#Graphics General
1 messages Β· Page 13 of 1
I hope not. I think both can coexist despite RTXs problems
Deferred would have to be insane in the quality department
And it's getting there
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.
Ah so I did remember correctly
real
Minecraft RTX discord server
Hmm I see
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
why didnt mojang just drop dx and use vulkan instead.
it works on every platform and supports all the new features
mojang is weird
Itβd probably take too much time to rewrite the whole rendering engine.
cursed rough parallax water
why did i do this? idk
the resolution is actually so bad
#1182091012177399809 message
If you want to make deferred graphics packs
https://learn.microsoft.com/en-us/minecraft/creator/documents/deferredlighting/gettingstarteddeferredlighting?view=minecraft-bedrock-stable
If you want to make shaders
https://veka0.github.io/lazurite/guide/
https://devendrn.github.io/renderdragon-shaders/docs/start.html
wow... that was the closest to raytracing I've ever gotten
my phone is dying but i loved it
Curious what settings you have set
everything at low/off
where can i download more rp with pbr?
Whose did you use?
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
Unofficial documentation page for RenderDragon Shaders
The most straightforward way to install shaders would be via BetterRenderDragon dll mod
so i need a modded version of the game?
What's your platform where you wish to run shader? Android?
android
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
Yeah... Unfortunately shaders aren't officially supported so working with them is a huge pain, and installation is probably the biggest roadblock currently.
Modded apk is installed as a separate app btw, it won't overwrite your main installation
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
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
What else can I do with global.json?
Whatever is in the file is all that's possible rn
New uscaling settings
Set to 50% by default
nice
I hope via UI editing we can set it to 100% or above, to have larger framebuffers for shader dev purposes
New clouds in deferred when
No native disables upscaling completely
Native would just be using TAA then
I think not
It looks antialiased still
Actually, does it have TAA visibly on native?
Cuz the AA settings don't work in deferred
As previously when you disabled upsacling, it just wouldn't upscale, so you won't get AA
This image is on native upscaling
It looks anti aliased
It looks like it's a DLAA type situation
But TAA
What language are we talking?
Looks aliased to me
I'm gonna test on pc rn
Wait, what do they use for upscaling?
TAAU
Oh
It would be nice to see FSR 3.1 implemented but its better than nothing
and the current upscaling isnt too bad
TAA is still bad
Let me use that AMD frame generation!
really bad
The end goal would hopefully be to have many forms of selectable upscaling
DLSS, FSR, XESS and TAA
i hope
DLSS is already in the game. just update it to 3.7 or whatever its on
π or let me generate frames
then make it work with deferred (ik its not that easy but its so much better than taa please)
Taa is anti aliasing
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.
Dont compare it to dlss or fsr
TAA is antialiasing but TAAU is an upscaler based on TAA.
On the other hand, the fact that it;s implemented with material bin fles means that we can mod it
I've never enjoyed FG. its always felt terrible every time ive used it. Even DLSS FG felt like garbage
no one has taken on that :P
aw dang it, is the update not on windows yet
or is my launcher broken after it decided to reset all my files for the funnies
welp all my attempts to update BetterRD for the latest MC version have been a fail :p
i can't find the right hex values
if i knew where to find the right value i would have updated BetterRD already
Another nail into the coffin of bedrock shaders
rip
Oop looks like we got a new file in the renderer folder, brdf_lut.png. It's used in IBL reflection computations
I don't know what that means but I'll pretend I know what it means.
brdf stuff now?
Also resolution_configs folder with json
actually i have no idea what that would do if its for reflections
π
but it would be cool to eventually be able to configue that
It's probably not something that you should be able to configure, as it's generated with specific algorithms
But it's nice that we can replace it with anything we want, for shader modding
Expose the algo via molang
mojang doing everything but not supporting shaders natively :P
Here are the new renderer files
would setting the value above 1.0 actually force the game to downscale the rendered frames down to native res?
yeah that
what is this
is that the brdf thingy they just added
That image? Yeah
interesting
Strawberry?
This is how that texture is used in shader source, if anyone's interested.
No clue what this is.
interesting. do you know what this helps with?
Might be used to fix the intense reflections bug, and potentially to somewhat stylize reflections, and do something similar to toon shading
Oh
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
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. π
oh nice
Can we see this in this week's preview?
i guess while its on my mind. Does Native upscaling just disable upscaling or does it use TAA as an anti aliasing method
...
In simple terms -> Algorithm doesnt change so we made it static?
It's in this week's preview, yes. But it won't look any different. Should just be more stable.
Ahh, okay!
That piece of the reflections pipeline at least, yes.
We leverage it for both IBL and SSR
oooo
But not point lights?
Not point lights, no.
wait, the intense reflection, was that the sky just being reflected on literally everything turning blocks blue and stuff
I think that refers to the issue of the entire world becoming reflective, like with that classic RTX bug
Is the "resolution" option only for Raytracing?
I found one called Vanilla-RTX on gitbub
this is for deferred
That's for deferred.
What is your device? '-'
iphone 13 pro in that video
hm, I can't find that option
did you update your game yet?
thats only available in the update that released like an hour ago
I didn't do it, but I'm going to do it right now
from 16-19 fps to 28 fps, now i can move properly
i can recommend my own, it's called prizma deferred
Yup can confirm, TAAU doesn't run at native resolution
Same
Does upscaling make the render time faster?
Yes
Now what happens when it's above 1.0?
π€

