's parameters?
I believe so yea
when i said "it seems to me that stylistically they are aiming for something a bit like mcrtx" I meant deferred in its raw look without any changes
YES!!! i loved that
Ah
I did as well. I used to have different water colors per biome. I still do but they are mostly different shades of blue. I think the new color customization has huge potential I just feel the way the current values scale is so strong. And the old method allowed per biome. We need per biome support as well
I wonder if they’ll do anything with cubemaps in deferred
Also caustics and more realistic absorption
It looks really close
Yep I’m sure
why caustics?
Because deferred doesn't have that (yet) and when it will, it'll be lower resolution compared to RTX
oh
I like this more for some reason.
Thank you, I wanted both versions to have a similar water color
for me rtx wins only underwater
only benefit of rtx water for me is rt refraction 🤷♀️
forgot how good glass is in rtx 🥹
color or texture?
Yeah RTX is just more realistic, for example in deferred this darker part shouldn't be visible here
it's cave
hmm
would be funny if they add option to make water texture visible
I would take that instead of waves
i don't really like vanilla water texture, if that could be optional that would be great
You can with roughness
As I had vanilla texture on mine for a bit
texture not roughness
Imagine they just use ray tracing clouds
😭
Volumetric clouds in deferred please 🙏
Volumetric clouds still can have vanilla shape
True but it can still make them look better
Who knows maybe they will add new features after release of deferred
GI, volumetric clouds waving foliage
They want a full feature set first before they do optimization
I don’t think we will get new features after deferred releases except very small features
Or just bug fixes
I’d say we will see big market place studios create pbr packs or maps with deferred applied
Same
glow lichen having some issues
block of lichen when
Hmm bug
Clouds in RTX have been bugged for a while
Yeah they've been broken for a long time
Same with amethyst
yeah
also with redstone torchs
anything that is 2.5 d
but i guess redstone torch is getting updated very soon
i like it
Some are gonna like it, some are gonna hate it
i don't like the red glow/bloom around it tho
it's kinda funky
i do like the not using of the original torch texture
Notch likes the new redstone torch btw.
That's fair. Idk. Is it in the new Java snapshot cuz I may see how I feel about it in game
I've only seen pictures and I don't currently enjoy the design too much
Hm
Yk what maybe it's not that terrible
I like it
It's better.
I think the cube should be a bit bigger
Hm wondering what would be a good way to do the emission for this
Have the inside less bright and outside more, or do it the other way
I guess I'll figure that out when we have it
It is
It's tragic
it violates human rights
and it's definitely violating my mental health
This texture is as I said like the piston sound, been around for so long that changing it is kinda... wrong
It'll take adjustment and likely won't get changed back like the piston did so
I like changing everything that is old, it just doesn't look good
It's not aesthetic
It's not giving
Approved by notch
It's giving aliexpress, shein vibe
I think it could look better if they removed the corners of the larger cube
feels too chunky rn
one bug here or there won't make a difference anymore
RTX is dead pretty much, they don't care to fix it since they are working on deferred
it's the damn slime model
the inner cube needs to be more red
nuh uhhh 
It still has some hope.
maybe…
who are you trying to fool?
now hush little baby dont you cry
Rtx might be one of them rare occurences where features turn to bug
Mojang should add coloured light imo
are you color blind?
last time I checked, deferred has colored light
i think they specifically meant floodfill-esque coloured lighting
I implemented backface culling into BetterRTX to fix spectator mode so in theory it should work fine
Oh nice
BetterRTX bug fixes are always nice
(Also you said “blackface” instead of backface) fixed now
sss in betterrtx when? 🥺 🙏
I think some of us talked about this yesterday
i saw that too
Now that's a typo 💀
I meant coloured lights to vanilla
ooooooooooooooh
I'm sorry!! I didn't want it to sound like that :c
that's crazy
If my pc can't turn on experimental renderdragon features does it mean it will never be able to run shaders on bedrock even when shaders come to bedrock officially?
because I can run Java shaders just fine? why can't I try bedrock experimental shaders
Show us why you can’t turn on the experimental feature
Java shaders use OpenGL which has very minimal GPU restrictions. Deferred needs support for direct X 12 to work. Which has quite a good number of gpu restrictions
Running Minecraft with deferred rendering is less of oh this is a graphics mod. No this is like going to have minimum and recommended specs and stuff much like an actual game
And you will be locked out of it without meeting requirements
Just like getting a modern game with a bad pc, the game will either refuse to launch or run absolutely awful
i mean like an intended feature or bug that's being saved by community
but yeah you and betterrtx is awesome
if deferred rendering is so good why cant i run it on my gtx 660 smhing my heading 😒
totally Real
Hey. I wanted to aska question, but is vsync called twice in Bedrock edition?
I will send a bug report if it's true, or if my eyes are just tricking me.
I noticed when setting gfx_vsync to 0, it's still waiting for a vertical refresh, but when it's set to 1, it is presumably doing it twice(?)
Do you have vsync turned off from your GPU's driver settings and vsync in mc does cap your fps to half your screen's refresh rate if it's turned on
Unsupported GPU

