#Graphics General
1 messages · Page 16 of 1
and i get a white screen
i changed to prizma and i get a black screen
anyone knows how to fix this ?
Is it bad that I unironically think that the unscaled image looks better
I hate bilinear interpolation in scaling so much
Same
I like pixelated bloom
tbh, idk which is which
I don't have any means of testing it, but I believe this material should disable bilinear filter and instead make it pixelated, like on my first screenshot, in case anyone wants to try it and see how it looks (windows only). Luckily it's a very easy mod that didn't require any actual shader modding, just a simple parameter tweak of the material file.
First screenshot - low resolution input before the upscaling, second - output of the upscaler
Thanks!
I want to see your best deferred Pale Garden screenshots!
oh man i gotta update mine since im going for a new style
would you want us to just make a post for them and tag you?
That works!
alright
That reminds me to do stuff with the biome.
imagine if there was player pbr
problem is, i wouldn't know how that would work since it needs multiple textures
it looks good the blue gets a bit too dark tho imo makes it look a bit deep fried
I think the fog that the pack uses is hella pale so it cancels out those vibrant sky colors
Anyone know how to use deferred on Android? I was told it was official since 1.21.30.
Be in preview
Download a pbr pack
Enabled render dragon toggle
???
Enjoy
Oh so it's still on preview. Thanks!
So beautiful!!!I hope future deferred rendering can achieve these effects!
-# wish we have customizable volumetric clouds
i tried your latest test pack, and you should change gamma in color grading to work better with default value
faster than the speed of light
😎
question remains, increase or decrease gamma?
increase
I'll be getting a new device to test deferred on so I'll be able to give ya some feedback by tomorrow, looking forward to it ^^
also your water looks weird, it looks like wrinkled skin instead of wavy water
Thanks!! I really need it. I mean, I suck at doing this, lol, but I'd appreciate it.

and the lack of pbr is killing me
I just don't like PBR
same here
Is that good?
yeah its hard to believe but theres the ss
theyve been optimizing a bunch
playstation hasnt received much of the optimization by contrast
PBR is my love, PBR is my life, without it my game looks drab :(
pbrᡣ੭
Okay, so I guess I'm the only one here that doesn't like PBR and doesn't wanna use it in my pack??
😔
Life's tuff when you're different 🙏


Yes
did a thing. as the sun leaves the atmosphere, they sky gets darker. looks really neat
extremely keyframed
tbh this is a detail nobody will really notice, but it looks really cool
height/normal
-# farmland_wet
Which is which?
I like tasteful PBR, used in moderation. IMO materials should not be overtly shiny for the sake of it.
- Heightmap
2-3. Normals
I see...would have loved if it was taked at the same angle and time to see the difference easily.
The difference is more immediately obvious with more familiarity. Heightmaps look uglier IMO
first is heightmap others are normal
i prefer normal
For me it depends. 16x normals aren't very good either. You can make them look good but it takes an insane amount of effort. I've drifted more towards 128x normals which can give much sharper but also softer looking normals more similar to heightmaps,. But that extra resolution also allows me to add stylized effects in the future
True, normlamps are much better
Yea, IMO the normal resolution should at least be 2x the albedo resolution.
Granted I've upscaled all three to 128x. So I have 128x albedo, normal and mer but it gives a similar look to heightmaps. Just I think it's better this way as normals just have more data to work with
I'm working on a concept for adding scratches to stuff like iron
Since the extra res lets me do that
I'm surprised you opted to make weathered copper shiny. Patinas usually have a very matte texture to them.
It degrade the quality of reflection as it gets more oxidized. I'm likely going to reduce it but it's something different I'm trying
My other pack basically removes most clear reflection at weathered
But wanted to try it being a bit more shiny and a little more metallic
Tbh 16x16 give me that minecrafty vibe but just better
Hard to explain, but it look comfortable
A very carefully crafted normal map could do that. I have thought about using Blender to generate normal maps. Creating a plane, subdividing it to the pixel resolution, then once more. Each pixel's height can then be moved up and down relative to others.
But that sounds tedious without a template or a pipeline to speed it up
I agree if done right. Which I'd say you've done it right. It's just very hard to pull off good 16x normals. 32x seems like it's the perfect res that keeps the feel the same as you get that extra few pixels but that's just my opinion
For anyone who makes MER and normal maps, what is your process for "seeing" what you think is the intended visual direction?
I am looking at the stone brick, and I can see obvious shading in these parts, as well as the highlights on the texture
But as for the otherwise flat part of each brick (the faces that jutt out), how do you interpret the varying shades?
This is how my bricks look with my current 32x32 normal map, it's pretty basic, and although there is very little MER to speak of for now, I also attribute the flatness to a poor normal
When it comes to mer, i first imagine how it would look if it was 3D, then i think what apart of the block would get more light(make them reflective) and what part get less light (i make thsi parts more rough, to give that illusion that light doesn't get there as much)
I also sometime do gradients with roughness to make illusion of curved surface and depth if certain blok need that
16x16 normal version
I prefer the 32x one
It looks bad imo because you doesn't give any texture(not mer but in normalmap) to the bricks
Just making edges curved is not enough imo
Yea, the faces are otherwise flat. I've been moving vertices manually in Blender but it's so time consuming—for the brick faces I might use sculpting
This is how mine look like (i knwo it's strong, but i just ported it from rtx version of my packs without any modifications, in rtx it looks less strong)
for me i have a style in mind. like what do i want my pack to look like. I usually go for what i like to call, "hybrid realism". I try to make things realistic but i also exaggerate them a bit for visual flair
See, I lack any kind of creative direction in everything I do 😆
so like my grass has some specular reflection for flashyness but its done sparingly
its not strong but its enough to give it some extra detailing while still looking fairly decent
also made the normal a bit more blurry and blended so the pixel edges arent super sharp, but sharp enough to define them
and theres some soft subsurface scattering applied to the grass top texture to just give it a little more pop in direct light at various angles
Any idea what causes this to happen on ... I think it's the normals?
looks to be a bug related to point lights and its shadows
I'm investigating if it's my MERS
this seems to just be an issue with normals in deferred
i dont believe this happens in rtx
but it might
or its just a low res normal problem
it happens in direct sunlight as well
ive seen that kinda thing with pointlights before
i havent had this issue with my high res normals though. so its most likely a low res normal issue
Happens with high-resolution normal mapping too. Here is 64x64
pointlights or mipmapping is my guess
Your normalmap is too strong
It kinda does
In a different way but it does
It very well could be haha, this is a pretty strong green channel