0.1 scale
π
Ok yeah based on my framerate, values above 1 are also functional
But does it look like super sampling?
Actually, it doesn't even run upscaling shaders, it just renders at the specified resolution, which is then naturally downscaled during bloom blend pass
The fact that it doesn't run upscaling shaders for above 1 scale means that there is no TAA
By the way, I tried making more client biome files, but it's not doing anything
And changing the sky colour for the end does nothign too
Try editing vanilla packs directly
That's what I'm doing
I wonder if it has any other components. There's just sky colour
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
I will check
pov: my vision
it looks like a painting kinda lol
oil on canvas?
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.
tinted glass doesn't work with pbr?
it does sort of. It just doesn't have that pretty transmission/refraction effect like RTX
Yup
Is it possible to make mirrors?
no
because it is not possible, or because it has not yet been implemented?
It's possible just not with glass
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
As reflections don't work offscreen
This just reflects the sun, does it have anything to do with this offscreen thing?
Did you use 0 roughness and max metalness?
You also have to set reflections to max I think, for SSR to function
Yeah just checked, SSR only works on ultra on android
And don't edit glass blocks, it has to be an opaque block for reflections to work
ok
worked
Did I do something wrong?
Did you use fully white texture for the base block color?
πββοΈ
Now it's just the really poor SSR range π
Does this block I just made also work with rtx? (just changing the manifest)
Yes
oh, nice
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]
}
}```
nice
is there rtx for samsung?
I'm slow about these things
No
hm, ok
What calculates the light transport, the game or the gpu?
I mean, is the GPU necessary to speed up the process, or is it necessary because it handles the rendering?
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
You could however make custom shaders that modify deferred or regular pipeline and would be able to run basic form of ray tracing, but it would be quite slow and limited in comparison to regular BRTX. Here's an example of a shader that I made which modifies deferred pipeline by adding voxelized path tracing https://youtu.be/x4IqwdnBg7w
I understand, if only the price was affordable.
same 
I liked it
20/70 vision sucks
Any information on the client_biome thing?
That has nothing to do with deferred afaik. Just useful resource pack stuff.
But it is esentially the same as biome_client.json but with each biome having it's own file and more settings I think.
We only have the file. Though its more a resource pack thing than deferred. Check #1283452758581706772
There is a chance they'll use this for deferred for their biome-based stuff with tone mapping and water.
aahhhh okay, i really want to mess around with that stuff but i don't know how to properly implement it into my resource pack
But I am not too sure.
I will be looking into the schema of this file soon enough
Something like this for water would be such a w
That can be said for any new resource pack stuff, but currently it is unuseable and its for resoruce packs only
Also the water will ilkely be in its own folder
Most likely, yea.
So... how do I make my block emit light?
I needs to be assigned a point light
ok, but how?
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
do i have to do this in global.json?
I mean, I went into my block's json and set the light emission level to 15, but how do I make the light a specific color?
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
Point lights were broken for custom blocks, and I'm not certain if this was fixed or not
That must be it, since the green channel of the MER texture makes the block glow, but not emit light
or am I just talking nonsense
No, emissive texture and point light are different things
Here are the docs for adding point lights to blocks https://learn.microsoft.com/en-us/minecraft/creator/documents/deferredlighting/lightingcustomization?view=minecraft-bedrock-stable#point-lights
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
oh, I see, it works now
We can now change ambient lighting color in deferred pipeline
Here it is with green
Any information on the client_biometric stuff now? I can't wait to see what i can do with that stuff
#1283452758581706772
Is it possible to change the color emitted using script?
Technically
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)
but idk if scripts can do that
Have a crap ton of permutations that changes the blocks texture colour/brightness
This is gonna make such a big difference for biome specific visuals
Huge prep for custom biomes
It'd allow to somewhat emulate GI by choosing the right color depending on fog, skybox and overall biome color
This is very cool. Will play around with this for sure
oooo
i miss path tracing shader
Usable in all biomes right now?
Okay, neat.
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
This may be a long shot, but does changing the sky colour have any effect for nether biomes in vanilla or deferred?
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.
Haven't tested on pc yet
But I'm normally getting 90-120 so
If it's higher that's kinda cool
Actually, I think the base upscaling resolution is now defaulted lower than before
I'm not using any upscaling
Oh
I have it on native
Then yeah perf is probably better
Wait... changing the ambient lighting color of the nether??? Is that possible
upscaling at near native res. this is basically what deferred would look like if AA worked π
-# I like the look of Aliasing
nevermind, it's happening to all blocks.
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
I can notice that it has gotten darker, but still
Turn on point light shadows
everything is on ultra
What's going on? What's the ghost point light?
a buried light-emitting block
That is weird. Not only should the ground be in the light's shadow, but it's also facing away from the light
Unless,
Ah I think I know what's going on. That could be tinting from block light
π?
Not sure how I can explain this. I don't have time to rn either
I don't know the keywords to search for this
Nvidia overrated tbh
maybe, but I don't agree so much.
Is it possible so that places with no illumination like caves are not completely dark in deferred?
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
Doesn't seem that way rn.. nether has the same issue
End as well
Give it time
Also it is only mi potato pc or is the nether really poor on performance?
Might be your pc. My fps in the nether shoots to the moon
Oh ok
Like I go up to 165-200 in the nether. My overworld fps would never touch that
Yea
is it possible to change the illuminance of the moon in certain moon phases?
No
but can i set the color using hex instead of [number, number, number]?
Yes
"#ff0000" or 0xff0000?
The forst
I've already changed everything that could be wrong, how do I fix this error? π₯²
Is it possible to choose a resolution lower than 33%?
If you edit the configs in the game files, yeah
hey, hm... i'm not sure you guys actually do these light settings in the raw json, do you use any software?
I didn't mean that
Isn't this the editor that's only available for PC?
but I think that must be it, if he allows me to have a preview of what I doing with deferred lighting, then yes
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
not me :p
Is custom emotes possible the same way you can get custom skin packs?
Check #1283452758581706772
Its also a general #1067869590400544869 thing rather a specific deferred question
aight
I hope they fix deferred ambient lighting color space in the next preview
what's wrong with it
i've been out of loop for a long time
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
thank you very much for the information
can someone tell me what is a default gamma value?
The video settings or colour grading?
video settings
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
1
Final gamma used by the game is your color grading gamma multiplied by UI settings gamma
changes in 1.21.40.22 Preview
Also some file stuff too
Which I like.
Already prepared :)


