#Graphics General

1 messages Β· Page 13 of 1

unreal venture
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I wouldn't be surprised if they just removed it outright

white willow
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I hope not. I think both can coexist despite RTXs problems

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Deferred would have to be insane in the quality department

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And it's getting there

remote tree
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I've turned it on through BetterRTX. At the moment the texture paths are misaligned and so most entities don't properly display the right MER textures.

white willow
#

Ah so I did remember correctly

tribal trail
#

Omg that's me

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Hi me

graceful iron
#

real

vague shoal
#

where is this from?

#

no wonder sdgp was canceled

proud pike
white willow
#

Here's an updated sample deferred pack. it contains the core deferred files, more essential vanilla files (like flipbook textures json, terrain texture json, and biomes client json. Does not include vanilla textures), includes the folders for the colormap (and colormap textures if you want to edit them), the entity textures folder, and the block textures folder, contains a sample texture set file. Each deferred specific file (color grading, water, global lighting, and fog have detailed descriptions of what each setting does. this allows new creators to not have to entirely rely on the docs as much and just jump into those specific settings). if theres a better section to put this please let me know

crude delta
#

why didnt mojang just drop dx and use vulkan instead.

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it works on every platform and supports all the new features

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mojang is weird

graceful iron
white willow
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cursed rough parallax water

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why did i do this? idk

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the resolution is actually so bad

harsh iris
#

#1182091012177399809 message

harsh iris
#

wow... that was the closest to raytracing I've ever gotten
my phone is dying but i loved it

grim shale
harsh iris
#

where can i download more rp with pbr?

silent zealot
harsh iris
sonic canopy
# harsh iris Okay, I got a .bin file, now what?

Install them. This page describes a few methods https://devendrn.github.io/renderdragon-shaders/shaders/installation/start.html
But I'll add one more, on windows you can also install shaders by replacing internal .bin files in the regular game installation (without any 3rd party launchers) by using iobit ulocker software which would allow you to override internal protected files and replace them with your modified ones

#

The most straightforward way to install shaders would be via BetterRenderDragon dll mod

harsh iris
#

so i need a modded version of the game?

sonic canopy
#

What's your platform where you wish to run shader? Android?

harsh iris
#

android

sonic canopy
#

Then yeah. You either need a modded version which enables loading shaders (material.bin files) from resource packs or you can directly modify apk on your own by replacing its internal bin files with your custom ones

harsh iris
#

ok, this is the part where i give up

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maybe I'll do it on another phone

sonic canopy
#

Yeah... Unfortunately shaders aren't officially supported so working with them is a huge pain, and installation is probably the biggest roadblock currently.

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Modded apk is installed as a separate app btw, it won't overwrite your main installation

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So you don't have to worry about your existing worlds, packs etc as that would be a separate app alongside your main unmodded mc

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If you want to just experiment with shaders, I can recommend trying out 1.18.12 as it had shaders "officially" and they're also very straightforward to make, you just put your shader code in plain text into resource packs and it just works

harsh iris
#

What else can I do with global.json?

white willow
#

Whatever is in the file is all that's possible rn

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Set to 50% by default

proud pike
#

nice

white willow
#

Native upscaling is so crispy

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My phone however does NOT like it

sonic canopy
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I hope via UI editing we can set it to 100% or above, to have larger framebuffers for shader dev purposes

white willow
#

Native would be 100%

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Wouldn't it

vague shoal
#

New clouds in deferred when

sonic canopy
#

No native disables upscaling completely

white willow
#

Native would just be using TAA then

sonic canopy
#

I think not

white willow
#

It looks antialiased still

sonic canopy
#

Actually, does it have TAA visibly on native?

white willow
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Cuz the AA settings don't work in deferred

sonic canopy
#

As previously when you disabled upsacling, it just wouldn't upscale, so you won't get AA

white willow
#

It looks anti aliased

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It looks like it's a DLAA type situation

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But TAA

quick beacon
#

What language are we talking?

sonic canopy
#

Looks aliased to me

white willow
#

I'm gonna test on pc rn

quick beacon
#

Wait, what do they use for upscaling?

white willow
#

TAAU

quick beacon
#

Oh

white willow
#

It would be nice to see FSR 3.1 implemented but its better than nothing

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and the current upscaling isnt too bad

proud pike
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TAA is still bad

quick beacon
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Let me use that AMD frame generation!

proud pike
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really bad

white willow
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The end goal would hopefully be to have many forms of selectable upscaling

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DLSS, FSR, XESS and TAA

proud pike
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i hope

white willow
#

DLSS is already in the game. just update it to 3.7 or whatever its on

quick beacon
#

πŸ˜” or let me generate frames

white willow
#

then make it work with deferred (ik its not that easy but its so much better than taa please)

oak thicket
#

Taa is anti aliasing

proud pike
#

the TAAU implementation is locked down behind material.bin files, if it was implemented like DLSS is for RTX we would have been able to replace it.

oak thicket
#

Dont compare it to dlss or fsr

proud pike
sonic canopy
white willow
white willow
#

aw dang it, is the update not on windows yet

proud pike
#

dunno what would it even take to add something like FSR through material.bin files

white willow
#

or is my launcher broken after it decided to reset all my files for the funnies

proud pike
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welp all my attempts to update BetterRD for the latest MC version have been a fail :p

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i can't find the right hex values

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if i knew where to find the right value i would have updated BetterRD already

sonic canopy
#

Another nail into the coffin of bedrock shaders

proud pike
#

rip

sonic canopy
#

Oop looks like we got a new file in the renderer folder, brdf_lut.png. It's used in IBL reflection computations

quick beacon
#

I don't know what that means but I'll pretend I know what it means.

white willow
#

brdf stuff now?

sonic canopy
#

Also resolution_configs folder with json

white willow
#

actually i have no idea what that would do if its for reflections

white willow
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but it would be cool to eventually be able to configue that

sonic canopy
#

It's probably not something that you should be able to configure, as it's generated with specific algorithms

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But it's nice that we can replace it with anything we want, for shader modding

proud pike
sonic canopy
proud pike
#

would setting the value above 1.0 actually force the game to downscale the rendered frames down to native res?

white willow
#

supersampling?