i made a normalmaps mode from scratch for a reason 😎

high resolution weathered copper concept
yes the tiling is bad but its not something i plan on using. just made it for fun
hows the denoising
actually pretty good
DLSS is the only real thing causing issues
cuz some of the details are just so fine and the upscaler freaks out a little
happens in deferred too lol
id want a pack like this for deferred ngl
would be cool but the amount of work (and the poor texture atlas) would not have fun haha
this one texture took me around an hourish and it still needs work (tiling problems)
It seems that Mojang has removed the RenderDragon engine in the latest official version.🤔🤔
The latest version does indeed support shaders for the HAL engine.😨
Real
well mine is v8a though
Are you on 1.21.51?
nope not yet
Yeah that's the one
1.21.51 has it?
Yes
Most likely was enbaled by mistake so enjoy it while you can, I think we'll get 1.21.52 hotfix soon to revert this
i guess they probably test to see if ore-ui screen works properly with hal renderer.
Nope, v7 still runs RenderDragon
Nope. As far as I can tell, v8 Android build is the only one with HAL, across Windows, IOS and Android builds. Maybe switch was also changed to use HAL, tho imo it's unlikely and I don't have any way of testing that
Hardware Abstraction Layer
You know that your android game build is running HAL if you can use HAL shaders
so confused how something like this could happen
Perhaps it was on purpose to fix something with render dragon
Just like switch
idk maybe its just me but i dont get the hype around HAL engine shaders (aside form shader creators) They just look so primitive
May I use this clip in my video I’m making right now?
this is excluding china edition shaders
those are insane
but international Bedrock HAL shaders look very simple and primitive imo
They still got them custom clouds tho

and they look like a static skybox
you can get that exact same look in modern deferred with a cubemap lmao
Eh not really
Hal shaders clouds were actually moving tho not static
the only thing i can think of why people like the HAL shaders is cuz they make the game look a little better without nuking performance
@sonic canopy They just released a RD build of android ver. thought might want you to know.
Shaders no longer works now.
RIP HAL, it was nice seeing you again, old buddy
my game finally runs pretty smooth once again
very soft normals but they show the details needed. it almost feels kinda like theres depth lol
Cant you change most visual aspects of Minecraft bedrock edition with HAL instead of RD?
HAL got sliced. Hasn't lasted a day from what I heard. RIP 🙏
Not easily
But yea
Unless you mean just loading uo the graphics stuff rather than making them
If it's loading the. It's easy
If it's making it's not
Much easier than with RD tho
Making and loading was easier with HAL yes
Mostly just basic stuff like entity shadow rendering, cloud rendering, entity rendering, and screen gamma. For a long time i wanted to change that stuff to achieve a legacy console look but RD exists which sucks
Making still wasn't easy. It was easier than it is now but you still needed shader development knowledge
The files weren't given to you for free (I think)
Ahh okay
I think it's possible to rip straight from the games files
Well yea the files were there. Idk where exactly but they were. Still editing wasn't simple if you had no idea what you were doing
woah HAL made a small return?
yeah, accidentally.