@sonic canopy This new? The LODs folder?
Yeah probably, what's inside?
lods
{
"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
}
}```
i skimmed through them and they really do change in quality depending on that
which is neat
the ssr quality to me looks better than it did too
maybe im crazy though
nice
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
Everything else uses this now btw
Shadows, fog, etc.
THEY FIXED SHADOW ACNE
at least i think
cuz i am not seeing it at any shgadow quality level
also ssr isnt having those weird lines either
Can "confirm"
What are you showing?
uuhmm
old ss btw
Ah
no more garbage dark sky in deferred no way
Seems like they are starting to finetune configs
any performance improvements noticed?
I can check later after I reverted my SSR configs
That was a couple previews ago
Last week I had like insane FPS boosts
oh bloom also got lod
actually almost everything did
but show how much bias
and im on low shadows rn
and show far distance
They'll fine-tune these things at a later time I guess.
I have lines
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
oh wait that was on ultra
I think the only thing they did here was move most configs to their lods subfolder
.
.
woah... since when do metals cast bloom in deferred
It's just the config JSON being moved to a subfolder
60FPS on ultra shadows is a win
im downloading it now
light work
i prefer at least 300
240 minimum
Ight. My job here is done. My pack supports this new version now.
i need to fix all of my fogs now
I wish renderer configs would allow ro modify bloom mip count π
every. sing. one. of. them.
Bloom with more passes looks so much better
why is biome client removed
show point shadows
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
i want fft bloom
convolution bloom awesome
I still have it
i dont
interesting
i literally had to put my face in my monitor to see it
hear me out
what about pixelated shadows that align with the block textures
save on performance and would fit perfectly
thats doable with just messing with configs?
difficult
wont the game just refuse very wonky values
TAA still off. you basically cannot see the acne. its so minimal its not even an issue
Eh not really, that needs a modified shader ideally
biases and cascase and stuff it will be nightmare
yep, thought so
lemme try lower quality shadows
or pixelated bloom
that fits with vanilla style
would be cool
thats quite decent actually
i still cant see any shadow acne
is the update out on bedrock launcher?
alr, giving it a shot