im on windows mate aven't a clue how to do that
What GPU do you have
i wiped my freebsd install (and my windows one) on accident thanks to diskpart a few days ago so this is a pretty fresh win10 install
rx580
Doesn't matter here
i mean i haven't installed amd's fancy drivers or whatever
Open up AMD's adrenaline software
dont have that
cant u turn off vsync with dwm or whatever mincrosofts window manager is called
Not here
well, turning gfx_vsync to 0 definitely makes it feel better
If you don't have the driver for the GPU then you probably don't have vsync turned on either way
i can test other programs without vsync like quake live or minetest and there is no vsync
That's the most you can do to turn off vsync
Yeah that's fine, you don't exactly need the other stuff
Ok, but now we are back on point one. Is vsync being called twice if it's set to 1 (default)?
because it sure feels slower than most vsync games i've played regardless, even with the new increased input delay thingy
Yes
Nuts
2nd half of this message
can u reword that?
oh
..half my screens refresh rate?
makes no sense lad
if it was half then it would be 30 fps
Its fine if you don't know, i'll just send a bug report
Only happens for high refresh rate screens
If I have vsync turned on my fps is locked at 72, half of my 144hz screen

i mean some monitors might not be able to keep the clock up to par enough to refresh smoothly, but I don't own a high refresh rate monitor so I can't speak much further
That has nothing to do with this fps cap
My GPU can
Sure
appreciate the help

Apparently something interesting in terms of graphics is being worked on in Java version. This here is a visualisation of chunk culling octree that was added in todays snapshot (screenshot from shaderlabs)
chunk culling? what's that
That's a good change
Huh so now it's more granualar than before
There are also other, more technical changes to core shaders and the entire graphics engine. It's weird how we also have some similar unexplained graphics changes on bedrock 👀
1.22 - Super Duper Shaders Update? One can only dream 😔
So you're thinking both editions are getting optimized?
I'm thinking something cool might be getting worked on, for both versions
Java getting official shader support.
Doesn't it already have that?
I mean the shaders you get with Iris.
Coincidence?
Imagine 1.22 is the graphics update
Both editions are getting graphics changes
iirc You can already modify some shaders in vanilla java
Yes
It could be possible
Imagine 2 updates get announced
One is for structures and mobs
And the other one is for graphics
Like buzzy bees and the nether update
Plants and vines are now glowing until you’re really close to them
Add-On name?
😛
And this reflection issue is even worse than before
I think it’s like on bedrock better or something
There’s now multiple points of weird "sunspots" (that’s what I’m calling these)
There used to only be one
I fixed this
Awesome
bedrock’s preview was kinda lame today 
no cool graphics updates
Fixing ssr bug on android was cool
I suppose so
I don’t have any android devices tho
From a pack maker standpoint the preview was lame tho
dyable thing is cool imo
Wish we got the minecart thingy in bedrock
Welp someone (not me) found a fix for not only the warden heartbeat animation but the animated bioluminescencent layer too
And yes this also works with deferred
But I have zero idea what did. None of it makes sense
I looked at the files
Madlad had a fix before this so this isn't the first time it's been fixed
could you give me like a link/source to the solution
Idek what the solution is. Not sure if I can send you the files I have
if you can't send it here
pls send it in the dms
Oh
i know how it was done
May I have a look at the files that were sent to you as well?
The blue? Reduce your Rayleigh scattering value. I have found that 1–1.33 is sufficient
Okay thank you very much
What is causing this banding on the shadows?
Shadow acne
Common issues with shadow maps
It's tied to the shadow bias and stuff
Oh, I see. I'm trying out your pack with my addon. I like the tone mapping
Did you use the new Editor feature?
Yea, I did it like half and half. I did the majority of it in the editor. Then in game after running around and seeing how I felt about it I made small adjustments. Thankfully color grading doesn't need a full world reload to apply
I suspect this is a common request, but I'd like to find some settings similar to vanilla RTX so I can transition into deferred rendering. The tone mapping, in particular
Hmm. First time I've seen it tbh
But I think that would be fairly simple to replicate
I think deferreds default tonemapping is very similar
Yeah, I saw that I could even use ACES
Did some tests with a bunch of tonemapperss, and Reinhard seems to be the one that resembles BRTX tonemap the closest
Something about deferred feels so uncanny.
might be the sky for me tbh
Yeah, I agree
Deferred rendering has gotten a lot better though
level of detail not working properly with pbr whats new
this is shadow acne
do you want a fixed shadow config?
idc im sending it anyway
Do it!
use high preset
this is the one i optimised
oh yeah
low now disables shadows entirely
if u wanted that
my optimised settings looks and runs better than ultra shadows
point light shadows are impossible for me to fully fix
unless you want insane bias
wdym?
point light shadows are extremely poor on performance and it would either be having lots of terrible point light shadows covered in acne or increase the resolution dramatically which means you can have less before performance tanks
the game is placing a virtual camera and taking a 360 degree image from the perspective of every light source
u see the problem?
Oh, interesting. That add-on in my screenshot adds like 800+ point light colors. Sounds like it might be a bad idea then?
Or will it not matter much, since it's just defining colors?
point light quality or color doesnt affect performance of shadows
point shadow cost is directly proportional to the resolution of them, framerate at which the shadows update, and amount
so 50 point light shadows with ur addon will perform the same as without
@timber charm
there are way mojang can optimise this, such as shadow caching
do not update the shadow if surroundings dont change, simple
and the option to exclude certain geometry from shadows
oh yeah! i got an improved point light config aswell
you now have more granularity over the distance and quality of point light handling
put this in the renderer folder in the game files itself. youll need a version switcher or iobit to do it
increasing the lights per cluster from 50 to a higher value around 100 removes almost all the blocky artifacts you see from point lights in general gameplay
if anyone wants to try to improve on it further go ahead!
improved reflection config, all you need is medium, ive made it so low setting now doesnt have ssr but keeps the sky reflection
so medium if u want the entire effect, low for increased perf when needed
my ability to kill the chat is unmatched