Broken POM moment
deferred's shadows are smooth again this week instead if them like moving 1 fps

Pom more like your mom
This was due to a high metalness in my MER. Cc @proud pike @white willow @tribal trail
Interesting
Hey, look what I found @vague shoal
Loll

is it just me or has deferred seem to become more expensive again?
I went for a completely different approach to designing the stone bricks this time. I did the normals by hand in Aseprite; I also changed the texture to be more albedo, so only normals define the shading. Here is the end result. Any suggestions for improvement on my approach?
Has anyone else tried this albedo approach? I assume the textures, if changed, still retain the "top-lit" style Minecraft is known for
There's a bit too little contrast in the bricks vs the grout
Is that peenix SC
I love that guy
the new java generation makes the bedrock popping a lot more problematic
even more problematic with the low render distance
Buh
Bro keeps ignoring deferred
Hidden code reveals Shaders and Preview are likely to launch on Nintendo Switch consoles soon!
✅Become Official Member: https://www.youtube.com/channel/UCkjxZqW8zRi4rexA3TMvmrA/join
HELP ME REACH 2 MILLION SUBSCRIBERS: http://bit.ly/2qptXQy
► Follow me on Twitter: https://twitter.com/EcKoxSoldier
► Twitch: https://www.twitch.tv/eckoxsoldier
► ...
Or maybe it's the firstfruits of a big bedrock optimization update
People were already saying yesterday how render dragon is running better in performance than Hal
Yeah I think it’s already getting optimized but we didnt realize it until yesterday

On switch don't you have chunk loading issues ?
No not really
Unless your flying real fast
so yes
Funny you mention that. They claimed to have improved that in a previous update
Haven’t checked that yet
But if true than we’re heading in the right direction
They must be preparing for deferreds arrival

I hope they will improve the 3 mains problems : popping, animations and bugs with transparent things
you it's more decorative
me it's problematic
but that's true, volumetric clouds were a dream when I was younger on mobile
It's a great concept, you just need some good materials to back up the new textures. Try putting some areas with higher specularity in proportion to the brighter spots in the albedo, I find it often ends up fitting well.
And is specularity essentially higher metalness?
No Lower roughness
All metalness does is darken the texture
Which allows for clearer reflections
Ah, I see. Thanks
I need to go develop a visual direction 😄 All these techniques are neat, but without direction they serve no purpose
Yeah. Agreed. Cant really make anything without an art direction
I will say.... this is such a hard thing to set up and having to enable/disable the pbr previewer 2-3 times just for it to render correctly.
high stylization "hybrid normal"
uses a standard 128x normal, with a upscaled 16x layered on it
its still a work in prog
That is an interesting design! I like how it defines pixel boundaries very clearly while each pixels' normals are larger resolution
It does look a little blurry up close though, I'm not sure how to address that
as a heightmaps fan, me likey
that looks awesome
Thanks. I'm not sure if I'm gonna use it in the pack just due to the amount of time it takes and how little free time I actually have. But I might idk
But it's definitely a cool style I might experiment with
Now where I do think I will utilize this though is in reflective blocks as then you can get a bit more of an interesting reflection out of them rather than it being flat
I think it might look more concise in higher resolution.
I could try higher res for the lower res normal
Yeah that's what I mean. I think it'll help sell the look
64x might not be a bad one
So 128x with a 64x normal. Maybe I could get away with nearest neighbor scaling. Although bilinear gives it that rounded look
I'll test and report back with results
how would i make close up thick fog?
the custom fog i have just sets the horizon a different color.
Deferred?
wdym
What fog are you looking to change? Vanilla fog or Deferred/RTX volumetric fog
i cant use raytracting, so vanilla
Then this is more of a #1067869590400544869 question, but all you do is this
"air": {
"fog_start": 24,
"fog_end": 32,
"fog_color": "#817770",
"render_distance_type": "fixed"
}```
you change fog_start to be a low number
ok thx
if you use "render" it will render the fog based on render distance and it ignores the start and end values.
can you add alpha to this or no?
not that I am aware of, no
ok thank u
is there a way to make it not time dependent?
the darker it is in the game the darker the fog
That should change automatically afaik
yea how do i make it remain the same color
and not change throughout the day
Don't think you cant.
ok np
Haven't touched Deferred in a while, not really sure if it's my configs or what but the sides of blocks are super dark now. ACES tonemapper.
ooweee
don't have that bug
I also have not noticed this. What sun angle are you using
Not really sure if that would be the problem. Could also be vanilla sky color being too dark
Hm I don't think that would be an issue
yea you're right. im trying 32x and its much cleaner
lemme try 64
i think 64 might be too high
yea a little
its basically the same as the 128x but it adds some like, blurring around the edges
i think 32x secondary normal is perfect for whta i wanna do
me likey
me super likey
very true
wowza
I tried to preserve the heightmap detail as much as possible while also giving it a more rounded shape
The shading on the iron here though def looks crazy
certainly did well
welp gonna have to redo everything cuz it was all done wrong
How to get rtx on phone
You see, first you... then you... then after that....
Minecarft doesn't support rt(ray tracing mobile)
Why hal shaders not working for me?
I use osbes on 1.21.51
Already got fixed
Hand drawn 16x normal
Nice. The normals along the outermost edges of the bricks make them look smaller in the light, I wonder if they could be biased towards z more
This brick texture looks "flatter" than some of the others, and IMO the normals should complement that
Z isnt used
as far as im aware at least
Then I mean to say, have red and green be closer to a value of 0.5 (128/255), so the normal points towards z more
Holy moly thats as good as if not really better than other brick normals I've seen by other artists
A full 16x normals pack from quirky would go crazy