Random ss from the web to illustrate
GOATED
SO ELEGANT
yep its gone on mobile too
same 
Java shader
very cool
It doesn't always look great tho
yo @white willow can ya slide your pack rq
wanna give it a shot on the latest preview :3
that looks lovely
woudl be awesome as an option
@white willow real
My stuff still works 
can't join though :P
none of my fogs work
im tabbed out rn
yawn
btw the new client biome stuff isn't that hard to understand.
Coming from someone who makes Add-Ons, but still.
nah
cuz you have to make one for E V E R Y biome
Better that way tbh
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
im connecting now if you wanna join me lol
ssr looks so much better with fog off
here with my guy
name tags are black for some reason
:p
they were pink before
metal objects having some bloom is really neat
deferred pbr needs some major quality uplifts for sure though
bloom is now reflected
sexy pbr
Has anyone checked to see if custom sky colour works properly in the end yet?
bloom translating into reflections is so neat
it allows emissives to show how bright they actually are
yet another good preview for deferred 
π»
i want
can i have whatever deferred pack this is
yea
plauged pbr, no fog
here
:3
Hmm, why do these shaders look hazy?
And if it fixes color space in deferred
working on one. since im making a java port
nice
the shadow looks about the same as last preview for me (high settings)
I forgot all about cubemap support tbh
wasn't implemented in the best way imo
:p

can i have fogless version
my fog is broken rn
so its not working anyway
I think this is fixed?
I know mine works. I also wrote a script to remove my fog during the day.
not sure why this is happening
Well now I own bragging rights to say that my end portal looks normal :3
idk why mine doesnt
Docs are updated
reflections are 100% better
i just modified the range but they are crisper than before
Link your file thx

