#Graphics General
1 messages · Page 14 of 1
nice
gotham city sky when?
matrix ahh city
Custom clouds when
???
ok. '-'
bro
wtf
it works when i switched the texture to block
what i did was just this
so that's why torches work when held in hand
bc they are loading block texture
does heightmap work too?
0_0

i haven't tested it
nope
the texture have to loaded by a block
Perhaps it needs to be added to terrain atlas file then
yup
You can do that even if none of the blocks are using that texture. Although adding textures for all items to the atlas would be quite wasteful so probably better to wait until it's fixed
😭
Oof
mojang pls fix the brewing stand and ender eye holder block not having lights
would this work?
it's in the terrain texture
That should work I think
this should also be present
or should i delete it
nope
it doesn't work
wait i am stupid
it's in the wrong file
wdym lights?
hiroba ch
To Do (Open)
Unresolved
It's anyway just a small thing.
it's not a small thing to me i wanna add SSS to the blazed rod in the block texture
tried every combo possible it doesnt' work
it really has to be loaded by a block
for example sea picke carried is in terrain texture by default but it's not loaded by a block
so happy we have this now
I'm messing around with it too. Tried to keep shadows equal, but you risk a bright cave.. I love testing.
Oh reminds me
also no idea whats wrong with my end portal texture but, i would be at like 30fps before
no circle!
yay
yes circle!
Wish deferred bloom would look like that
it is
No that's volumetric fog
oh right
Bloom in this case is the slightly brighter outline just around fire blocks, but everything else around it is volumetric light
i thought you just meant it wasnt deferred my bad. im tired
There is a new way to install shaders now, which works like a launcher for your existing game, so you don't have to reinstall the game https://m.youtube.com/watch?v=tiqt8VhNUQM
Very important note:
Please, before using this APK, first watch the tutorial so you don't get confused!!
Materials used:
1.MaterialBinLoader APK
https://github.com/bambosan/MaterialBinLoader-Apk
2.Newb X Memories Shader:
https://discord.com/channels/844591537430069279/1287356498279661708
time in this video
00:00 Intro
00:10 Gameplay
01.20 Tut...
Why can’t this come to iOS
☹️
Imagine a force enable deferred launcher comes to iOS
Because it's more locked down, although nowadays things are starting to change and ios opens up more while android becomes more closed, so maybe things will change
OS identity swaps before GTA 6 is wild
Bruh
I already have pojav launcher on my iPhone
But you have to connect it to a pc to play it every time
And it also expired
But it’s still possible
So why not bring better rd to iOS

because who cares about ios /j
☹️
does anyone have these bugs in the new preview
ambient needs to be RGBA not just RGB
you seems to be wrong
any way some hows errors are gone now
Im just basing it off the docs and your previous error log as well
docs said only RGB for ambient but yeah
this error is confusing
i changed from hex to rgb
now it's gone
now i turn it back to hex
it's gone as well
The example shows rgba
yeah it's a mistake
also why are hanging signs glowing lmao
also no pbr support for them yet
Even items dont have full pbr support
yuh
some entities are lacking pbr support still
on the other hand Item pbr doesn't work
What did I just do?
apparently my redstone_dust_cross texture was a bit borked lmao
nice.
that moment when your brain stops all other processes to try to understand what just happened lol
Oh that looks so good. I think I'm doing PBR for this next lmao
@vague shoal For some reason I don't see that ship add-on in mcpedl
It’s cause the addon was just updated today
And no longer uses experimental toggles
The addon is called mhafys ship btw
I can send his discord server link to you if you want
That’s where you download the latest version until the MCPEDL page gets updated
Can I ask here about RP animations and stuffs
That’s better for #1067869590400544869
Has anyone experienced this odd color bug when enabling the Deferred Rendering pack on Bedrock Editor?
Editor is currently bugged with Deferred on.
been like this for 4 weeks now
#1288861908539281468 message
This is a known issue. We are hoping we can have a fix in next weeks preview build.
For now, there is a work around. If you create a world in the same preview build with the Deferred settings, then export it and import it into Editor, you should be up and running.
Thank you!!!
Creating world in the same preview build with the Deferred setting in Editor and export, then importing it into Editor didn’t work for me 🥲
imagine deferred with good ao 🥹 (gtao/hbao 🙏 )
What am I looking at
I almost thought this was a depth map for a sec
gtao
without texture to better show ambient occlusion
But in general, if a material was compiled for android, there's a good chance you can obtain its source with lazurite using restore command (it works best on vanilla materials (before 1.21.30) but can also work on custom ones). If however that doesn't work, it probably means that its code is optimized (obfuscated) so you'll have to unpack material and reverse engineer it manually. IOS materials are always optimized so you have to do it manually there anyways. Windows materials are compiled to binary, so you'll have to unpack, decompile and then reverse engineer. It's a colossal effort unfortunately, but it is what it is. Also if you need source code of vanilla materials, you can find them here, for every version up to 1.21.30 https://github.com/veka0/mcbe-shader-codebase. Unfortunately it's no longer possible to maintain this repo because mojang started optimizing android shaders from 1.21.30 so there's no longer any readable code there.
Official cubemap fix when
Customizable clouds when
Yes
Matrix 4×4?
whats the point of this category if half of the community can't even use graphics?
We discuss things related to shaders, deferred or RTX here. Doesn't matter who can or can't use it. It's jus t about talking about things
oh wait i bet this is java only
No. This server is called bedrock addons lmao
We do not talk about Java related stuff
And deferred rendering is for everyone btw
but bedrock has render dragon making it impossible apart for deffered or rtx
beta only
Ok. So we can still talk about its upcoming features, report bugs, discuss with the devs about things we wanna see or should be changed
That's the point of this channel
theres only rtx, patched or beta
ah- i see
Or if we wanna share or discuss projects we are working on, or help other people interesting in getting into RTX or deferred texture packs
i remember i had a concept to making a shading for normal minecraft yet i gave up ¯_(ツ)_/¯
cough clueless cough
its true -_-
cough still clueless cough
bro its true deffered is beta only
cough better RD cough
the huh?
cough path tracing shader cough
whatt
coughhhhh
listen if theres a way to get shades on normal mc hook me up but doing this cough (random thing) cough is just confusing
ngl thats horrible
its in a development stage
how do i use this? Do i turn it into .mcpack or .mcaddon or do i put it into a shader addon?
more like before built stage 💀💀💀
planning stage 💀💀💀
you’re making no sense rn
idea stage 💀💀💀
im sayimg it looks like Az
it’s how path tracing is at first
the fizzle
you could see it in dragon’s dogma for instance
all i need is shadows i don't need fancy lighting or reflections
or 3d blocks yet it looks kinda cool ngl
then use better RD
Does it add shades in by default?
kk but ▲▲▲
because rn its a .zip
owh-
go and look you’ll see
bro whats that mean 😭😭😭😭