That hurt 🥺 /j
i still remember that brick normal screenshot with the shroomlight
That was so good 🤤
You know what could fix that? If they made sky lighting work like IBLs for diffuse
IBL?
Image based lighting. It's how Minecraft makes sky reflections currently
Oh, like screen space reflections? Or is this something different
Currently ambient lighting just uses vanilla AO shading (bright at the top, dark at the bottom)
Two different techniques, but they exist for the same purpose
SSR gives you reflections of anything in view, while IBLs, at least in Minecraft's case, gives you sky reflections
I'd expect the normals facing towards the sky to pick up blue light
So what if you made the normals stronger?
What did it look like without direct sun light?
Could RTX possibly not take normal maps into account when calculating ambient light? 🤔
You must've updated to 1.21.51.02, but HAL was in 1.51.21.01
@remote tree Know anything about this?
I'll have to investigate this, I can look through the code to find out if it isn't actually contributing skylight to the block surface in the diffuse or specular passes. One way to better test this would be to create a void world and make sure the block in question is in shadow, then build around it to control where the skylight can reach it. That way you could have a setup that only allows ambient skylight to hit the block from below, which would make it fairly easy to tell if the normals are actually interacting with it correctly.
@white willow Want to test?
im working on something else atm
Animated cubemaps when
today ive learned that shader dev is very hard 😭
but so satisfying when you get it right
Only works on 64bit (arm64-8a) version
Gonna put this here but I think a lot of you will find this useful when doing lighting and sky stuff. https://discord.com/channels/523663022053392405/1316164415912935574
How did you get that working? Custom material.
Part of BetterRTX
modded mat.bin ig
Nothing to do with custom entity materials, it's all programmed in the shader.
Oh okay, nvm then.
Gahhh I've started a project I wanna share and talk about but it's not bedrock 😔
Is Minecraft related and graphics related but not bedrock 😔

java shader
Yes 😔
I've had some pretty funny fails
I didn't think implementing a smooth sky transition would be so problematic also reworked the entire way my sky functions though so yea
😔
To be honest what I have right now is simple but it honestly doesn't look that bad. It reminds me of when deferred launched just... without that nuclear blue water that also had no translucency sorting for shadow maps. I mean I also don't have PBR or point lignting
When was deferred release? 1.20.30?
1.20.30.20
I wanna compare what I have to how it was back then
Which my shader does utilize deferred lighting passes
Honestly, the winter drop blocks were probably the most fun blocks I’ve been able to make materials for in a hot second
Even made some progress on the deferred version
For those who have been ambitious enough to experiment with modifying the internal rendering JSON files (e.g., point light parameters or the deferred_renderer.json parameters), have you modified sky_light_indirect_contribution_multiplier ? If so, what has been your experience and "preferred" value? Perhaps @white willow @quick beacon @sonic canopy @graceful iron @silent zealot @proud pike ?
i havent messed with this setting enough but ill definitely mess with it
Our consensus internally is that the current tuning of that value is much too low in relation to the contribution of the sky probe / IBL, and we're planning on increasing it. I'm asking here to get a feel for if there is desire/need to allow it to be controlled per resource pack or not. 🙂 Any feedback/experience would be helpful.
FYI, this value being too low contributes to the following issues: a) sky reflections are currently desaturated and b) the sky box color tends to unnaturally, overly tint all materials on the ground (especially when in shadow) and c) directional shadow contrast is harsh and difficult to isolate with color grading
I can check for you!! ^^
Would you want me to give the values in here or DMs?
0.2 basically elminates all ibl application issues
Either is fine
BUT it completely darkens the sky
If it's DMs, you would need to accept my friend request ^^'
lol, I see what you did there. Ok friend. 🙂
:3
nvm this is on 0.2 it does not destroy my sky. i guess i just havent looked at my pack in a minute haha
What is the main cause of IBL being casted on everything?
Is that even normal?
Our IBL isn't physically correct in all senses, the primary one being that it lacks any occlusion
Ooh
oh yeah. 0.2 seems to be perfect. id have to account for how bad the exposure seems to be hitting me
lemme try 0.3
Because if you have a super bright sky, you can see some blue (or your sky color) on surfaces that is exposed to the sky.
The sky_light_indirect_contribution_multiplier value is only affecting the contribution that comes from the legacy Minecraft sky lighting, which is also not physically correct. This is where artistic tuning within a safe range comes into play. 🙂
What we talkin about 👀
😵💫 I've actually haven't touched deferred for the whole .50/.60 cycle because either my video settings are messed up or my configs messed up since my last public release. I keep getting super dark shadows: #1182091012177399809 message
Oooh. And I guess you guys can't change how vanilla's rendering work?
Previously in this channel, I mentioned it would be neat if ambient diffuse light was also calculated using IBLs
heres a really bad example of the applications btw. every block here is 255 roughness as well
How we mix legacy Minecraft sky light, deferred sky reflections and deferred direct sky lighting.
That I think is sun glare or sun MIE cuasing that
But...I am picking it back up to experiment with normal maps instead of just heightmaps. Using haybale as my first victim.
nah cuz it wouldnt be applying fullscreen
Agreed, that would be very neat. Perhaps some day.
only where the sun is
Interesting
Also how’s the optimizations going?
Also, since we're on the topic of adjusting internal values, SSR amirite?
yes
ive found the optimal fading distance was around 0.6-0.7 but ik others may disagreee
That value changed from 0.8 I think to 0.1 in the file
This might actually fix that exact issue of your shadows being too dark. Even a value of 1.0 (that's the max) preserves shadows. Hopefully we can win you back with a fix in this area. 🙏
Cruising right along 😎
I just set it all the way to 1.0, but are there any downsides to that?
uh no not that ive seen
"sky_light_indirect_contribution_multiplier": 0.1, is the default.
but the fading based on how far away something is, is a really cool feature i havent seen in SSR before
Which I guess this is the max? or is it 1.0?
Yippe!
i think that should stil be preserved