Check leaves :3
what about leaves
Check leaves in reflections :3
What's so special?
It's leaves :3
i dont see anything different
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
i just use the recommended by the brightness
as that scales based on the pack's color grading
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
people should make their packs look good at default brightness
its weird how its calculated
what happened to standards
we have no control over "default brightness"
i think the correct brightness is 1.333
if we adjust gamma in the color grading file it changes. we adjust contrast, it changes
π
and the default color grading... is not good
ik
how are we supposed to do our volumetric fogs. i cant find the stuff for client biomes either
Wdym?
none of mine work anymore. its all the default deferred volumetric fog
#1285994621373120513 message
im so happy ssr now reflects brightness
i wonder if hieght/normals also translate through
like the reflections actually reflect things at their proper brightness
its not like a dulled out version
Anyone wanna help me draft up an upgrade guide
Do I get paid by the hour?
minecraft oil painting edition
Is that low res upscaling?
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
i found the name
per texel shading
my new obsession
taa is not ugly
i paid 100 bucks for a pair of glasses so it's not worth using it when i can take off my glasses and get the same effect
i have glasses too
taa is the same as taking glasses off
world looks better when it's blurred tbh
What I miss
a lot
Aw man
aside from packs being broken
What is it
deferred got some nice upgrades

Like what
the shadow acne (lines bug) is basically nonexistent now. SSR reflections are greatly improved (range still sucks)
Whatβs with the new reflection config folder
ive modified ranges here but
Still donβt have first person shadow on iOS
βΉοΈ
all of them got the new lod thing. its nothing major
there are just more config options that you can pick from
Lol
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?
oops, is there a new update out?
yeah, just came out
wowowow the light reflectionsss
theyβre normal looking
new stuff made everything look better?????
:doggysmurkW:
gonna load up lumen prizma deferred
I did testing, it was like this at least last week. same with the shadow acne. It seems we all missed these changes
is there any consequences for that
goated deferred devs
But the main issue is "Peter panning" where the shadows are offset from the actual location of the object
awww
But they mostly avoided it
The shadows are def less accurate then when there was horrible acne but
I'd take this
if we must choose between two poisons id rather have the lesser
Yep
I can deal with some silly shadows over my shadows looking like they just started highschool

Kinda pretty tho
You could probably turn that into an in game painting and it would fit in
thereβs no way theyβll showcase YSS SE or vekaβs path tracing shader
literally impossible and if they do ill shave half of my beard & mustache vertically and post the picture
Hence why they asked if theyll showcase any OFFICIAL ones
You have a beard?
crazy shiternet lore
I forget that sometimes people in mc community are not 12 yo
No such thing π
That's what I was thinking
i can grow one
okok official ones but.. still impossible
You have to sacrifice your firstborn if it happens
i do... but you knew that
Imagine deferred gets announced as a Gamedrop coming next year and the graphics team plays with the community made pbr packs in the after show

Also Iβm pretty sure chiken was talking about pbr packs
Or deferred itself
He still calling it shaders
π
impossible unbelievable inconceivable
We will see then
Who doesn't :3
Me
Yes i know
anyone can grow a beard if they really want to
IM SORRY
Please donβt publicly execute me
π
-# "I know you know I know you know."
Am I allowed to send photos
No
depends on what kind of image.
-# hey... so why ask here?
Deferred can't be released as a game drop because game drops are for both editions of the game
what is the default sky color?
It can still come out in a minor update tho
Please. Please. Can we stop with this dog qwq I swear I'll throw it out the window qwq
dont hurt this precious dog 


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

Iβm gonna make a catto_smirkW later today then
W
if not doggy, we have catto 
i like volumetric dogs
data driven volumetric clouds when
Please
data driven cubemap too please, me wanna change height
since yall are nuking shader modding (talking to u mojang)
I need them πππ
we need it
Need is a strong word. But in this case it is true
Just need some cloud improvements at the very least
And if it's not. Something like this would also help a ton
we need clouds, ssao, refraction and i will be happy
Refractions is...eh
I wouldn't mind volumetric dogs too
what?
Not something we desparately need right now
The sky not being half dark is an improvement but the clouds having no shading at all looks wrong
to makes water look nice? we totally need it
Glass doesn't look as good as it can be