It's just a demo that will likely never see release. It's not even really built for real time. More or less. A proof of concept of what's possible
Well if its that bad when i try it im gonna revive the like 20 ways i know i can make a good shades addon 😁
Eh??
Again a proof of concept
It was a path tracing shader built off the deferred pipeline
But it's still for everyone, you can get mc preview on any device
So everyone can use it
Yeah but beta deletes all your worlds and eventually minecraft will update forcing you out of beta and wsiting for the bext beta and deffered to return once every update
For like a week tops
So if it ain't stable i ain't using jt
What are you talking about, it's too different apps
All your date stays in old app
that applies to android only
And if you know how you can transfer your worlds to preview
🤬🤬🤬

You do you, but don't complain that it's not for everyone when it's for everyone 🤷♀️
Mojang really be out here shooting shots at me

Waiting for Mojang to release bedrock on HarmonyOS
Tf is harmonyOS
how compatible is that with android apps? do they have some sort of emulation?
It's smoother and more stable than IOS (I say it as iPhone user)
It's not compatible with Android apps at all
So third party developers are working on virtual machines that could run android apps on HOS
Sounds cool, but it’s prob gonna be a while until anything comes to it
It doesn't work for current versions 😭
Mostly any device
And ps isn’t supported yet
So only Xbox and pc and mobile devices
@vague shoal How do I make sure I get into the test flight?
Uhh wdym
minecraft preview on iOS. I missed it last time
Minecraft Release Manager. Also making my own games on the side - stop by my Discord! https://t.co/h8CZd1xMLK
He posts on twitter when new slots for mc preview iOS open
@pale urchin
Yeah I know, and that's what I missed last time 😭

gt?
Are reflections still weird in Deferred?
Ground truth ambient occlusion
but I had already crossed out the text
Very accurate ambient occlusion techni- oh
Wdym weird
Currently you can edit the world and deferred graphics pack configs, however you can't create shaders or edit UI
Sure
how to render multiple geometries in 1 render controller
How do i delete the games attempts of shading?
Like the weird ahh goofy dim block shadows not vigenettes
Stable edition btw im not on patched or beta
I wish i was because it'd make life 10× easier for me but ehh if the renderer can't do simple shiz you gotta get creative 😈
And i prefer not to go into beta or an illegal version of minecraft 😅
Aka patched
#add-ons message
Shaders or deferred? Also hal or rd? Vanilla blocks or custom?
Isn't that for custom blocks?
Yes
I mean like all every block has no shade vanilla n all
Can't do that without shaders then
DANG
Why do be render dragon an az ole renderer 😭
Atleast i know how to make stable shaders in what i want
I just gotta hope the block shades don't interfere with it
Just found out the screenshot feature doesn't work for RTX or Deferred
im not sure what causes this, cant find the issue anywhere in my pack but at a very specific time of day, like JUST before noon, all MIE scattering completely dissapears
this has been an issue for a while but ive finally caught it
had the same issue
Do you have script log on?
There's no error to log
It's just a bug
What I'm probably gonna do is just remove mie scattering as the day progresses till this gets resolved
Although I'd prefer to not do that
Anything new in renderer folder?
nope
☹️