Also not a whole lot of stuff worth discussing rn
chat is always in a superposition of dead and alive, you never know when the next message will appear
Hi Matt
a little something to discuss from the 1.16 beta version of Minecraft RTX.
they had so many things planned/scrapped during the development of SDGP/RTX
wonder if all this will eventually make its way to Deferred.
heightmaps being broken was also unexpected, though its a given with how old this version of RTX is
So RTX could've been much much more if they were allowed to keep working on it? These "settings" by itself would've made RTX look better? RTX is cool, but it just has a lot of bugs.
i dont think these settings were ever meant for RTX as they are completely non functional with the build of RTX in 1.16 beta
Oooh, interesting.
That would make more sense.
also, Principal Graphics Engineer - Minecraft
job listing for mojang's Redmond, Washington studio
https://jobs.careers.microsoft.com/global/en/job/1761514/Principal-Graphics-Engineer---Minecraft
It's pretty clear they RTX's development started after they cancelled SDGP? If so, it would lead me to believe that SDGP was cancelled in favor for the NVIDIA collaboration. Just a theory though.
a lot of other factors led to the cancellation of SDGP
I know one had to do with devices, like mobile.
yep
But I would not say that Deferred is SDGP. Feels wrong to give Deferred that title, lol.
Also recently posted a bunch of other positions, like server and software engineers... what are they cooking? 👀
so much 
it isnt, but im hoping that everything that was planned for SDGP eventually makes its way to deferred
let them cook

Damn positions that I'm not studying for 😅
Game designer moment
Although I'm trying to branch off to other things
At least learn them at surface level
I'm studying for bachelor engineering of IT, but want to specialise into computer graphics eventually (maybe for masters degree)
I'm going towards a bachelors in game design. Only got a little bit left till I'm done with associates. Which feels insane for me to even say
Realizing I have that in March... that's where did time go 😭
I will say too, everything I've learned working with RTX and deferred (texture wise) has really shown in other projects. Couldn't be happier
Holy skibidi
Hopefully these features will make its way into deferred
These were also found in the version RTX released in too
What if rtx pipeline was actually just a dumbed down version of sdgp
Likely not
SDGP used rasterization. RTX uses... well raytracing. Things wouldn't translate over perfectly
And would have to be redone anyway
@white willow is cloud render normals basically just custom clouds?
In the first screenshot
No
That just means clouds had normalmaps
That would be interesting to see in deferred
Cloud PBR?????
real
Ah yes, finally, metallic clouds