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is that the right word for that

proud pike
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yeah that

white willow
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is that the brdf thingy they just added

sonic canopy
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That image? Yeah

white willow
#

interesting

silent zealot
sonic canopy
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This is how that texture is used in shader source, if anyone's interested.

quick beacon
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No clue what this is.

white willow
sonic canopy
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Might be used to fix the intense reflections bug, and potentially to somewhat stylize reflections, and do something similar to toon shading

quick beacon
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Oh

sonic canopy
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But it'd be probably very hard to do, as you'd need the knowledge to write a script that can correctly generate that texture

safe urchin
#

aajabrams is typing

still zenith
#

Hi all! The brdf_lut texture is an optimization and a bug fix. We were generating it during the first frame of a level before, but there were scheduling problems (the intense reflections bug) sometimes and also the texture never changes. Sooooo we exported it and made it a static texture asset. No more runtime generation. πŸ™‚

white willow
#

oh nice

quick beacon
white willow
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i guess while its on my mind. Does Native upscaling just disable upscaling or does it use TAA as an anti aliasing method

silent zealot
still zenith
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It's in this week's preview, yes. But it won't look any different. Should just be more stable.

quick beacon
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Ahh, okay!

still zenith
quick beacon
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Only IBL right?

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I think that's the one with the sky reflections qwq

still zenith
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We leverage it for both IBL and SSR

quick beacon
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oooo

sonic canopy
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But not point lights?

still zenith
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Not point lights, no.

white willow
#

wait, the intense reflection, was that the sky just being reflected on literally everything turning blocks blue and stuff

sonic canopy
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I think that refers to the issue of the entire world becoming reflective, like with that classic RTX bug

harsh iris
harsh iris
white willow
quick beacon
harsh iris
#

What is your device? '-'

white willow
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iphone 13 pro in that video

harsh iris
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hm, I can't find that option

white willow
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did you update your game yet?

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thats only available in the update that released like an hour ago

harsh iris
#

I didn't do it, but I'm going to do it right now

harsh iris
#

from 16-19 fps to 28 fps, now i can move properly

tribal trail
sonic canopy
pale urchin
#

Same

harsh iris
#

Does upscaling make the render time faster?

sonic canopy
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Yes

pale urchin
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Now what happens when it's above 1.0?

harsh iris
#

πŸ€”

sonic canopy
#

I hope it works 🀞

proud pike
sonic canopy
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0.1 scale

proud pike
#

πŸ’€

sonic canopy
#

Ok yeah based on my framerate, values above 1 are also functional

proud pike
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time to run deferred at 8K

pale urchin
sonic canopy
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Actually, it doesn't even run upscaling shaders, it just renders at the specified resolution, which is then naturally downscaled during bloom blend pass

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The fact that it doesn't run upscaling shaders for above 1 scale means that there is no TAA

pale urchin
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By the way, I tried making more client biome files, but it's not doing anything

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And changing the sky colour for the end does nothign too

sonic canopy
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Try editing vanilla packs directly

pale urchin
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That's what I'm doing

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I wonder if it has any other components. There's just sky colour

sonic canopy
#

Ok looks like if you want TAA at native resolution (or as close to it as possible), you have to set the scale to 0.99999994

harsh iris
crude flare
#

it looks like a painting kinda lol

harsh iris
#

oil on canvas?

crude flare
#

yeah

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that

sonic canopy
#

Hey, just wanted to follow up on that since this change will release next week with 1.21.30, are there any updates that you can share regarding source code? It would be nice to have a general idea of what to expect moving forward (if anything) regarding shader source.

harsh iris
#

tinted glass doesn't work with pbr?

pale urchin
#

it does sort of. It just doesn't have that pretty transmission/refraction effect like RTX

harsh iris
pale urchin
#

Yup

harsh iris
#

Is it possible to make mirrors?

proud pike
#

no

harsh iris
#

because it is not possible, or because it has not yet been implemented?

white willow
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It's possible just not with glass

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Glass can't cast reflections.. and the reflections created from a mirror in deferred will not be as good as one found in like RTX

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As reflections don't work offscreen

harsh iris
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This just reflects the sun, does it have anything to do with this offscreen thing?

sonic canopy
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Did you use 0 roughness and max metalness?

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You also have to set reflections to max I think, for SSR to function

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Yeah just checked, SSR only works on ultra on android

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And don't edit glass blocks, it has to be an opaque block for reflections to work

harsh iris
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Did I do something wrong?

sonic canopy
#

Did you use fully white texture for the base block color?

harsh iris
#

πŸ™‚β€β†•οΈ

white willow
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Now it's just the really poor SSR range 😭

harsh iris
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Does this block I just made also work with rtx? (just changing the manifest)

sonic canopy
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Yes

harsh iris
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oh, nice

sonic canopy
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Here's a simple mirror block, with deferred and RTX

{
  "format_version": "1.16.100",
  "minecraft:texture_set": {
    "color": [255, 255, 255, 255],
    "metalness_emissive_roughness": [255, 0, 0]
  }
}```
harsh iris
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is there rtx for samsung?