Data driven cubemaps when
when was this added?/
A few weeks ago
oh okay
why does this look so good, what
i cant tell what it is, this looks way better and i cant pin why
ehmm what?
OMGGGGGGGGGGGGG FINAAAAAAAALLLLLLLLLLLYYYYYYYYYYY
i dont have to use some janky fixes anymore
What about the villager?
should be fine
i dont have pbr on the villager. and removed pbr on the warden for testing
im gonna reintroduce pbr on the warden though
This might not be the case, but I wonder if this fix carries over to RTX
i can test
let me change my manifest real fast
nope
hes still mickey mouse
oh BUT the texture does render now
so theres that
its partially fixed here
no micky for me?
nvm you were in rtx
Here come that boi
gonna fix pbr for the rest of him rq
GUYS
a new feature went unnanoucned
emissive blocks now show their emission in your hand
item pbr has now been extended to blocks
before it was just things like torches
my lava bucket pbr........ FINALLY
also
IBL and heightmaps/speculars now also apply to full blocks
things not in direct skylight no longer recieve ibl
Wasn't that always case?
Maybe
no
it just always recieved ibl, didnt care about shadowingf
Speaking of which, if you hold a metallic block, and walk too and from a tree shade, the IBL transition is non-existant
I'm almost certain it was like this already. There would be no IBL influence after a certain sky light level.
This is huge :0
So no more annoying sky reflections?!
W preview again
Uh, I think slabs and stairs would allow skylight to pass through. I am not sure though.
Nope! Now that's neat.
Yeah it definitely does
Hmm, I noticed something with fog too.
I wish they could tell us what exactly they changed, but I like surprises
i have the fog kinda thick but it looks more like fog than smog
If Veka were here, he could tell us.
What do you mean?
I'd love to see ya'll's best screenshots using deferred graphics on the pale biome and creaking. Please tag me in your best screenshots!
kayla here to save the day
I will :> I just need to give the creaking some gloowing eyes! ^^
I've messed around with my moon recently. Should look good :p
I got an idea:3
I'll check in later 🙂
will do!
absolutely love the vibes of this biome
i am definitely not crazy right. like the fog looks better than before
Knew it

HEY
they finally added first person shadow to iOS!
Do normal/height maps work on items now?
Only full blocks. An error pops up for 2D items
It says, heightmap present, but can't tesselate
PBR looks so neat but it really needs anti-aliasing. And I refuse to play at 75% resolution scale to get that effect
FYI you can edit a renderer config for upscaling to achieve TAA without the U
I run mine a 0.99996
What is the exact name of this option?
Ah, upscaling_percentage
I'm not having any luck. upscaling_percentage really wants to be 100.
Entity shadows?
Hm, maybe they fixed that. Or you need to edit another option instead of native
Can confirm it still works as I did it earlier
it's not :c
Looks like we can make a somewhat accurate guess as to when deferred will move to the release version of Minecraft. Mojang has released the OS sunset article, they are basically dropping support for old operating systems that dont have support for the right feature sets. What makes me think this can be related to deferred? The fact that on mobile based platforms the minimum requirement is being shifted to OpenGL ES 3.1, which is required to be able to run deferred with all its new effects. The article states that they will be dropping support for these old os versions by March 2025, so as far as I can tell we could expect Deferred to either make its way to the release version of the game as a experimental feature or for a full release (unlikely) within a certain time period after the OS sunset.
https://help.minecraft.net/hc/en-us/articles/30298767427597
I guess we'll find out
Hmmmm, imma use March 5th as a deadline for myself then
i did add it but
i added a normal map
only height map
so normal map is kina cursed
Heightmaps sometimes are cursed too (depends on the color of heightmap)
hmm i didn't know that
also bad news and good news
beacon doesn't have like any graphics clipping issues anymore
end_portal texture in deferred is effed
also do yall know what this error and which file i am supposed to fix
fixed it it was the damn decimals in the pbr fallback global file
?
Uh huh, that gif sure as hell has a different meaning but sure.

March 2025 feels too soon.
It is possible for a March release, but we're still missing quite a few features, like biome-based configs, clouds (maybe), and water caustics. Oh! Also bug fixes and improvements?
I think it's just them preparing for the release
Not saying it's gonna be then
Oh, yea!
Perhaps
PS' proprietary graphics sdk is likely one of the reasons why deferred hasn't arrived there yet
Imagine water caustics and refractions come next week
I wonder if mojang has came up with a marketing name for deferred yet

fantastic graphics
Found this too so it might be coming next year
Also
I just realized the next mc live is probably coming in march
So we might see a deferred announcement trailer or something at the next mc live
As an exclusive for whatever drop they announce
Like how they did with hardcore for bedrock
Where did he get that date?
I have no idea
He probably knows something we don’t
Or he’s just guessing
I guarantee he's just guessing.
Yo, still waiting!
Some of Quirky’s
#1182095383015456829 message
Yup, got those 🙂
I crave MOAR
I’ll prob get some screenshots if I can get my deferred port looking good.
Been struggling to get color grading and atmospherics right still
May I ping you in #1182095383015456829?
Of course! Please do!
soon 😊