Not even the trailer showed anything like that 🤔
☹️
I don't think fluffy clouds like that would fit into the blocky aesthetic of the game
Probably why RTX only had blocky clouds
True
it was expected because mojang changed pbr format
i was using quite an old rtx pack but that makes sense
Try setting padding in terrain_texture.json to 1 instead of 0
will give it a shot 
The Nvidia RTX collab was a mistake for Minecraft
*Cookin Nvidia
Hi, I have a doubt, the render_method blend and the varied textures are not compatible with RTX or I'm doing something wrong?
They're semi-compatible. Texture variations only work on the base color. The MER and normal/height map will be the same on each variation.
Blend mode works, but not with a full transparency. The alpha channel is used for the light transmission color in RTX. If you had a fully transparent pixel with the blend method, it'll look 50% black. So it works for making a window but not for foliage, for example.
Go on
Being 14 there's not much options to making money, especially since school & living quite far from any town
Ah I see
You should go for something youre comfortable with getting, it's fine in your case
I'll probably end up getting it then.
Beta RTX moment
new heightmaps result in this
running on GTX 1660 Ti btw :3
DARK SPOT GONE
Yay!
There's still a bit of a dark spot as far as I can see but it's way better now
Yeah it's not really a huge problem now
BLACK HOLE IS GONE
Hopefully this helps with all the "the sky feels wrong" complaints
Hopefully
Idk though
Actually nvm, it just has the dark spots to the sides, which is actually realistic
Is it?
I'll have to see if it's actually gone by using a more intense sun angle
Cuz that was where the issue was most noticeable
1.21.40
1.21.30
its gone chat
Yayyy
the moon bug fix in the patch notes fixed this
something about a dark haze on the moon
It's a fix of sun illuminance affecting the whole sky
I feel blind
This is monumental
other than the color, I don't know what's different
well i guess the reason is because the moon had a dark haze
that like bled into the daytime
that's a more subtle difference between left and right than I could see
Feels wrong.
I don't think so it's just a bright ness difference with the sun not ruling the whole atmosphere
the only thing in the patch notes about defererd was the moon having a dark haze
Aura
that was the word yes
finally another sky buff
They got rid of the moon's aura. smh 😔
no more moon rizz
Brain rot got Mojang
Damn moon got no aura
Atmosphere recieves light from the sun, it's supposed to be affected by sun brightness
im gonna test with a more severe sun angle
id like to have my 40 degree sun angle back lol
Ig they fixed scattering directionality, irl rayleigh scattering is equally bright both towards and away from the sun
But can anyone test if the moon also affects sky color? I think it should, to be fully realistic
The moon is nowhere near as bright as the sun.
Yeah I meant like the sun light not reaching out he whole atmosphere ig
Yeah but that doesn't mean that it shouldn't scatter any light
You could also just make the moon as bright as the sun via atmosphere config
woah
night sky is so different
its not dark lol
i had no idea my night sky was this purple
The black spot messed up the look of the sky, that is how your sky was supposed to look

Now all the pack devs need to redo their skies again...