I dont play around water and glass that much
And I think that same issue also applies to unground light shaft rendering from holes in a cave
Waters fine as it is right now personally. I rather they focus on ssao and clouds first
Where once at a certain point, all light stops working
but SSAO (HBAO/GTAO) π₯΅
internal refraction also isn't complete
we need this
what do you mean?
From underwater, there should be a point where you can't see through the water surface
But only reflection
I just hope they can finish up blocks and general lighting before q3 2025 so they can focus on entities and items and particles.
i hope they will add (optional) post-processing effects that we can somehow configure (vignette, chromatic aberration, lens flare, bloom style, etc.)
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
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.
something against the dog?
yes
animated cubemaps too please
Wait what does this mean
@pale urchin this is essetitally what it does
That really doesn't look like something that should happen. Leaves allow some light to come through, but not that much
Looks better than shadow flickering
probably not. but leaves also shouldnt be treated as full blocks either
barely any light actually goes through them
It's like that in vanilla too afaik
You mean when they're surrounded by other leaf blocks?
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.
I get that, but I was talking about directional light from the sun and moon
This isnβt the effect Iβm talking about though, Iβll see if I can get a screenshot when I get home
Thank goodness.
Dang bro did NOT like that screenshot
Speaking of this
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 π
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
ha ha. Very funny
is this real or am i being bamboozled
It's just the waves reflecting the leaves thus making it look like wavy leaves
The simply solution is to obviously copy the water configs and apply it to the leaves block (joke)
or switch to java
βΉοΈ
im jk lol
Huh, anyone else experiencing editor mode being redish purple for you?
Right...my water is still broken
blood river
#1285994621373120513 message
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
the resolution slider is the upscaling's resolution's slider and is normally capped at 50 while "Native" removes upscaling and the fps probably depend on the resolution you're at
for some reason joining a LAN or realm isnt working on ps5 preview
maybe theyβre trying to stop me from testing deferred
:doggysmurkW:
ok hmm might be on my end actually
didnt work on release version either
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! π€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 β¬οΈ β¬οΈ β¬οΈ
Yeh, I think you're right!
Cos' it proper sucks when you have all of em open and it's hard to workout which "global.json" you wanna switch to. π
It wouldn't make sense to do this...unless, there were going to be settings that WEREN'T global...right.....right??? π
This appears to be more particle PBR. More so the emssive channel is being used which makes them glow. Uh, do you use any particle PBR in the pack you're using, like a texture_set.json in the particle texture folder, or in the lighting/global.json file?
That's not the texture set for that specific particle in the Screenshot above, but yes, I tried with and without texture sets and different values for the PBR fallback settings.
Try removing particle lighting component
^
From fallback settings?
From particle file
I think I tried that, but I'll try again. I may not have π
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??? π€
Trying it without the lighting component now. π
No luck. π
been wondering this for a while
why is it dark in this spot
It's the power of dark side
π i don't want it pls get rid of it
pls i hope this is a bug
it's been here since vol fog was introduced for deferred
That is the boundary between the solar half and the lunar half of the sky. To my knowledge that is not fixable
what
that was the damn issue with the dark spot
they fixed it so i hope that is fixable too
dark spot in the sky was fixed
but the fog wasnt'
Did Mojang fix the "dark spot?" I thought we still had to set the moon light intensity equal to the sun to fix that
they fixed it
Neat
But you'll notice that gray band runs across a line on the firmament, if you look up
Should be in the north too
you sure?
yeah, it was all fixed
what do you mean?
i don't have like sun rotation
it's the default
nah
okay i will try it
welp it does work but you can't have like super visible fog rays so
π§