sad day
☹️
missed april by a couple months
it was March 31st, April 1st wouldve been the day after
😭
Pale garden too dark
Now that I think about it, given the possibility of per-biome deferred settings (perhaps some way to do per-biome color grading too) we could make the Pale Garden look more desaturated. I think that would look really cool
I was thinking about that, but if you were to terraform the biome or make a base that spans multiple biomes, wouldn't it be annoying to have colors of the game change drastically as you cross biome boundaries?
late to the party but ;> #1182095383015456829 message
we really need an oficial way to change shadows color
it would make lightning in buildings much better
if someone from mojang can hear me, please add:
-way to change shadow color
-way to change sky reflections strength
it would allow for greater lighting customizations possibilities and make each deferred pack even more unique
🙏 😞
Can't you do that already by changing biome sky color?
Isn't that technically the official way?
official way without changing look of the game without deferred
True, and not having a way to set the default color is also annoying since otherwise you have to edit every single biome
Will they ever change that?
thisss
thats why i really want them to add a way to do this, like in lightning file
this is weird
RGB end portals
The effect should not be too pronounced, just enough to set the tone apart from other biomes. I'm not thinking like a 70% desaturation effect, maybe closer to 10-15% with some slight tinting
Granted, I know little about the practice of color grading (though I really do want to learn it)
the end gateaway can use pbr
it loads the end gateaway texture from blocks
now it's blue so we got rgb
Hmm, I don't think that should happen
it shouldn't
the vanilla pbr pack has a glowing pbr for end portal
idk what he did i been trying to replicate it
Moar! I demand moar!
Oh hey, editor mode is fixed?
Not seeing any pink hue
Yea
That makes water bearable
Kinda looks like lens flare
Yeah


If only lol
I think that's just a broken bloom
Looks like a bug to me
You can test by checking if there is any regular bloom
😞
a very subtle lens flare would be cute
And land flare from light sources.. i wish
It is.
🙏 Forgot to say thanks to graphics team for moving format ver to root level. Now can yall please stop using camelCase in JSON
Does uh, the creaking eyes support pbr?
Yes
Is it possible to use tonemapping without deferred lights?
not a biome but cute pale house #1182095383015456829 message
hey guys! so im new to graphics, and trying to make some of my blocks have point lights, like, for example, so my copper lantern emited green light. i've did everything pretty much correct, just how it was writen in the docs, but my point light file doesnt work for some reason
{
"format_version": "1.21.40",
"minecraft:point_light_settings": {
"description": {
"identifier": "v360:point_lights"
},
"point_lights": {
"colors": {
"v360:copper_lantern": [
0,
255,
50
],
"v360:lush_copper": [
239,
227,
157
],
"v360:turquoise_froglight": [
0,
218,
222
]
}
}
}
}```
this is what i have so far...
i also have Poggy's luminous dreams pack in my world, and for that pack, torches, lanterns, they have this lightning, it works, but mine one doesnt
i have this file called global.json, in point_lights folder
Do the blocks have the minecraft:light_emission component?
yes
the ones listed in here, yes
i also added texture sets with MER and heightmap for these blocks, saying this just in case it might help
Point lights don't work for custom blcoks just yet.
ohh
sad =(
is there any info when it will be possible?
No info.
Is refraction possible in deferred?
Updated list of
Not working texture sets
•Banner - doesn't work
•Bell - doesn't work - doesn't cast shadows
•The beacon beam - doesn't work but devs are aware
•The piston arm - doesn't work
•Horse - doesn't work
•The llamas's carpet - doesn't work
•Shield patterns - doesn't work
•Hanging signs - doesn't work
•Signs - doesn't work
•Enchanting table book - doesn't work
•Candles - don't work
•The end portal texture in the entity files- Kinda works??? not for me , check out vanilla pbr
•The paintings - don't work
•The guardian beam - doesn't work
•Riptide spinning texture - doesn't work
•Skull and heads - doesn't work
•Conduit - doesn't work
there is a purple particle in there
discovery regarding end portal
Vanilla pbr has end portal texture glowing
i thought this was due to a bug
i have been trying to replicate this but encountered rgb flashing of the end portal
and then i started editing vanilla pbr 2.8 to figure the issue
i started deleting some block textures in block folder
which made the texture green
so what i am speculating is that there must be a perfect/specific conditions to met that caused the end portal texture to glow
any help regarding this matter is greatly appreciated
what if you made those things 3d?
hey so i found a very interesting issue
item pbr
right
its super buggy on pc. like incredibly buggy. things glow that shouldnt glow, pbr on full blocks fails to load about 80% of the time.
i just tried it on console
and it works perfectly
no bugs, no problems, nothing
ITS FINE ON MOBILE TOO
😭
ill get a video shortly
PC
theres one fix, tabbing in and out. changing renderer only fixes it for held block
mobile
interesante
What
I mean, they are correct, but it's not a great way.
too weak gpu
mali gpu moment
this wasn't happening before (but yeah, must be the gpu)
new redstone torch texture for bedrock when?
oh, and this is only happening with these leaves
the rest is ok
Which pack are you using
because i think, i may know whats wrong
nope. i know EXACTLY the problem
your pack
yep ok i know the issue then
at least with the leaves, idk why the moss is glowing like thta
actually nvm yes i do
ill try to get an update out sometime this week that resolves it
mer issue?
yep.
Ah rip
i didnt account for fancy leaves and stuff being turned off
How did it not appear in testing
i always have fancy leaves and stuff on. so i never wouldve caught it
but now that im aware of this, it shouldnt happen again
Was there anything secretly added to deferred in todays preview? 👀
I already downloaded preview and tested deferred but I could see no changes
Hold on so the texture set fix
Candles? 👉👈🥺
I can't test rn
Also does this theoretically fix the z fighting issues tied to pottery and chiseled bookshelves?
Idk if these issues were present in deferred
don't be delusional
i don't think so
i think it's only when you make different variants textures for one blck, like different texture variants for dirt etc.
wasn't the z fighting issue with the pottery long fixed, atleast for RTX?
nuh uh
we found a workaround for this problem but it has not been fixed fixed
hmm i remember a bug report made about something similar
Can that not be controlled through the various water particle-y settings?
Or with water fog
yeah, but i don't want to change the fog
You don't want to change the fog yet you want the fog to be thicker?
I think I see what's going on. The surface of the water itself is opaque. Not just the medium
that's what i originally meant when i said "i wish we could make water more opaque"
I guess what they need to do is make it so that fresnel can be adjusted by the water texture's opacity
@still zenith what do you think? Would this be possible?
How it looks with ?
how could i show you if they removed it
I don't have any 😞
yall whats better : block edge highlights or pixel edge highlights?
Not actually sure what you mean by that. Do you have a screenshot comparison or something?
ping or dm me it if you reply bc im going to bed gn
They're two completely different effects, technically.
Although I think "pixel highlights" would be easier to implement
would it be possible to expose the tonemap operator settings to us?
stuff like white clip, black clip, TOE strength, tone curve and tone slope?
the current color grading is great, this would add even more to it
Fun fact, there's a relatively new tonemap type in shader code called "generic" and it appears to have customizable parameters called contrast, scale, offset and crosstalk. Don't think there's currently a way we can enable it tho
Maybe, but it's been in the game since 1.21.30 so ¯\\_(ツ)_/¯
Night time looks fire this week
I can't tell what you're seeing 🙂 Is nightime broken for you?
Yes qwq my shadows are gone and only my shadows exist
😔 I guess the shadows went to bed
Eepy shadows fr
Too late for shadows, they need to sleep too
Oooooh i can't wait to add PBR to the new stuff. Also the art team cooked beyond belief with the resin bricks. Send them my regards lmao
Anyway, thanks, the team is looking into it
Now do I add the PBR for RTX or deferred first.... hmmmmmmmm
Or both at the same time
There is even moon light in my home qwq
Same. Perhaps while working on optimizations, they optimized shadows out of the game lol
Now that's how you boost performance
I have a roof above me how qwq (I love bugs)
I realized this might come across as complaining or something idk. Not my intention. Just making some jokes :D
haha. Well, we're definitely touching a lot of the systems within deferred, so that tends to result in things having a high likelihood of breaking. Thanks for your patience!
Yep. I get it. I've broken projects I'm working on literally just by importing them on another pc. Stuff happens
Oh? Do I smell improvements along with optimizations?
Dreams can be dreams, Poggy 🙏
Stop overhyping things I say!!! I'm trying to lower your expectations so we can exceed them haha
I'm still excited for new things :3
All aboard the hype train CHOO CHOO
Slow that Hype Train down! It has to share the tracks with freight trains. This is no Shinkansen Hype Train!
It's hard to not be hyped, we are deferred fans
I play this game only for deferred qwp
Not that the game is bad, but i love making PBR and changing lightning
welp. we got new textures to play with :D
i want them to add everything possible to deferred