No breaking changes in material.bin format this preview, as far as I can see, which is a nice bonus
sunrise
Still no update on the whole optimised codebase?
Nope. Gonna wait for the next preview before sending a follow-up
hi
I saw 
its just nice to be able to mess with sun angle without it also badly screwing up the sky
also looks like fog doesnt really affect sky color as much either
Are you gonna tone down the colours in your sky?
Cuz they look a bit too colourful atm
Imo atleast
yea
Nice
:o
?
im not getting the super thick fog on biome edge
What about when going in and out of water?
one issue i would constantly run into when using height based fogs was this issue. the main issue with these was when you would be right on the edge of the biome, it would forget that you are using height and just blind oyu
i havent seen this issue
even in release 1.21.20 now that i think about it
i wonder if the changes made to fog height actuall fixed this transition issue
This might be how they are going to do that, update old HAL shaders to be up to date with their latest BGFX codebase #1280917643062415390 message. It would be useful only as a reference tho
wow vanilla sky
this issue doesnt appear to happen anymore
lemme test with this exact biome though
Whoa
No way
I was confused to why they did it all. How does it benefit them? 🤔
ITS FIXED
IT REALLY IS
they really went and fixed height based fog transitions and said nothing about it
this also applies to rtx too as i havent seen i there either
although i should test to be sure
:O
here it is in 1.21.40
same biome same seed
no weird fog changes
the fog color is gross though. i gotta fix that one
also just how much better the sky looks now that it works lol
Nicee
im actually so hype now
idk how i didnt notice the fog transitions being cleaned up
this has been fixed since at least 1.21.20
when the added the new height parameters
which i love btw. the stuff ive done in rtx with these is insane. especially for mountains
well... ok height based fogs are still the way to go
I have 3 theories:
- This is how they are bringing reference source code back, to be used by add-on creators and shader devs
- This source code will be compileable at some point 👀
- idk
on the plus side, the sky actually shines through a little now
before it wouldnt
actually with the fact that the height transitions work correctly, i see no reason to use fixed fogs
Can't wait to see pictures of your new and improved sky
oh yea, gonna work on it soon since its a bit too bright
loading editor rn
cook
oh no
Oh right
Good luck using editor with Deferred this week.

its a start
Remember the intenral material shader compilet..
How can I forget
I wonder what colour values it takes to get it looking like the real world sky
oh great, the sky getting fixed made the blue reflections worse
time to tune it again
Don't you just love it when one feature affects another?
How do you do that again?
i just reduced all of the values by about 30%
but i kept the variance between them equal
define "all of the value"
that looks quite... Perfect
so you don't have to touch scattering strength?
no
it just seems if the color values of the zenith are too high, sky reflections go insane
also water surface color looks so much better with the sky fixes
Nice
Does the sun strength affect reflections?
ssr is short
not to my knowledge
IBL sky interaction is very interesting
I hope they make the change themselves at some point
same
My SSR configs never changed with each preview.
😔 my shadow configs did get reset this preview
What if you disabled fog?
my sad attempt to replicate this shot
deferred fog just doesnt pack the same punch
At least deferred has Subsurface scattering
that is true
You could try making the skies match without fog. I think that would help
RTX sky looks more desaturated
Deferred sand looks like brown sugar lol
Yeah hard to match that
this may also not be the fairest competition since that is betterRTX
lemme compare deferred and normal rtx here
Is RTX's sun brighter? Is that why the sand is more illuminated?
possiblyt
i dont use a super brihgt sun in deferred cuz it caues issues with shadows
What kind of issues?
shadow brightness just gets destroyed
and indoor areas are like fully illuminated
its quite bad
why the clouds be looking like a heightmap
or well high res normalmap
looks so weird
holy default rtx is....
yk what deferred clouds are missing. they dont have shading
thats what they dont have
they really badly need shading
one of the few areas id say RTX wins
deferred underwater just looks weird
i have hope itll get much better though
wth happened 😭
You've entered hell
we in alpha baby 🔥
why is it so damn grainy lol
Do I need to give context?
The shadows are laggy
I wonder if some of the rendering bugs are also affecting deferred
oof
it would be perfect if a message on the screen would show after trying to use deferred pack in a non-preview version of the game
we need it
maybe not the exact text but I hope you all understand the concept
I believe there's a warning on the pack
That says, incompatible string, graphics.pbr
At least on mobile
Lemme check
It doesn't anymore
It used to
only for rtx packs
I remember getting one one time back that was back in like 1.20.60
Must've been gone for a long time now
I'm pretty sure it was never a thing
and even if it was every player would miss it, a big pop-up would be best
Agreed
i believe it was for non-compatible devices with deferred on preview
i also got that issue when my phone wasn't supported at 1.20.40
Hm yeah maybe that was it lol
Idk if this is the right channel to ask this but how do i make dynamic shading and lighting without addatives like rtx n stuff? Im on android please help
some lore behind the old bedrock graphics team (2020) from the Minecraft RTX discord
quite a small number of people that had to work on stuff ranging from android, all the way to RTX
that is one of the reasons as to why RTX is the way it is
So not Nvidia. Good to know.
I suspect it is likely a bit of both. A combination gone wrong between a marketing deal with Nvidia and short-term contractors at Mojang
Really, I would argue that is the biggest difference between Bedrock and Java: the workplace expectations
Java sticks to a core team of employees, many of whom have been part of the company for many years. Bedrock seemingly has people coming and going, which can lead to problems like the one outlined above
besides matt, i dont think many if any other people on the graphics team remain from back in the RTX development times
Shouldn't be an issue if things (a la RenderDragon) are well documented though
dunno if aaja was there tho
which is likely to never happen :P
I wish I got to see the people behind Minecraft development more, they are all cool people. It's gotten way better as of recent, but IMO Java continues to have better, clear communication between its many technical playerbases and its devs
It may be that I'm simply not in the right circles 🙂
We have people like slicedlime explaining the technicaly changelogs
at least they had the job openings for the graphics team
i hope someone goes in and secretly starts working on native shader support