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I'm slow about these things

white willow
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No

harsh iris
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hm, ok

sonic canopy
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RTX is only available on windows

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and requires a powerful RTX-capable GPU

harsh iris
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What calculates the light transport, the game or the gpu?

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I mean, is the GPU necessary to speed up the process, or is it necessary because it handles the rendering?

sonic canopy
#

shaders are programs that execute on the GPU and they do all the lighting calculations. RTX-capable GPU is needed here because it has hardware ray tracing acceleration, which basically means you can perform raycasts against the scene very very fast. Technically hardware acceleration is not necessary and you could run the same calculations on basically any GPU, but they will be much slower. Unfortunately due to the way BRTX works, you just can't turn it on if you don't have a GPU with hardware RT acceleration, but even if you could, it'd probably run at 0.1 fps or less on mobile

harsh iris
#

I understand, if only the price was affordable.

long ruin
long ruin
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20/70 vision sucks

brave torrent
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Any information on the client_biome thing?

quick beacon
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That has nothing to do with deferred afaik. Just useful resource pack stuff.

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But it is esentially the same as biome_client.json but with each biome having it's own file and more settings I think.

silent zealot
quick beacon
brave torrent
quick beacon
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But I am not too sure.

sonic canopy
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I will be looking into the schema of this file soon enough

white willow
silent zealot
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Also the water will ilkely be in its own folder

quick beacon
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Most likely, yea.

harsh iris
#

So... how do I make my block emit light?

white willow
#

I needs to be assigned a point light

harsh iris
#

ok, but how?

sonic canopy
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And it also needs to be a light source without deferred, so e.g. you can't make a glowing dirt because dirt doesn't emit light if you turn off deferred

harsh iris
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do i have to do this in global.json?

harsh iris
sonic canopy
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I'm exactly sure if it currently works for custom blocks, I'd try it on vanilla light source first just to see if what you're doing is working

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Point lights were broken for custom blocks, and I'm not certain if this was fixed or not

harsh iris
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That must be it, since the green channel of the MER texture makes the block glow, but not emit light

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or am I just talking nonsense

sonic canopy
#

No, emissive texture and point light are different things

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Only a block which is already a light source without deferred can have point lights added to it, however any block can use emissive texture which will only create an appearance of glow but won't emit any light onto surroundings

sonic canopy
#

We can now change ambient lighting color in deferred pipeline

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Here it is with green

brave torrent
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Any information on the client_biometric stuff now? I can't wait to see what i can do with that stuff

harsh iris
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Is it possible to change the color emitted using script?

sonic canopy
#

No

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The most you can do is replace blocks with different blocks.

silent zealot
#

Technically

sonic canopy
#

Or change block state maybe? To have a greater light level, as it affects the glow brightness (e.g. 3 candles will shine brighter than 1)

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but idk if scripts can do that

silent zealot
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Have a crap ton of permutations that changes the blocks texture colour/brightness

sonic canopy
#

This is gonna make such a big difference for biome specific visuals

silent zealot
#

Huge prep for custom biomes

sonic canopy
#

It'd allow to somewhat emulate GI by choosing the right color depending on fog, skybox and overall biome color

white willow
#

This is very cool. Will play around with this for sure

quasi trench
rotund widget
silent zealot
#

Except the end(?)

rotund widget
#

Okay, neat.

sonic canopy
#

I'll duplicate it here as well

#

One important thing to note is that the color for deferred ambient lighting is authored in linear space, not in sSRB like we're used to, so the colors that it uses might be a little off. To correct for that, you could raise the color values in 0-1 range into 2.2 power to convert them from srgb to linear space. For example, I want to represent the following color accurately 255, 128, 0 (1st screenshot), I'd do the following sequence of operations for each color channel round(255*((x/255)^2.2)) which results in this color [255, 56, 0]. 2nd screenshot is using that gamma corrected color while the 3rd one just uses [255, 128, 0].

#

This is likely to change with updates as it doesn't make much sense for that color to be in linear space, but that's just something to keep in mind if you plan to use that feature in your deferred packs

pale urchin
#

This may be a long shot, but does changing the sky colour have any effect for nether biomes in vanilla or deferred?

quick beacon
#

Based on some stuff I have seen, the performance for deferred appears to be much better. I casually get like 100-150FPS. Usually it'd be 50-70FPS. But, could just be me.

white willow
#

Haven't tested on pc yet

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But I'm normally getting 90-120 so

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If it's higher that's kinda cool

white willow
quick beacon
#

I'm not using any upscaling

white willow
#

Oh

quick beacon
#

I have it on native

white willow
#

Then yeah perf is probably better

white willow
#

Wait... changing the ambient lighting color of the nether??? Is that possible

quick beacon
#

You can try

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has to be a biome identifier

white willow
#

upscaling at near native res. this is basically what deferred would look like if AA worked 😭

harsh iris
#

-# I like the look of Aliasing

harsh iris
sonic canopy
#

It probably happens due to subsufrace scattering in your pbr pack and lack of shadows for point lights. The latter can be fixed by increasing point light and point light shadow quality

harsh iris
#

I can notice that it has gotten darker, but still

tribal trail
harsh iris
#

everything is on ultra

pale urchin
harsh iris
pale urchin
#

That is weird. Not only should the ground be in the light's shadow, but it's also facing away from the light