let it cook until its well done
Seems less likely now
But please let us get better clouds and waving foliage
Maybe they will add more features after deferred releases?
How do I make water waves?
I wouldn't say that. It's probably rn "hey we have a good amount of stuff in. People like what's here so far, let's fix and improve that. Let's get what we have perfected then add more"
IBL needs some adjustments, SSR needs some work, point lights and their shadows are highly unoptimized, lighting just unloads itself 8 blocks underground
Fog is a huge one rn too
It slices performance, sometimes renders in places it shouldn't (this is relatively uncommon)
Point lights from full blocks clip through walls, and other point lights will do the same with shadows disabled
Shading gets really funky when there's a lot of point lights around
On the PBR side of things, emissives are a huge problem. It's a super harsh transition from 0-1 and doesn't blend super well either
Cough cough
still doesnt mean deferred is finished
there are still mentioned features we dont have
a very obvious one being caustics, as the file for those is literally in the game
transparency doesnt get rendered below 55% opacity
Normals on glass are horribly problematic
example
item pbr doesnt fully work on pc platforms but works perfectly fine on every other platform
and there's still many features we don't have
- Ambient occlusion (yes vanilla AO is there but its not a good option)
- updated clouds (they are completely vanilla, cloud VL fog doesn't work on them either)
- A better alternative to vanilla floodfill for non point light blocks (not important but still would be very nice to have a better floodfill solution used)
- Roughness based SSR
- Caustics
- Pretty sure refraction was confirmed
- PBR for some items/entities/blocks still dont work
- Colored shadows
yes optimizations will take months, but theres still many features we need before we can really consider it complete. Unless its seen differently over there
I'm very happy optimizations are happening since performance is....... rough
sometimes running worse than RTX
What if mojang has already added these features in dev versions and have already started optimizing them?
Maybe deferred has its full feature set internally
its not unlikely but also not likely at the same time
Most of these features probably won’t affect performance anyway
i feel like we wouldve seen some of this in game by now if it was
But we will see soon
AO 100% would hurt performance. its basically adding more shadowing to the scene. More shading = more compute power necessary
So why would they start optimization 💀
the shadowmaps rn are fairly unoptimized as it is without having a soft shadow filter either
So we can make better skys
Not only in deferred but also in vanilla would be cool
And fix the offset of cubemaps too
To make it look like Java cubemaps
animated cubemaps would be nice but not the answer to the sky problems
perhaps a different scattering equation would do the trick
Hmmm
alot of the sky comes down to how its coded. sure you could blanket fix it with a cubemap but its not perfect
the current sky is more cartoonish and vanilla which is fine. but im just wondering if a more accurate rayleigh scattering calculation would be better
although without seeing the source, who am i to say its not an accurate one
but also whos to say a new sky model would even allow the customization we have now. i mean i dont see that being any different as even java saders with the most accurate sky models, still allow it to be customized
or a new sky model having worse performance on mobile devices
im sure theres a reason its done the way it is
BetterRTX rayleigh sky calculation (my edit), RTX, and deferred
sorry heres a better pic for betterRTX
Is this going to be part of the vanilla enchancement preset?
It's what I'm using in my main preset but I intend on keeping that one with the vanilla sky. But I might play around with it. Not sure yet
It might be very possible to keep the same look but with your enhanced sky calculations
Same
It's not like they are optimizing everything, maybe they are optimizing point lights or something
we don't know enough to say anything
but I sincerely hope that deferred is not finished
I need SSAO, lens flares, wavy foliage, refraction and more to be happy 😞
although I'm most looking forward to the option to change the color of shadows (one that doesn't force me to implement it for every biome and doesn't affect the look of the vanilla game)
You don't have fog in deferred screenshot
yes i turned it off to show the sky because the fog tampers with it
you should get rid of fog in rtx too
a few bugs I've found while playing with Deferred on iOS. My favourite is the point light shadows one
It's normal?
Shadows are fine
It's a known issue
it's just pixelated
shadow bias, it's normal
very pixelated + delayed
Yeah, I think it renders only a few shadowmaps per frame, which explains the delay. Most of the time, point light shadows capture static geometry so it's not worth re-rendering the same thing every frame
Same thing happens with regular shadows as well, farther shadow cascades don't render every frame
Pixelations will be fixed and delay is fine for me
ah
I just can't. 😭
Imagine deferred on marketplace will be in addon form
And it comes with like fancy clouds and custom sun (like realistic biomes)
Wait
Chat
What if they do a Minecraft movie marketplace map with deferred
That would be horrible
Requiring a behavior pack for client side features
You wouldn't be able to use it on servers
And it'd slow down multiplayer servers and realms if server/realm owner applies it
I hope not
I’d want to be able to use the pack anywhere rather than having to use it with a behavior pack that I probably won’t even care about
What if most already existing texture packs on the marketplace get updated to have a pbr version?
That’d be cool, but I doubt people would really want to spend time working on that
Idk, I’ve kinda lost some faith in the BE Marketplace just because there is an overflow of slop
there are some really good MP packs out there tho
Damnn, what are those rtx
its not just rtx, it’s deferred
so what are those deferred
a rendering technique
ehm copper grate graphics bug?
I've always wondered why they decided to make them transparent and not alphatested
I hope it's a mistake and not intentional
Copper grates are also problematic in RTX so there's that lol
Because they use blend, they get refraction applied to them and it's all funky. Then when you fix their texture problem,the holes in the grates are treated as glass
What I'm curious about is why the Chinese version can achieve these visual effects?
🤔🤔🤔
Because it still uses the old HAL rendering engine but in a more advanced state.
The global release versions have long since moved to RenderDragon due to RTX
In the Chinese version of the HAL renderer, they have access to literal Deferred Rendering features like Shadow maps, SSR and more.(Not the Deferred rendering we have in preview mc).
Due to this shaders made in the Chinese HAL renderer can be ported over to the current preview Deferred renderer
YSS SE is a port of our chinese HAL shader.
Oh, that’s how it is—thank you!😃