0.3 indirect. shadows completely destroyed
Would increasing the sunlight do anything?
its already at 400
any more and the auto exposure is gonna affect things worse
400 doesn't sound like much for sunlight
👀 I think we should created a new post to consolidate this new experiment AJ wants us to try?
its not but any higher completely destroys lighting
i can go higher though
but shadow brightness seems to be a struggle in shaders. My shader had an issue with nonexistent shadows and it was because sky contribution was stupidly high
but my shader doesnt have IBL so i dont run into funky reflections
So the screenshot above doesn't have IBL enabled?
oh no it does. im making a java edition shader haha
Ah ok 👍
Experimenting with this value I think would be better if I disable my edits to the vanilla sky, haha
What’s the current value at?
0.1
Really????
yea
what does it look like at 1 then
Looks like opening this forum up finally was the right move
Mojangsters could already make posts regardless if that's what you're referring to
there are quite a bit less showcases now tho, and they have less engagement
Please remind me, this controlled the brightness of the shadows?
Ooooh
chat... radioactive grass
i miss showcase channel
cant wait for deferred caustics 😭
same
I can’t wait for better clouds/sky (i hope it happens)
I don’t know how to explain it, but the iron looks AI generated
Like the reflections and stuff
😭
its not ai generated
Might look worse in deferred tbh
idk
lemme look
imo it looks better lmao
tbh deferred bloom looks alot better than RTXs bloom as well, which may also be why it looks a bit better
alos deferred doesnt have a boatload of denoising slapped onto it either
😜
wow