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Unless,

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Ah I think I know what's going on. That could be tinting from block light

harsh iris
#

πŸ™‚?

pale urchin
#

Not sure how I can explain this. I don't have time to rn either

harsh iris
#

I don't know the keywords to search for this

normal tapir
#

Nvidia overrated tbh

harsh iris
#

maybe, but I don't agree so much.

elfin locust
#

Is it possible so that places with no illumination like caves are not completely dark in deferred?

white willow
#

Raise your brightness or bring torches. I'm sure there will be improvements to this issue later down the line but for now that's all you can do

elfin locust
#

Damn

#

So if there's no torches there's no basic ambiance lightning?

white willow
#

Doesn't seem that way rn.. nether has the same issue

elfin locust
#

I guess it is either having some light source or seeing nothing

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Bruh

white willow
#

Give it time

elfin locust
#

Also it is only mi potato pc or is the nether really poor on performance?

white willow
#

Might be your pc. My fps in the nether shoots to the moon

elfin locust
#

Oh ok

white willow
#

Like I go up to 165-200 in the nether. My overworld fps would never touch that

elfin locust
#

Do you mean on deferred?

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Because it happens the opposite to me

white willow
elfin locust
#

Lol

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That's strange

harsh iris
#

is it possible to change the illuminance of the moon in certain moon phases?

harsh iris
#

but can i set the color using hex instead of [number, number, number]?

silent zealot
#

Yes

harsh iris
#

"#ff0000" or 0xff0000?

silent zealot
harsh iris
#

[Lighting][error]-: malformed input

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the game doesn't even tell me what I did wrong

harsh iris
#

I've already changed everything that could be wrong, how do I fix this error? πŸ₯²

harsh iris
#

Is it possible to choose a resolution lower than 33%?

proud pike
harsh iris
#

hey, hm... i'm not sure you guys actually do these light settings in the raw json, do you use any software?

hollow timber
#

vs code

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or I think you can use the minecraft editor

harsh iris
harsh iris
#

but I think that must be it, if he allows me to have a preview of what I doing with deferred lighting, then yes

hollow timber
#

yeah

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to both

harsh iris
#

Whenever I create a world and hold a block/item for the first time with DTP turned on the game freezes for a few seconds

#

Has anyone else experienced this? It happens 100% of the time

normal tapir
#

Is custom emotes possible the same way you can get custom skin packs?

pseudo pawn
#

Whats sdgp?

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Im curious :3

long ruin
#

It was canceled

pseudo pawn
#

Ohh ye

#

Now I know

viscid moth
#

what do i do with this and where is this file located

silent zealot
#

Its also a general #1067869590400544869 thing rather a specific deferred question

viscid moth
#

aight

sonic canopy
#

I hope they fix deferred ambient lighting color space in the next preview

viscid moth
sonic canopy
#

New biome files allow to specify per-biome sky color, which will be also used by deferred as ambient lighting color. However the issue is that deferred treats this color as in linear color space instead of sRGB, and because of that the results seem off. More details and color space conversion can be found here #1283452758581706772 message

viscid moth
tribal trail
#

can someone tell me what is a default gamma value?

sonic canopy
#

2.2 (for color grading)

#

It's pinned here

silent zealot
tribal trail
#

video settings

silent zealot
#

I dont think anyone documented it bc:
A) No number feedback ingame
B) People didnt check it via the options.txt before messing with it

sonic canopy
#

Final gamma used by the game is your color grading gamma multiplied by UI settings gamma

proud pike
#

changes in 1.21.40.22 Preview

quick beacon
#

Which I like.

#

Already prepared :)

proud pike
#

:o

#

nice

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ahead of the curve i see

quick beacon
proud pike
long ruin
white willow
#

i just fixed mine

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new file found in the reflection configs

quick beacon
#

@sonic canopy This new? The LODs folder?

sonic canopy
#

Yeah probably, what's inside?

white willow
#

lods

quick beacon
white willow
quick beacon
#
{
  "probe_regen": {
    "far_plane_scaling": 1.0,
    "texture_format": "R16G16B16A16_FLOAT",
    "regen_triggers": {
      "frames_delta": 600,
      "gametime_delta": 100,
      "distance_delta": 500.0,
      "sky_brightness_delta": 3.0,
      "block_brightness_delta": 16.0
    }
  },
  "ibl": {
    "num_samples": 64,
    "dimension": 512
  },
  "ssr_enabled": true,
  "ssr": {
    "enable_gap_fill": true,
    "linear_search_step_count": 400,
    "binary_search_step_count": 20,
    "ray_step_length": 5.0,
    "ray_offset": 0.01,
    "fading_power_horizontal": 3.0,
    "fading_power_vertical": 3.0,
    "fading_distance": 0.3,
    "roughness_cutoff": 0.4,
    "roughness_fade_start": 0.3
  }
}```
white willow
#

i skimmed through them and they really do change in quality depending on that

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which is neat

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the ssr quality to me looks better than it did too