I thought they were using screen space shadows
But I guess that was a different shader I was looking at
I just tried the new Chinese version of the shader, and the improvement feels significant.
Alpha testing is often slower than blending on mobile devices; it's why FPS often drops in forests on mobile, for example. That being said, solid things being translucent is a bug 😅
That means forest with transparent leaves would be more performant than with regular leaves?
Huh, I wonder why alpha testing is slower. Must come down to a hardware thing, I imagine
does it have to do with backface-culling?
This is fire ngl
Kind-of; anything marked transparent has to be properly sorted so there's a balancing act between CPU cost and GPU cost.
Yup. Specifically having discard in a shader severely degrades performance on mobile, even if the shader never ends up using it. It disables/negates certain optimizations mobile GPUs can make.
This page is specific to PowerVR, but something similar applies to Adreno, Mali, and Apple Silicon architectures: https://docs.imgtec.com/starter-guides/powervr-architecture/html/topics/rules/do-not-use-discard.html
...the other piece of the balancing problem is marking everything as blended means the fragment shader will run on much or all that geometry even if it's behind other things. It mostly comes down to how much geometry needs to be alpha tested and how common it is in the scene
Would this be a correct diagram for each case?
opaque or blending:
- HSR for depth/stencil tests and writes
- Shading (and blending)
If discard is used:
- HSR for depth/stencil testing
- Shading
- HSR for depth/stencil writes, for fragments that weren't discarded
If pixel shader writes to depth:
- Shading
- HSR for depth/stencil (and color?) writes
I wasn't able to find much info on how exactly pixel shader that writes to depth is processed, so this is just how I imagine it working
Opaque is usually the only case where mobile GPUs can do proper HSR; HSR/forward pixel kill/whatever Adreno calls it is not the same as depth/stencil testing. Alpha-test pixels must do late-z test, and other fragments in the pipeline may have to wait on the alpha-test shader to complete before they can start to know if they're occluded or not.
ARM has some useful documentation as well:
I cant find the exact page I was looking for though, ARM has a ton of documentation on their GPUs scattered between the dev docs and blog lol
Good/up-to-date Adreno documentation is usually harder to find, but Adreno still behaves the same as other TBDR GPUs, just with bigger on-chip tile caches and some other quirks
If this is a mobile specific issue, does that mean Java doesn't have to use a translucent shader (I don't know if it does already)
I'm not familiar with Java's rendering ¯_(ツ)_/¯
You have a cute cat on pfp ☺️
Sounds like digging up this vendor specific info is not very fun