Bent normals?
Almost looks like it has self shadows because of the way it curves
yep
simulated AO via bent normalmaps
ive also improved the crafting table pbr a good bit
That's really clever
yea. and it gives very neat results too
What's the resolution of each normal map?
128x
thats why they also kinda have the heightmap like effect
all if possible
the texture atlas should allow for that
Looking back at the crafting table, the tool normals look weird.
The saw for instance looks like its hand is inside the table and not extruding off it
there we go
thanks for the feedback
last time i just made the heightmap from a tuned greyscale
i drew it out this time
im gonna make small adjustments now to make sure it looks where i want it to
Yeah it's definitely better. You can make it look like the tools aren't attached to the table by not having normals along the edge of tools meld into the tools
Like here.
might be tricky from the way the normals get created
The normal within the tool's pixels are fine, but the surrounding normals, not so much
Well if you can't do that, the other suggestion is poking that hole in. The one in the screenshot
It looks extruded compare to the saw handle
ill work on it as time goes on. its not the biggest issue right now
oh yeah that was intentional. i wanted that to look like it was a hook and the saw had a hole and its sitting on the hook
so the hook front pokes out the front of the saw
Ah, I see
i made sure the rest of the saw though was seated higher than the rest of the wood
these normals definitely make things feel VERY 3D i love it
also i modified the caustics movement pattern to make them more wibbly wobbly. looks cool
oh and made them render brighter because they were oddly dark
@white willow how did you calculate the bent normals?
Substance has a node called bent normals. Just plug in my heightmap then adjust the creation settings and also since there's realtime preview in the program, I can fine tune it
this was a painful thing to fix but colored glass insides now appear correctly
(when i say painful i dont mean hard. it was very easy, just tedious)
also.. transparent shadowmapping.. please 😭
should also mention, specular is horribly messed up on translucents (its bad like this on ice too). when i use heightmaps its perfectly fine, but normals are broken horribly on any translucent
oooo
did you just change opacity and brightness of the base texture?
yea
thats it
i made the internals darker so their colors looked more correct because for some reason transparents get lighter
so i used a darker shade for the internal part
Whats with the blue tint on the hay bands?
Interesting choice.
I made a feedback post with suggestions to improve texture atlases. https://discord.com/channels/1138536747932864532/1320537147941458021
There's only one issue. I dont believe it can get better
And I forgot a prime reason why it's the size it is
AMD gpus
They don't support above that 16k atlas
No idea how they put stuff like raytracing on those cards and then don't support really high res textures but it is what it is
I'm not able to see the post so idk what your suggestion is but if it was anything along increasing size, likely not doable
Ok yeah this is good
Also Mer and normals/heightmaps should have their own atlas
what better rtx preset are you using
Infectious
can i add motion blur to it
I have a motion blur variant available
But it's only for manual download in the Minecraft RTX server
been giving some care to water in deferred. completely redone underwater lighting
will add some polish to these later down the road. but for just a rough addition, they arent too bad
deeplsate tiles
apparently this can happen
Strider Jockey
Real
that is... wonderful! 🫠
On the last preview the kelp doesn't have the opaque mode
Kinda weird
I hope it marks the end of the bedrock popping
Still happens in deferred
No but there are changes at this level on the lastest preview
It's one of the biggest bedrock graphical issues with animations
Well its cool to see it gone in vanilla. But it still happens in the other graphical modes so idk
No but it is even worse at the moment
It may not be intentional
But the fact that it changed is probably a good sign ?
They removed the opaque kelp so maybe we will have the transparent blocks that will render more than 30 blocks away
This popping exists since the beginning and should have been gone since a while
"So sorry, bro. I haven’t logged into Discord these past ten days and didn’t see your message."💀💀💀
Don’t matter now anyway
Velometric light source in hal shaders like deferred?
Kind of yeah
apparently this can happen
POV you go a few blocks underwater and the lighting unloads itself
Uggghh so thats normal? Honestly today was my first day of playing around with deferred
Its kind of meh...
It's been an issue since deferred came out. They are aware of it and I imagine it's fix will come with the caustics update
Ah good to know, thanks!
Deferred is very pack dependent on the visuals
Really? I personally had the exact opposite feeling, that we dont have too much variety
Every pack I've messed with looks incredibly different from the last imo
Different skies, point light colors, water configs different color grading.
Each pack has its own unique feel. RTX to me felt mostly ambiguous
Where the main difference was just in PBR
And I'm sure once we get further customizations packs will feel even more different. Especially if clouds become really tunable
Mhhh are we able to change water settings depending on the biome?
Not yet but I believe we will be able to in the future
Per biome color grading would also be a W. Lemme make the pale garden dark and desaturated
Good call, until now I've mainly played around with water.. should try the others
I have two packs and both look very different haha
Yessss!! Thats one of the ideas I had, another would be to make swamp water dirtier while ocean water is practically see through
This is also what I would do. I used to do per biome water colors in my RTX pack but it was never well balanced so I just opted to use nice blue waters for most then swamp and mangrove had this dirty brown waters
Maybe if we get per biome water I'll bring it back
Just different engine
Nice! Since when is deferred even around?
Per biome everything.
Per biome grading might be a problem when you terraform the world or build a base in-between biomes, so as you walk around the house your vision suddenly changes in different places
I didn't think of that
Further updating water.
Thats also an issue with water colpur or grass foliage 🤷 .
True, also with fog. But it only affects certain blocks, and you can always just avoid them in your build. You can't avoid full screen post processing tho
honestly thats already a problem anyways with biome tinted blocks...
It's more of a problem when your entire screen is tinted. At least you can avoid certain blocks in your builds, but you can't avoid rendering the entire game, other than maybe closing your eyes or turning deferred off XD
Yeah I didn't think about the downsides of per biome color grading
The idea is cool but like walking through a building and randomly losing all color likely wouldn't be fun
Biome block tinting while annoying for builds isn't like the entire saturation of the screen changing
It's also spatially consistent, blocks at different locations are tinted differently instead of all blocks everywhere changing colors as you move between biomes, while I imagine color grading, much like fog, will affect the entire game at the same time. That being said, I think this might be possible to partially fix, by introducing smarter biome transitions. Like you have to not only be at specific X and Z coordinates, but also be surrounded by biome specific things, like grass, trees, flowers, water etc.
It seems the way it's applied right now is like upon entering the biome it just calls a smooth step function
Which gives it that nice fade in/out but it's necessarily precise
that fading definitely needs to exist
think about biome bound waves, we'd have strong waves in oceans and smaller waves in rivers
while there are no waves in other bodies of water
Now what would be cool is if they found a way for this to work in world space and be performant
So it was biome dependent but you could see the differences without having to be in that biome
Doubt it would be doable and be performant though
World space fog and waves would be soo epic. Tho doing that with color grading might be a little tricky
Yeah. Color grading I'm not too worried about
But if we could get world space fog and water. Id be over joyed
But mobile would be a concern likely
btw does anyone know how one can get back the old water texture in deferred? Id prefer to give my blob of water some surface texture qwq
like the regular water texture here
Wanted to share some examples of vl rendering in bedrock - screenshots of an unreleased BRTX renderer shader. Both the shader and the screenshots were made by John (BetterRTX dev).
Wow
This would be amazing to have
I've seen something like this done by the Kappa shader in Java
It has these mist spheres that are around at early day and play ontop of the volumetric fog already available
It's very cool
I'd love to look into this stuff for when I make my shader more advanced but atm even simple things are incredibly hard for me to do right now so yea
that looks amazing!
Wow
this is absolutely INCREDIBLE
Insane
Why does bare bones Java shader look better than deferred 💀
CUSTOM CLOUDS?
it does not 💀 but if you wanna think that sure
It’s just how the blocks look
It looks so different
Than the shading on the blocks in deferred
Eh idk
Perhaps its cause we don’t have ao yet
I don't have AO either
Perhaps it's just shadow mapping technique idk
Deferred uses CSM which is much more modern. Mine uses an older technique shadow distortion. My shader also has no physically based rendering
It's literally as bare bones as it gets
BRTX, Plague's infectious preset with reforged rtx pack
Is this osbes shader?
No, it's this one https://github.com/veka0/Rainy-Day-shader
That looks sick
Is this osbes shader?
I think he said what it was in the message above 😭
no path tracing shaders for you this christmas
Hal shader are great and optimized for low end devices
Why mojang remove it?
Short answer, RTX
Slightly long answer, Ray Tracing
Rtx add to bedrock in 1.16
Hal shaders remove after 1.18.12
and minecraft poket edition doesn't support RTX now
They remove hal shader from mobile for rtx only in pc?
The more proper answer is render dragon. Render dragon has more capabilities to bring even better visuals than what was possible then via real time rendering
Sure the performance is worse on lower end devices but tech is advancing. It happens
1.18.2 is when render dragon was fully introduced to the whole game. Renderdragon in general is just more optimized and also allows the devs more freedom to create what they want on the graphics end of things
But the endless debate between HAL and RD is just so old and overplayed
Yk what I just realized it, my shadowmaps technically don't have a max range, they just get more biased the farther out they go. And my shadows are at 4096 compared to deferreds 2048. deferreds shadows cap out at 128 blocks which is a little funky but it is what it is I guess
That's likely why the shading looks a bit "better"
mhh particles look weird...
Oh thanks
Stop
😭
Huh