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maybe im crazy though

long ruin
quick beacon
#

No idea what this can be used for tbh

#
{
  "low": {
    "file": "lods/reflection_configuration_4.json"
  },
  "medium": {
    "file": "lods/reflection_configuration_5.json"
  },
  "high": {
    "file": "lods/reflection_configuration_6.json"
  },
  "ultra": {
    "file": "lods/reflection_configuration_7.json"
  }
}

Nevermind :3

white willow
#

oh

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also

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im not seeing any shadow acne rn

#

this is very interesting

quick beacon
#

Shadows, fog, etc.

white willow
#

THEY FIXED SHADOW ACNE

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at least i think

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cuz i am not seeing it at any shgadow quality level

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also ssr isnt having those weird lines either

quick beacon
#

Can "confirm"

pale urchin
quick beacon
#

wait

#

no lines in the relfection

#

So far it seem"

pale urchin
quick beacon
#

old ss btw

pale urchin
#

Ah

raw pendant
#

no more garbage dark sky in deferred no way

sonic canopy
#

Seems like they are starting to finetune configs

raw pendant
#

any performance improvements noticed?

quick beacon
#

I can check later after I reverted my SSR configs

raw pendant
#

did yall try my configs

#

at the end

pale urchin
quick beacon
sonic canopy
#

oh bloom also got lod

white willow
#

no acne

sonic canopy
#

actually almost everything did

raw pendant
white willow
#

and im on low shadows rn

raw pendant
#

and show far distance

quick beacon
#

They'll fine-tune these things at a later time I guess.

white willow
#

this is on low

#

lemme turn it up

#

wow the shadow range is short on low lmao

quick beacon
raw pendant
#

coming into it first time i had no idea what the different values meant in shadow configs and all the other configs, but through trial and error i taught myself

#

like ik how to find best values depending on perf budget

white willow
#

oh wait that was on ultra

raw pendant
#

ik it was

#

i was confused

#

since when would low have insane filtering like that

white willow
#

this is on low

raw pendant
#

yoo it looks so nice

#

low key

white willow
raw pendant
#

try normal maps

#

they are better

#

imo

#

heightmaps are knockoff pom

quick beacon
#

I think the only thing they did here was move most configs to their lods subfolder

raw pendant
#

lods?

#

mojang finally taking notes

white willow
#

woah... since when do metals cast bloom in deferred

quick beacon
#

It's just the config JSON being moved to a subfolder

#

Dunno 60FPS on ultra shadows is a win

raw pendant
#

im downloading it now

raw pendant
#

i prefer at least 300

#

240 minimum

quick beacon
#

Ight. My job here is done. My pack supports this new version now.

white willow
#

i need to fix all of my fogs now

sonic canopy
#

I wish renderer configs would allow ro modify bloom mip count πŸ˜”

white willow
#

every. sing. one. of. them.

sonic canopy
#

Bloom with more passes looks so much better

white willow
#

why is biome client removed

raw pendant
#

show point shadows

white willow
#

WHYYYYYYYYYY

#

a little wonky

raw pendant
#

its biased alright

#

configs

#

are the same

#

wait

#

so this means i can make bias lower and the acne wont be there

#

hold my beer

raw pendant
#

convolution bloom awesome

white willow
#

i feel like they are better

#

but idk

#

im just happy the acne was removed

quick beacon
#

I still have it

white willow
#

i dont

raw pendant
#

screen res?

#

maybe?

#

or TAA might hide it

#

turn taa on and off

white willow
#

ok its still there but its INCREDIBLY minimal

#

its barely noticeable

proud pike
#

interesting

white willow
#

i literally had to put my face in my monitor to see it

raw pendant
#

hear me out

#

what about pixelated shadows that align with the block textures

#

save on performance and would fit perfectly

proud pike
raw pendant
#

difficult

proud pike
#

wont the game just refuse very wonky values

white willow
#

TAA still off. you basically cannot see the acne. its so minimal its not even an issue

sonic canopy
raw pendant
#

biases and cascase and stuff it will be nightmare

proud pike
white willow
#

lemme try lower quality shadows

raw pendant
#

that fits with vanilla style

#

would be cool

white willow
#

it used to be awful on low

proud pike
white willow
#

i still cant see any shadow acne

proud pike
#

is the update out on bedrock launcher?

white willow
#

yea

#

i wonder if its mostly fixed on mobile

raw pendant
proud pike
#

alr, giving it a shot

proud pike
sonic canopy
raw pendant
#

GOATED

proud pike
#

:o

#

looks nice

raw pendant
#

SO ELEGANT

white willow
#

yep its gone on mobile too

tribal trail
proud pike
#

i just checked, i've kept 21GB worth of minecraft preview versions on my drive

sonic canopy
#

It doesn't always look great tho

proud pike
#

yo @white willow can ya slide your pack rq

#

wanna give it a shot on the latest preview :3

white willow
#

yea

#

fog doesnt work rn

#

but i got you

proud pike
tribal trail
#

woudl be awesome as an option

proud pike
#

@white willow real

quick beacon
proud pike
#

can't join though :P

white willow
white willow
quick beacon
#

yawn

white willow
#

try now

#

nvm

#

my game crashed

proud pike
#

oop

#

lemme know when you're back on :3

quick beacon
#

btw the new client biome stuff isn't that hard to understand.