it's easier when you know what you're looking for and where to look 😛
I see, so it's a skill issue on my side then 😔
I assume making copper grates alpha tested on other platforms isn't an option
currently no; though that's less to do with specific graphics issues and more to do with how chunks are rendered/the tradeoffs of how alpha-test vs blending is handled by the game
ey what are those deferred?
the chinese version is coooookkinggggg
but cmon mojang
you can make renderdragon better right
make them jealous
yeah,I also hope RenderDragon can be improved, even surpassing the Chinese version, but for now, it feels like it will still take a long time.💀
Before trying the Chinese version, I thought Minecraft Bedrock couldn't achieve those Java-like visual effects, but I was proven wrong.💀💀💀💀💀
That's just gorgeous. Won't ever achieve visuals like that with deferred in it's current state. I also love how you can see individual pixels on the flowers without the light making them one solid color like deferred does. Maybe one day, but that's beautiful.
What do you mean "without the light making them
one solid color like deferred"?
With custom shaders all that and much more is possible, every feature in those chinese shaders can likely be ported over to the deferred rendering pipeline. An example of how good the deferred renderer can be is Veka's Path Tracing shader. The possibilities are nearly endless, more or less everything a java shader can do, can be replicated on bedrock now
Though that still depends on us having the android renderer source code to further maintain the shaders we already have
that isn't really natively supported though, that's more just hijacking the rendering engine to do something else
I still don't understand why Mojang is using Render Dragon, which has average effects.🤔🤔
I heard about this one. It's really sad.
It's so beautiful! I hope deferred rendering can achieve this kind of effect soon.😃😃
All I need to be happy is loading material.bin files through resource packs and shader source code 😔
real
RTX is one of the main reasons
we might be making some headway with the first one ;)
Mc modding is not the same, there's still android, ios and other platforms that either can't be modded or are very hard to work with
True
However, this shader places high demands on mobile devices, with a maximum frame rate of only around 20 FPS.💀💀
how much FPS do you get with Deferred?
When did the Chinese version get shadow mapping? It wasn't there the last time I saw a Chinese shader
If the resolution is set to 1080p, it can only reach around 20 FPS. However, with 75% render resolution enabled, it can reach around 40 FPS.😃
So the same FPS at the same resolution?
Currently, it seems that there is not much difference in frame rates between deferred rendering and the Chinese version of the shader at 1080p resolution; both are around 20 FPS.🤔🤔🤔
Damn ray tracing!😭😭😭
iphone 16 pro apparently runs 60fps fine all the time
imagine that on chinese version
are crepuscular rays in deferred?
god rays from clouds? Yeah it has that, although it's pretty subtle
yes, that one
what about volumetric light?
That's the same case
We got volumetric lighting contributions from the sun, moon and point lights
All with shadows
As far as I tried, there was only emission, roughness and metal in the materials.
Is there anything I missed?
Is it now possible to make a block that refracts light, like glass or diamond?
subsurface scattering
And no, we don't have any refraction yet
Is the water refraction in Raytracing hard coded?
For all alpha-blending surfaces it's on
Wait, were you talking about raytracing the entire time?
Oh, nvm
I was talking about deferred, but I changed the subject to raytracing. sorry
I just confused myself
well... does this mean that refraction exists in Raytracing?
Speaking of refraction, I wonder how they'll implement it in deferred since ray tracing isn't an option
Screenspace refraction, or simple warping? 🤔
tbh I don't think it's neccessary
compared to other features that should take precedence I mean
I'm sure people would be more satisfied if an approximate GI solution was introduced rather than screen space refraction
Of course, of course
I think screenspace makes the most sense here but I could be mistaken
GI is definitely more important, although we also can't leave transparent stuff behind
Especially with how they look now, although refraction is only part of the reason
I wonder if they will implement it at all, it's been quite some time since it was mentioned on QnA and there are no signs of it yet, and we know that they are going into optimisation and bug fixes stage now
I wish for at least some warping so that normal and height maps have an effect.
We got unadded deferred features before gta 6
😭
I need refraction and I'll be totally happy with deferred 🤷♀️
Don't need anything else
Well refraction and ssao, two things that will make my life happy again
Quite a lot of things I want to see improved to be happy with it
Same but this two are the most important to me
Ahem
Clouds
They would be cool but don't need them that much personally
we need it all mojang
GI = Global Illumination?
Yes
Before 2024, the Chinese version primarily used screen-space shadows, which didn't look as good and had quite a few issues. Starting in 2024, the first shader with real-time shadows was released, called "VSPE.👀👀
I'm also looking forward to it, but some shaders in the Chinese version might not support Apple's chips as well.💀💀