3d models in deferred but not custom clouds?
because i can’t use shaders

3D models have also been doable well before deferred even existed sooooooooo
it’s a joke
but still
get those goofy ahh clouds out of deferred
anything but what they currently look like in deferred rn
buh

Maintaing 2 different renderers for the same game on different platforms doesn't make much sense
If you still want to use HAL you could just get the accidental HAL build in 1.21.51.01
polymesh is older than you bro
Been having this deferred volumetric fog problem since the start
They kinda look like volumetric clouds 
That kept me thinking what if mojang could add volumetric clouds to deferred using volumetric fog

They don't, bro it's not that big of a deal.
just a bug
They don't
You are delulu
It's upscaling not bug
If you shape them correctly you can 

being delulu is not a solulu
Its literally just ghosting with fog 😭
No. No they can't
I don't want ghosting as a "feature"
you want mojang to make random fog blobs into a feature?
No I meant make proper volumetric clouds
Never

opinions?
Like I said I can’t cause I’m on iOS
awsome let go
I havent been doing too much bedrock edition stuff lately but heres a little bit of what ive been cooking
wow 👏that cool
it’s… it’s beautiful
yeah
Wouldn't it be really cool if height maps had bent normals automatically generated?
Yes. It would make them so much better. But then again I think the point of heightmaps is to be a simple starting point
I think they are meant to be treated just as importantly as the other pbr textures. All depends on your style preference
I mean what's great about them is if you don't have access to professional tools or ways to make normals, or know how to draw them, they don't have this barrier for people who want to come in and learn this stuff
I mean, even if you know how to draw normal maps, if you want the heightmap style, replicating it with normal maps will cost you a lot more texture space
Speaking of which, is just me or does the texture stop being pixelated at some point of size?
The more quality you pump in the less it resembles the original. It's weird to think about
You can still have a style like this and remain pixelated though
It just involves using two normals. A mix of high and low res ones
Bad
so cool
screenshots of Vanilla Reforged by QuirkyPlague that I took on my phone running on completely maxed out settings(I would have tried to take these on ps5 pro for 4K, however it does not seem to load properly; only shows as a grey screen when i load into a world with this pack)
the detail is insane, and will only grow from here
when/if the pack works on playstation ill display it in 4k glory 
update: these ss arent from the latest pack 
👀👏
how to render 2 models in 1 rendercontroller
Wait what 15 fps on a iPhone 16 pro, I didn’t even know phones are this powerful
locked 60 fps on my M4 iPad Pro, doesn’t get much better than this for portable gaming devices
i have an iphone 15 pro max and the phone was throttled in those pictures so its not peak performance
i wonder if an external fan or something would work, since ice cubes dont seem to be doing much
at best got me 1-2 more fps