#

Coming from someone who makes Add-Ons, but still.

white willow
#

its simple yes

#

its just tedious

quick beacon
#

nah

white willow
#

cuz you have to make one for E V E R Y biome

quick beacon
#

Better that way tbh

white willow
#

they should at least allow a default to be able to be defined

#

so you can mush everything you havent done yet to that default

proud pike
#

water

#

quite real

white willow
#

relkoad the world

#

then itll fix

proud pike
#

yep did that

#

fixed

white willow
#

im connecting now if you wanna join me lol

proud pike
#

ssr looks so much better with fog off

#

here with my guy

#

name tags are black for some reason

#

:p

white willow
#

they were pink before

quick beacon
#

They've been black last week too btw

#

I've been playing with King the past week.

proud pike
#

aw man i keep forgetting that i dont have the tab out fix on preview

#

smh

white willow
#

i need to fix my iron block texture. idk why the edges are dark grey lol

proud pike
#

hmm

#

weird

white willow
#

metal objects having some bloom is really neat

#

deferred pbr needs some major quality uplifts for sure though

proud pike
white willow
#

bloom is now reflected

proud pike
#

sexy pbr

pale urchin
#

Has anyone checked to see if custom sky colour works properly in the end yet?

white willow
#

bloom translating into reflections is so neat

#

it allows emissives to show how bright they actually are

long ruin
#

yet another good preview for deferred angelfingerguns

white willow
proud pike
# white willow

oh the blue shimmering in the distant trees is still there in 1440p

#

huh

raw pendant
#

can i have whatever deferred pack this is

white willow
#

yea

proud pike
white willow
proud pike
#

:3

raw pendant
#

would u make normalmap version

#

at some point

pale urchin
sonic canopy
white willow
proud pike
#

nice

white willow
#

its just gonna take a while

#

as im still learning the fundamentals of normals

proud pike
#

the shadow looks about the same as last preview for me (high settings)

long ruin
#

I forgot all about cubemap support tbh

proud pike
#

:p

long ruin
raw pendant
long ruin
#

I guess that's why it was mostly pushed to the bushes

#

maybe except for eddy

white willow
#

so its not working anyway

quick beacon
raw pendant
#

vanilla fog still sucky

#

i wanna remove all of it

#

i wish we can change fog alpha

quick beacon
quick beacon
proud pike
#

pretty colours :3

#

green dimension

white willow
#

the end is pitch black

#

crying

proud pike
#

@white willow

#

portal to somewhere quite green

#

:3

white willow
#

not sure why this is happening

quick beacon
white willow
#

idk why mine doesnt

silent zealot
#

Docs are updated

white willow
#

reflections are 100% better

#

i just modified the range but they are crisper than before

quick beacon
#

Link your file thx

long ruin
white willow
raw pendant
#

ill try making some new configs

#

optimised ones

quick beacon
white willow
#

what about leaves

quick beacon
#

Check leaves in reflections :3

white willow
pale urchin
#

What's so special?

quick beacon
#

It's leaves :3

white willow
#

i dont see anything different

quick beacon
#

Look

#

It's a leaf

white willow
#

wait...

#

its not treated as an opaque block anymore

#

WAIT

quick beacon
#

But seriously

#

leaves look better in SSR

#

to me at least

white willow
#

they do

#

the gap filling is still bad

#

but its better

#

deferred is slowly getting better and better

#

SSR looks super good now tbh

#

idk what they did

#

but they cooked

raw pendant
#

whats the best brightness value

#

mojang guide with creeper faces is wrong

white willow
#

i just use the recommended by the brightness

#

as that scales based on the pack's color grading

raw pendant
#

dude

#

????

white willow
#

either that or tweak it till it looks right for the pack

#

each pack looks different

#

like my pack's reccomended brightness is different from lets say, luminous dreams. that one is recommended to be like in the middle

raw pendant
#

people should make their packs look good at default brightness

white willow
#

its weird how its calculated

raw pendant
#

what happened to standards

white willow
#

we have no control over "default brightness"

raw pendant
#

i think the correct brightness is 1.333

white willow
#

if we adjust gamma in the color grading file it changes. we adjust contrast, it changes

quick beacon
#

πŸ˜”

white willow
#

and the default color grading... is not good

raw pendant
#

ik

white willow
#

how are we supposed to do our volumetric fogs. i cant find the stuff for client biomes either

silent zealot
#

Wdym?

white willow
#

none of mine work anymore. its all the default deferred volumetric fog

quick beacon
white willow
#

im so happy ssr now reflects brightness

#

i wonder if hieght/normals also translate through

quick beacon
#

wdym?

#

"brightness"

white willow
#

like the reflections actually reflect things at their proper brightness

#

its not like a dulled out version

quick beacon
#

Looks the same to me

#

πŸ˜” If only someone can check for changes in the shader code

silent zealot
#

Anyone wanna help me draft up an upgrade guide

quick beacon
#

Do I get paid by the hour?

white willow
#

minecraft oil painting edition

pale urchin
white willow
#

very low res upscaling

#

0.03

raw pendant
#

at least native doesnt have the ugly taa

#

ik msaa is hard to do in deferred and I would happily settle for smarter upscalers

#

like dlss

raw pendant
#

per texel shading

#

my new obsession

tribal trail
raw pendant
tribal trail
#

i have glasses too

raw pendant
#

taa is the same as taking glasses off

tribal trail
#

world looks better when it's blurred tbh

vague shoal
#

What I miss

white willow
vague shoal
white willow
#

aside from packs being broken

vague shoal
#

What is it

white willow
#

deferred got some nice upgrades

vague shoal
vague shoal
white willow
#

the shadow acne (lines bug) is basically nonexistent now. SSR reflections are greatly improved (range still sucks)

vague shoal
#

Coolio I guess

#

Anything else?

white willow
#

not much else

#

but those fixes alone

#

makes it look way better

vague shoal
#

What’s with the new reflection config folder

white willow
#

ive modified ranges here but

vague shoal
#

☹️

white willow
white willow
#

there are just more config options that you can pick from

vague shoal
sonic canopy
#

Lol

vague shoal
white willow
#

pbr effects look better too. im gonna fact check myself rq though

#

it seems theres some stuff that didnt make changelog

#

the sky in deferred, its not a physically based sky right?