What are the details on this. Did netease add that feature themselves for shaders to take advantage of, was it discovered, or did creators to make it some other way?
The current information suggests that NetEase improved the graphics interface for real-time shadows and made it available to developers. This might have been done due to poor performance and compatibility issues. Currently, there's still a limitation with real-time shadows: they can't render in native 1080p. Resolution has to be reduced to ensure the functionality of other shader effects like volumetric clouds, volumetric lighting, subsurface scattering, water reflections, and so on. I've heard it's due to something related to channels, though I'm not sure what exactly is meant by "channels" in this context.🤔🤔🤔
Sure, I cannot say that this statement is correct because there are others who claim it is achieved through the developers' own implementation.If there are any mistakes, please feel free to point them out.
I Wonder why bedrock and china bedrock teams dont work each others
Minecraft china bedrock don't have some problems for example snowballs are fixed
remind me to reduce my render distance in a pale garden with rtx on lol
chunk buffer gets overloaded really quick
and chunks dissappear
issuing this warning for any rtx users
also the creaking when in attack mode uses a blend material which causes refraction to occur and the creaking ears suffer from the "mickey mouse" issue
to fix that as a creator, open the creaking render controller, find the eyes material, and set it to default
deferred users, you dont have to worry about this
what game is this 💀
Minecraft China
I wonder... Could you replicate that subsurface scattering effect by creating a high res normal map to warp the light?
Or better yet, a high res subsurface scattering map. So only the edges get lit from behind
It depends on what Mojang thinks.💀💀
Has anyone ever figured out what the alpha channel does in global.json at sun and moon color?
i don't think it does anything
Im assuming it controls the color intensity but even setting it to 0 doesn't do anything noticeable
why normalmap, just make sss stronger on the edges of the texture
That was my second thought in the second message
i think it is supposed do smth but it's bugged or doesn't work
32x32 imo would be ok, although I don't like this effect because it gives me a ptgi vibe
That or its effects are unnoticeable
Would be cool if Aajabrams could confirm it qwq maybe one day
But id imagine at 1.0 the color is more pronounced and at lower values the color would be less pronounced
I don't like these very small realistic waves
That's my assumption
I mean, the game reads the alpha channel, but I just guess it doesn't do anything rn
made it (could be done much better)
tho i love 16x16 sss
Amazing
tbh my main issue I have with deferred is... whatever this is
Imagine waving grass with that
Might just be bad color grading
Soemthing about this feels wrong
what the...
why your colos loook so wrong
let me grab your pack
Tbh my pack is a total mess right now and I have no idea how it happened.
0-0
Guess it's safe to say I uhh suck at doing this, lol. I should just stick to making Add-Ons
I'm thinking of like redoing the entirety of my pack, but only when I fully figured out what actually to do.
I'd love to get better bloom in deferred, or at least more options to configure existing one. Imo current bloom radius is too small, and it looks a bit too square, it'd look better if the fallof was more gradual and over larger distance
My skin and grass should NOT look that bright qwq
https://dev.epicgames.com/documentation/en-us/unreal-engine/bloom-in-unreal-engine you think something like what's shown off here would work?
Haloing to produce glow effects for bright objects such as lights in Unreal Engine.
tbh idk
I have been looking at the unreal docs quite a lot lately
Convolution bloom would be sick, but it might be a bit too demanding in performance
Yea
Maybe a bloom quality slider
So like ultra bloom would utilize convolution
And lower settings line maybe medium wouldn't
I do agree though the current bloom isn't amazing
What is convolution bloom
Real
my favorite
i made it in 5 minutes so it's bad quality
but it can be done much better
but i don't like this sss style
much prefer sss in other shaders and deferred
What is this flower?
Wow, that looks awesome!!! Do you think you may share this textures? Or its your home made?
its present in my texture pack. Plagued PBR Deferred/RTX
So you made these height maps texures?
i hand draw them in photoshop. ive recently been moving over to adobe substance designer and working on all of my pbr there instead
been really nice while working with java's LabPBR system
very interesting, i wish i had enought knownledge to create good program for basic texture modifications
Do you think you can show me basic example of images need to build height map texture? As far as i know there are more images need for single texture right?
So depends on gray scale its pixel is lower or heigher?
so more white more pointed out?
yea so the whiter the pixel is, the "higher" it appears
interesting thanks for this info
no problem
do you think you can share basic example with texture and its grayscale version so i can use it for testing?
This is a flower from a beautification mod, not from the original version.😯
Yes!
Yes, all of this vegetation comes with PBR effects by default.😃
armor trims dont appear to be able to accept pbr
also uhhhhhhhhhhh being near an armor stand cuts performance in half
damn