if only Veka met the qualifications they want

holy crap. i feel bad man. people sitting here bashing them when the whole team was in shambles
thats really unfortunate
we heard about some of this back when we were sitting in VC with MADLAD in MC RTX discord
ah. idk if i joined yet or not
but it still sucks how it happened
i do hope conditions are better now
you were there
i think you joined a bit late
ah i see
ive got finals coming up in a week. my memory is just all over the place lol
good luck
ive got like 4 final projects

more lore regarding RTX not using ReSTIR and ash refusing to talk about sdgp 👀
also RenderDragon was not because of RTX
a redo of raytracing would be really cool
especially with all the new customization features
BEDROCK LORE
Thought that was common knowledge
Mineshafts were created by tommo which jeb ported to java
i probably forgot
Tommo is the dude for MCPE. I still use his gists for some of the leveldb stuff
i wasnt around the bedrock community at that time
hm so rd was planned for java but due to modding issues its not there
interesting
i wonder if its still something being looked at, or if java is just gonna stay on OGL
although i feel like RD would actually be such a perf benefit for java
HelenAngel said that yes but Felix said theres nothing in RD that seems useable for Java so they made Blaze3D
i see
explains villager and warden rendering issues too huh
wonder how they got it working in deferred lol
its still cool we have it
I dont get it
Interesting
It's still cool we have raytracing in the game at all
Wish it was better of course but yea
that's why we have betterRTX
And with new creators making presets it's breathed a new life into it lol
I think they should officially just discontinued RTX, then bring it back in a better state
I don't agree with this, as it would really hurt the passionate community behind it
I do agree it should get updated and be better
But I don't think a whole community should die for that
Personnaly I think they should remove rtx to parity with java edition
ahhhh, MC bedrock was entirely based on DX 11 before RTX began development, so they had to rush and implement DX12 support into the game. thats why performance sucks for RTX cards running in DX12
bad solution
I hope this can be fixed
My performance shouldn't be like 40% lower than a card 4 gens behind me
removing an entire rendering pipeline is not something you do to "maintain parity"
the only fix is to use dx11 :P
Especially with the community behind RTX
Then I lose deferred and RTX support 😭
There's no winning
It's just weird cuz AMD cards don't have this issue
they do
all cards running the game is dx12 will have worse perf than when they use dx11
doesnt matter if they support RT or not
World gen basically took a tank for that
They removed lots of used bedrock features to matain parity.
For example they recently removed button on a fence, or all sided mushroom poor in creative inventory
It prooves to the chill vanilla bedrock build community that they were wrong all the Time.
still, a rendering pipeline is not even remotely comparable
that will never happen
Parity is better when it removes
not when it removes a core feature of a game
real
And they gave that to Deferred instead
Which makes sense since Legends had to use entity pbr as well
us non rtx folks got something unique >:)
To my knowledge from speaking with people, Vanilla is using some of Legends Deferred tech right now
Better RTX has a way to activate it
It's really REALLY broken
We can't do it preset side as we don't have the SC though
I wouldn't want to anyway
🫡
Are you talking about entity emission? As afaik that feature was added by BetterRTX team from scratch
Yes
I swear Madlad said something about there being some kind of entity PBR workaround but it was really broken
I don't know if entity pbr altogether was ever in retail builds of rtx
I do much prefer Legends PBR system
Ofc
All games do
Deferred is a port of a lot legends stuff
eugh
I haven't played much legends
@regal fox has more info on Legends PBR since he messed with it extensively, but yes
.
Not missing out on that much
It’s “aight”
I do wish Vanilla had Legends cloud...well a prototype of the clouds
Played the tutorial and was like.. yeah not for me
Stop making me miss Legends 😦
haha
Coming from Legends to Bedrock is such a downgrade as a Creator nobody even knows
I think Deferred will replace RTX either entirely or until they are completed with Deferred