#

its the regular mc sky?

harsh iris
#

oops, is there a new update out?

white willow
vague shoal
#

Minecraft movie clouds in deferred when

quasi trench
#

they’re normal looking

#

new stuff made everything look better?????

#

:doggysmurkW:

#

gonna load up lumen prizma deferred

white willow
quasi trench
#

huh crazyy

#

shadow acne nearly gonezo how did they do it

white willow
#

Adjusted bias

#

It's still there but it's not really noticeable

#

Even on low

quasi trench
#

is there any consequences for that

white willow
#

Yeah. But they seemed to avoid them

#

Mostly

quasi trench
#

goated deferred devs

white willow
#

But the main issue is "Peter panning" where the shadows are offset from the actual location of the object

quasi trench
#

awww

white willow
#

But they mostly avoided it

#

The shadows are def less accurate then when there was horrible acne but

#

I'd take this

quasi trench
#

if we must choose between two poisons id rather have the lesser

white willow
#

Yep

#

I can deal with some silly shadows over my shadows looking like they just started highschool

quasi trench
#

freshman shadows

#

fresh meat shadows

quasi trench
#

deferred teaser at minecraft live?

#

probably not but imagine

graceful iron
#

You could probably turn that into an in game painting and it would fit in

faint snow
#

I wonder if we’ll see any officially made shaders in Minecraft live next week

#

🧐

quasi trench
#

there’s no way they’ll showcase YSS SE or veka’s path tracing shader

#

literally impossible and if they do ill shave half of my beard & mustache vertically and post the picture

silent zealot
long ruin
#

crazy shiternet lore

tribal trail
#

I forget that sometimes people in mc community are not 12 yo

sonic canopy
pale urchin
quasi trench
quasi trench
faint snow
quasi trench
#

stop projecting your bet for yourself onto me

white willow
vague shoal
vague shoal
#

Or deferred itself

#

He still calling it shaders

#

😭

quasi trench
vague shoal
proud pike
quick beacon
#

Me

tribal trail
quasi trench
#

anyone can grow a beard if they really want to

faint snow
#

Please don’t publicly execute me

#

πŸ˜”

harsh iris
#

-# "I know you know I know you know."

faint snow
#

Am I allowed to send photos

faint snow
harsh iris
#

depends on what kind of image.

faint snow
#

Miku chair

#

I sent it in off topic just in case

#

😝

harsh iris
#

-# hey... so why ask here?

faint snow
#

See those reflections on the glass? Graphics

#

This is very on topic.

proud pike
#

RTX reflections

pale urchin
tribal trail
#

what is the default sky color?

quasi trench
vague shoal
quick beacon
#

Please. Please. Can we stop with this dog qwq I swear I'll throw it out the window qwq

long ruin
#

dont hurt this precious dog doggysmurkW

silent zealot
#

Yall, seriously, please stop. It's getting spammy

long ruin
graceful iron
#

I’m gonna make a catto_smirkW later today then

long ruin
#

W

graceful iron
#

if not doggy, we have catto catto_blush

proud pike
#

rip to the doggo

tribal trail
#

i like volumetric dogs

proud pike
#

he doge

faint snow
#

πŸ˜”

raw pendant
#

data driven volumetric clouds when

silent zealot
#

Please

raw pendant
#

data driven cubemap too please, me wanna change height

#

since yall are nuking shader modding (talking to u mojang)

faint snow
tribal trail
silent zealot
white willow
#

Just need some cloud improvements at the very least

white willow
tribal trail
silent zealot
tribal trail
#

I wouldn't mind volumetric dogs too

tribal trail
silent zealot
#

Not something we desparately need right now

white willow
#

The sky not being half dark is an improvement but the clouds having no shading at all looks wrong

tribal trail
pale urchin
#

Glass doesn't look as good as it can be

white willow
#

Also

#

Fixing the water depth bug

#

That's needed too

tribal trail
silent zealot
white willow
#

And I think that same issue also applies to unground light shaft rendering from holes in a cave

silent zealot
#

Waters fine as it is right now personally. I rather they focus on ssao and clouds first

white willow
#

Where once at a certain point, all light stops working

tribal trail
#

but SSAO (HBAO/GTAO) πŸ₯΅

pale urchin
#

internal refraction also isn't complete

tribal trail
#

we need this

tribal trail
pale urchin
#

But only reflection

silent zealot
#

I just hope they can finish up blocks and general lighting before q3 2025 so they can focus on entities and items and particles.

tribal trail
#

i hope they will add (optional) post-processing effects that we can somehow configure (vignette, chromatic aberration, lens flare, bloom style, etc.)

white willow
#

There's a lot of issues with items for sure

#

Funny thing. Vignette is adjustable in vanilla

#

There's a hud screen json file that has values for it

#

I have it disabled in my packs

raw pendant
#

what's the best normalmap pack for deferred rn

#

nobody does em

raw pendant
#

@sonic canopy

#

u seen this?