my soul need dof in deferred
When will 1.3 be available?
yeah
Credit to pack creator QuirkyPlague
this pack works on PS5 Pro now 
in 4K max settings glory
is this Minecraft?
I wish I knew English to express my level of surprise at that moment
Better rtx - Prizma rtx
Oof it looks bad with default preset and no fog
Can't wait to release my preset
W sunset
Close enough, welcome back waving foliage
Waving leaves when
Did anything change here?
not really, deferred looks the same
but leaves are fixed at least
probably it woudl make my pack even better
Definitely
and if they would make clouds customizable i would make them pink, fluffy and cute like here
I’d say they will be customizable to the color of your choice
you can change clouds color even now, but it looks bad when its night time
Wreck it Ralph real
What?
SSR doesn't exist by the looks of it
what
It doesn’t for Poggy which is weird
🤷♀️
um did they update the specular lighting because omg
yeah i noticed that too
its a small one but a nice one
likely all a part of their optimization
stuff like "oh we improved lighting on reflective materials" isnt the most important thing to mention
i think... we mightve gotten more than just specular updates
lemme investigate
yea no nothing else
1.21.60.24
1.21.60.25
looks the same to me
Deferred now supports stencil buffer! Which means packs that implement cool stencil based effects are now less broken more supported. Tho unfortunately it looks like it doesn't support DisableColorWrite in material configuration, which still breaks certain effects
Basically portal effect and outlines are somewhat possible in deferred now, tho more advanced VFX need DisableColorWrite to function correctly, so that we can manipulate depth and stencil values without affecting color
i may be insane but... does sss and volumetric fog look better lol
idk something about deferred looks better and i cant exactly pin what
aside from the better specular
The shadowmaps too look better
Ooo
Perhaps they shadow dropped a lot of bug fixes today
idk but something definitely looks better than before
the main one i can confirm is updates to specular reflection
shadowmap quality im like pretty sure is better. i dont remember leaves being clean like this
yes the version you sent me to test if it was your pack not having ssr
YIPPE
Funny how we were just talking about that the other day
no blue on grass
working on some neat stuff with the new per biome colors. still very sad about no spruce or birch support right now
should mention the orange and red is only for mega and redwood taigas. blends better with the podzol present
i also gave these biomes their own fog to match their new foliage style
It looks very nice 🐢❤️
thank you! itd be a lot better if we copuld customize spruce and birch leaves with this new feature 😭
but its a start
(excuse the java screenshot) but something like this is definitely what id wanna do for sure
of course it wouldnt be able to be done per tree like this (well if i did custom tree gen then maybe) but yk just something to spice it up a bit
is ray tracing geting better
No but deferred is
no they havent touched raytracing in like 2 years
okay
Community is making it better tho, through unofficial mods
so ive just noticed that stars are now included in ibl reflection.
its very hard to see though
unless this has always been a thing, ive literally never seen it
nvm they always reflected
ive just never seen it
but we can confirm one new thing at lesat which is what im calling "bloomy specular"
heres 1.21.60.25
1.21.60.24
I swear brighter stars would look so much better
emissive stars please 🙏
yeah
BetterRTX real
my phone is now hitting about 40fps when everything is on max settings except fog is medium and resolution is 33%
of 2796x1290
when being pushed to the limit with completely maxed out settings, it’s peaking at about 13fps compared to 9fps last preview
these numbers are all after throttling has occurred
cool
It would be really cool if we could add global particles without modifying the player json
pigpig
is entity pbr for rtx a thing?
Nope
No, but it technically works (because of a bug, but it’s not predictable)
thanks for elaborating
We could add PBR support with a custom texture format into RTX mods tho... Like e.g. having all PBR textures on the same texture, like some HAL shaders did
We would need access to a persistent texture index though. Replacing the sunlight colour or intensity LUT maybe?
Why would you need that?
I think all PBR channels for each texture can be baked into that texture. E.g. some entity texture would have at pixel 0 0 some special value, that defines a custom PBR texture (so that you won't treat any random textures as having PBR), then you can just either add more special pixels, to describe which channels are available and what their UVs/scales are or just assume that they are always present and have the same resolution. Then you can easily remap the UVs for each texture, based on overall texture resolution and resolutions of each PBR layer
No need to make a new atlas if that's what you're saying
Can also bake that UV data somewhere (UV data or PBR data buffers) so that you don't have to read texture pixels all the time
We tried something similar to that for entities at one point actually, but I think our math was wrong. We transformed the albedo uv coordinates, scaled vertically by 1/2 and used the bottom half of the texture to store MER
Textures stopped properly scaling to geometry after that, for any entities that were using alpha-test iirc
Actually it might've had something to do with the alpha test hit logic during ray traversal
I don't think it was changed accordingly
I was just thinking it'd be useful to use an atlas separated from the textures of entities/blocks/items
yeah

i think this is the best im gonna be able to get unwanted sky reflections
but my sky (horizon specifically) looks awful
so it still needs a lot of work
Now that deferred has been mostly focused on optimizations, what is the best ingame time in your opinion to take screenshots. Can just give name or the specific time like 16000.
Most of mine I take at 0, 1000, 3000, 12500 and 14000
1000 is typically the best in my opinion for daytime shots though
And for night time? Would you say 14000?
Yea I use either 14000 or 15000
But that's because I have my sky transition to another color at 15000
Keep dreaming

day
/time set day