sonic canopy
#

Yeah, haven't been able to get it working tho. But that's not a problem as another graphics debugger - PIX works on bedrock right away.

vague shoal
#

animated cubemaps too please

vague shoal
white willow
#

@pale urchin this is essetitally what it does

pale urchin
#

That really doesn't look like something that should happen. Leaves allow some light to come through, but not that much

oak thicket
#

Looks better than shadow flickering

white willow
#

probably not. but leaves also shouldnt be treated as full blocks either

#

barely any light actually goes through them

quick beacon
#

It's like that in vanilla too afaik

pale urchin
quick beacon
#

I'll check how leaves behave in Java, but they should not block any ambient light if that makes any sense. Does so in vanilla Bedrock.

pale urchin
#

I get that, but I was talking about directional light from the sun and moon

quick beacon
#

Oooh

#

I like how it is rn

faint snow
pale urchin
#

Thank goodness.

faint snow
#

Dang bro did NOT like that screenshot

faint snow
harsh iris
#

'-'

#

so it is not possible to change the ambient light of a dimension?

white willow
#

Doesn't seem like it

#

At least not yet

#

I'm hoping we get dimension support relatively soon cuz, the nether and end being super dark is not fun 😭

silent zealot
#

Idk if anyone else went down the conspiracy rabbit hole, but the fact they named the files global makes me hope that we can configure per biome lighting

#

And did anyone else complain about format version not being a top level key?

#

And it seems the docs also have a typo

vague shoal
#

Chat

pale urchin
tribal trail
#

Oh

#

Wait

#

I'm dumb

crude flare
silent zealot
crude flare
#

dangit

#

yeah i figured

#

rip

silent zealot
#

The simply solution is to obviously copy the water configs and apply it to the leaves block (joke)

crude flare
#

lmao

#

real

vague shoal
#

Or

#

Change water texture to leaves texture

crude flare
#

or switch to java

vague shoal
crude flare
#

im jk lol

silent zealot
#

Huh, anyone else experiencing editor mode being redish purple for you?

quick beacon
#

Yes

#

been like that for the past 3 previews

silent zealot
#

Right...my water is still broken

long ruin
loud pilot
drowsy lantern
#

Where is upscaling?
I have bad fps after add resolution in deferred setting

#

My fps in 12 chunk and medium setting before add resolution in setting

#

My fps in 12 chunk,medium setting and native resolution after add resolution

amber whale
quasi trench
#

for some reason joining a LAN or realm isnt working on ps5 preview

#

maybe they’re trying to stop me from testing deferred

#

:doggysmurkW:

#

ok hmm might be on my end actually

#

didnt work on release version either

earnest cosmos
#

Heyo everyone!

I got a question about the Blend material for Particles, and how it renders in Deferred Rendering.

No matter what opacity level I set a Particle to, even a minuscule amount, the Renderer will produce a fully blown-out emissivity.

I've tried custom particle materials to no avail, along with a bunch of other particle troubleshooting techniques, yet I still haven't achieved favourable results.

Is this just a current issue with Deferred, or have I missed something?

*P.S: I've used variable.fade to alter the opacity over the particle lifetime, I only Clamped it to see if an extremely small opacity value would help...it didn't! πŸ€ͺ *

I've only just migrated my setup to Deferred from RTX, so it's quite possible that I've missed something, any help would be great! Thanks

#

PS: this is how it should look, and how it renders in Snowstorm ⬇️ ⬇️ ⬇️

earnest cosmos
quick beacon
earnest cosmos
sonic canopy
#

Try removing particle lighting component

quick beacon
#

^

earnest cosmos
sonic canopy
#

From particle file

earnest cosmos
#

I think I tried that, but I'll try again. I may not have 😊

One thing I have yet to try is to move the particle into the actual PBR pack I have applied.

The actual PBR settings are obviously in my PBR pack, but the particles in question are part of another Project I'm working on. It does have the PBR capabilities, though, but no specific lighting settings. I was relying on the correct pack stack order

I wonder if that's the issue??? πŸ€”

#

Trying it without the lighting component now. πŸ‘

#

No luck. 😭

viscid moth
#

been wondering this for a while
why is it dark in this spot

rocky halo
viscid moth
viscid moth
#

it's been here since vol fog was introduced for deferred

jagged badge
#

That is the boundary between the solar half and the lunar half of the sky. To my knowledge that is not fixable

viscid moth
tribal trail
#

dark spot in the sky was fixed

viscid moth
#

but the fog wasnt'

jagged badge
#

Did Mojang fix the "dark spot?" I thought we still had to set the moon light intensity equal to the sun to fix that

jagged badge
#

Neat

viscid moth
jagged badge
#

But you'll notice that gray band runs across a line on the firmament, if you look up

#

Should be in the north too

viscid moth
#

it's like a rain bow

#

fogbow needs to go

tribal trail
viscid moth
#

hold up wth

#

is it bc i am using normal sun rotation?

tribal trail
tribal trail
viscid moth
#

i don't have like sun rotation
it's the default

tribal trail
#

nah

viscid moth
#

oh my fucking god

#

it's the damn sun rotation

#

or i hope so

tribal trail
#

or make it a bit cooler shade

viscid moth
#

okay i will try it

#

welp it does work but you can't have like super visible fog rays so

harsh iris
quasi trench
#

i wonder what we’ll get this week for deferred

#

:doggysmurkW: