#Graphics General
1 messages · Page 17 of 1
Imo /time set 0 and then /time add -200
Mainly because it's time when sunset is in my pack now but it's good time too
I was actually sleeping when you sent it
But not about deferred :(
🙏 Thank you all so much btw for the time suggestions.
2023 (and yes, i use a version of a game from 2023)
2025
2023 (and yes, i use a version of a game from 2023)
2025
2023 (and yes, i use a version of a game from 2023)
2025
Any particular chance you can indicate which particular version from 2023 you're using?
1.20.30
closest to the first version where deferred was added
rtx or deferred? 
prizma x vanilla reforged 
my two favorite packs combined into something i love very much
it is still a bit brokey however it could be on my end and/or the packs not being fully 101% developed
Yeah, although 720p in my opinion is enough for phones
no way
improved the pack by like 200%
yeah
they are still visible but i can live with it
looks way better
Cool! How did you do it?
Oh wait. This is old Minecraft isn't it
So I assume you can't do this in the latest version
I see. Impressive nonetheless
Better than deferred clouds
Debatable ngl
Prizma Deferred X Vanilla Reforged Deferred
looking good
can’t wait for it to look and run even better
yeah
You should try prizma present too
Prizma present 🎁
Yes
I didn’t know the Prizma wood normals were so soft
It’s nice tho lol
Does your pack have a slight pink tinted fog?
I don’t know if I’m going crazy but it looks pink
Deferred
Ray traced global illumination my beloved
yeah
and cool
Are better rtx clouds fixed ?
i don't know what's broken in it
they look like clouds
these are default bugs
it's in both normal rtx and better rtx
it's far less problematic than in my memories
They aren't using a shader, it's just regular deferred rendering with their deferred pack
point light shadows are so smooth now
Pixelated shadows, not bad
smooth as that they are not laggy anymore
Yeah I can see that, I was just commenting on how the shadows looked
I like seeing non-smoothed out shadows
Better than deferred clouds atleast
How is this better
It’s a joke
They should be fluffy
Like newb
Wait wouldn’t it be cool if you could customize the clouds to be fluffy for blocky
Or more round
It would be cool but it's not a thing :P
the problem is that this isnt meant to be how they look. Its overall kinda jarring next to the softened shadowmaps normally present. I think if the whole thing had pixel shadows it would be cool but it doesnt
they are still vanilla
Ik
But they aren’t completely white like in normal deferred
They also blend in with the night time
then prizma 1.3/1.3.1 is for you
While the colors are more rich and the shiny plastic effect is gone, it looks a little underexposed as a result
Underexposed? In most cases i was in almost black shadows
I can't expect it to be bright when I'm in a very dark spot
I might make sky a bit brighter
suger donuts
new clouds without the shading
yeah
sorry
How did you do it
Modified clouds.png
cool
Tried doing motion extraction in a shader
And this here is a glitch effect made by shuffling nearby pixels. Its randomised visuals are fully dependant on non-deterministic GPU thread execution order
Weird
what does this do
With a very simple trick you can extract the motion of a video. All footage was shot by me, as usual...
Music*: https://posy.bandcamp.com/
- When requested a lot I'll add a single of the end song.
Support my projects on Patreon: https://patreon.com/posy
Tutorial attempt: https://youtu.be/woj4vfMLpao
Posy on Spotify: https://open.spotify.com/a...
ohhhhhhh thats really cool
woah, this is awesome
no point lights
adding just one point light
-90fps is kinda insane dont you think 😭
(also point light shadow quality doesnt matter. the perf drop is identical. unless they are off, then perf is identical to the first image)
weird
oh it gets funkier
deferred ALL SETTINGS OFF
BetterRTX. NATIVE 1080p
either i have some weird bottleneck in my system or deferred is that unoptimized 😭
deferred also seems to use a little mroe vram???
ok these tests may not be conclusive, i may just be severely cpu bottlenecked now lmao
Thats pretty cool
yeah
oh buy the way i am also a fan of forza
and minecraft
i play xbox
and pc
I used latest preview and this is a modified RTX shader.
Block side shadow is part of the tint color attribute, however this attribute is also responsible for things like per biome grass and water colors as well as AO. Simplest way would be to divide tint color by its maximum component, however that will also get rid of AO. There is a more complex way which allows you to keep the AO, however it will still use that division trick which means that it may not be able to accurately separate side shading from darker biome tint.
Shaders in the shaders/glsl folder are not functional in modern game versions
hooray hooray
YAY YAY
NOT ONLY ME
🎉 🎉
IT'S ACTUALLY A BUG
mojang need to fix this bug first
it's only thing that make the game not playable
i recommended to place lantern behide point light block
to make point light block have shadow
this will make your full block light better
Does anyone know how I can make it so a player can see entities that shine through blocks?
better RTX good optimization
yeah
realistic nether i've ever seen
major overhaul to my deferred pack. completely redid color grading, reworked the sky at all times of day, improved ambient lighting, improved direct sunlight colors at all times of day
also
my custom betterRTX preset
deferred
hey uh is this something that can get looked into. left fairly strong heightmap. right incredibly weak normal. this only occurs on semi tranclucent surfaces like ice and glass
ah yes RTX 4070 super with 46.1 fps
ultra settings moment
not point light?
both
ultra fog and point lights
but yea optimization is definitely needed. i can get 60fps in cyberpunk with path tracing no problem
i know its being optimized though so i will hold out hope
looking good
point lights definitely either need some kind of culling or occlussion because this looks funny
but VL point lights is such an underated addition i feel
VL point lights are cool but when you don't have much fog it's invisible
wish we could configure how strong VL point lights are and made them stronger/less visible than they are by default
yees
new sky
prizma deferred 1.3.10.20?
Prizma 14.0.30.227 Pro max
my laptop gets the same fps with Vsync
I assume normal world though
Yes
where to get this map
But in a normal world it's 130+ all the way
i wanna see how much i get
nice
i get only 125 fps without vsync
in a normal world
Its usually around 140 on average at 1440p with DLSS
and around 70 ~ 90 fps with vsync
I'll send later
Yours overheats, mines too weak lmao
also laptop
Yea
pc runs colder
I looked up performance charts and a desktop 4070S destroys a laptop 4070 across the board (it should) I'm assuming performance numbers are just close because my cpu ig is not gold enough for this gpu
Unless it's really intense path tracing the gpu is never used to its full potential
my cpu is bottlenecked tho
1080p and 1440p deliver the same fps in most cases 😭
Deferred rendering for example. The fps is the same on both resolutions
But this could be due to lack of optimizations and not using the hardware properly
deferred feels laggy
Cuz it is
also why phones are smoother
the screen i mean
when i get 120 fps in my phone it feels smoother than laptop's 144 fps
Likely better .1% lows
or maybe i screwed my laptop's screen settings
Deferred seems to be very cpu intensive for some odd reason
Deferred ran better than RTX on my old build. My new build is the opposite
Does anyone knows what is the easiest way to decompile, compile render dragon shaders without having much code like in Lazurite tool?
What exactly do you want to achieve?
yes yes
that question i want to ask
for me deferred shading
how to compile
There is no shader source code anymore for latest versions of the game, you'll have to reverse engineer it yourself
ah no
i just want to disable first person shadow
i mean i want only shadow hand on first person like RTX
yeah
Render Chunk without lightmap or without fog, at least just being able to modify shaders and compile
okay
In this case, you have 2 options. If you want to modify shaders for Android and iOS only, you could unpack material.bin files and edit their shader code for each permutation directly. Tho you'll be editing tens of obfuscated files, which is not fun to do at all. Another option is to follow the guide from lazurite docs which walks you step by step through modifying renderchunk https://veka0.github.io/lazurite/guide
Idk why you don't like lazurite, but imo it's currently the easiest option to make shaders
Lazurite isn't bad tool, I'm confused why in some Render Dragon shaders code looks much cleaner and smaller than after I unpacked
What does it look like for you?
It's possible that you might be unpacking vanilla material bin files for latest version, which now no longer has readable shader source, and instead it's "optimized" (effectively obfuscated)
So unpacking or restoring latest vanilla material bin won't give you any sensible shader code sadly. But renderchunk code hasn't changed since source code removal, so you could just use existing source and it'll work just fine
Also if you're talking about why source code which is provided in mcbe shader codebase repo or in lazurite docs looks so long and complex, it's because it was automatically extracted from vanilla material files. Actual source code that Mojang operates on is modular and sort of looks like that, however there are also some parts which are auto generated on their end, such as the whole main() function. Rendering logic can certainly be simplified a lot of you dedicate some time to it
Here, there's two files 1st from Render Dragon source code 1.20.60 and restored from 1.21.60.25 is the restored file should look like this or the source code is also can work?
Yeah restored file looks like that because it's from a version with no source code. 1.21.31 was the last version with readable source. For latest known source code, you can use this repo https://github.com/veka0/mcbe-shader-codebase or just look at that lazurite guide that I linked, it has final processed source code for renderchunk that you can just copy and use directly
Okay, thank you! I'll try your method
Performance is highly variable with maxed settings
me love vanilla reforged
another note: on ps5 pro the performance seems to be improving
max settings at 50% of 4K is consistently 50-60fps except during framedrops
turning fog to high makes the drops less severe fortunately
they happen during sunset/sunrise or whenever being near water
or for whatever other reason i don’t know
in caves it runs max settings 4K60 ofc, so whenever i go caving i get a treat
it would probably run higher if it weren’t for the 60fps hard cap
yeah ray tracing global illuminaton is fun
having ray tracing on console would be something yeah but thats just so unlikely
@still zenith sorry to bother you but i found I think a bug in deferred pbr, there is a weird artefact with normalmaps (you can see that on the edges of the log)
i tested it with 2 other pbr packs with 16x16 normalmaps and it's the same
bro just download windows xp
Could it be an attempt at self occlusion?
idk but it looks very wrong and bad
catto
el gato

been seeing this myself as well. funny enough its also an issue in java and rtx but seems to be less noticeable
nvm im not really seeing it in rtx
nvm
it does do it in rtx
but it looks less awful
You sure it's issue in rtx?
My normalmaps look correct in rtx
Without this artefact
It's not the same 💀
You just said it's the issue in rtx too and what you showed is completely different
what i showed is very likely what should be happening
In rtx normamp disappear at certain angle, in deferred it doesn't disappear, it has artefacts in other edge of the block
this is just one of the many issues with normals in deferred
Well the issue is different clearly and rtx one doesn't look like is related to deferred one
well thats something that happened
This looks quite normal for deferred technical preview on the PlayStation 4 right?
Now this is gorgeous
oh dear god

What in the RTX bug
Community: "Why is Deferred still experimental and only in preview???"
Deferred:
real
Strawberry RT Development 1 (Better RTX)
Texture: Defined PBR
cool
Custom RT shader?
Man I really hope they don't remove RTX any time soon. I'm really starting to enjoy modding it.
The dichotomy between wanting Mojang's support for new RTX features and hoping they don't change anything so RTX mods are easier to maintain 😢
I don't think it'll get removed, last time I asked devs on the graphics team how support would look like they told me editor mode support for RTX was supposed to be coming eventually
:0
Wait but RTX doesn't have much of anything to edit aside from fog
Realtime fog editing would be great though
Unless they expose some deferred stuff to us for editing like sun color, orbit path and stuff (please)
Maybe they were talking about just making RTX not breakdown completely in editor mode?
Imo there are 2 possible outcomes to RTX, they either spend considerable amount of resources fixing bugs and just overall updating it according to latest graphics innovations. Or, they remove it. Keeping it around in a half dead state just seems like a bad idea (unless they have an agreement with nvidia to keep it) as bugs and technical debt will only keep growing with updates
I ofc hope that they will one day overhaul it and open it up for modding officially. Since RTX is only available on PCs and not on consoles, there is no reason (other than potential legal agreement with nvidia) not to do it. Perhaps in this distant utopian future, we can even be allowed to sell RTX shaderpacks on marketplace... One can only dream
Really sounds more and more like I should apply to work there and fix it lol
Stop reading my mind
Their policy for RTX on the marketplace apparently hasn't changed from the start either
I'm willing to bet 99% of people still using RTX in game are sideloading textures instead of just opening up the Marketplace templates every once and a while
that sounds possible 😭
But it still remains policy to only allow RTX compatible worlds to be published there
I think it would make more sense to develop RTX more since a wider range of people actually own hardware capable of running it then when it first came out
yeah
Better RTX preset
I don't remember you having access to our preset creator tool, did someone on the team give it to you?
I tried to join the Beta Preset Creator then a week later at acc
Nice!
On your Better rtx website
Yeah that's where the tool is hosted lol
Ok
Wait are you saying you didn't get access yet or you did?
I have gained access
Ok good, was a bit confused
We just updated it to compile to version 1.3
No new settings yet but they're coming
Thank you for the information
Oh yeah, you're right. Looks like it might be shadow bias related. Thanks for the pointer!
yay another bug fix maybe coming
This will definitely help some pain points with my high res normals
Am I the only one seeing this bug? The water_still_grey texture is visible when I look up at the world from underwater.
I've seen this too
oh
yesss strengthhhhh
do you see that in 1.21.60.28 too?
Yep
I saw it a few updates ago actually
Thanks for the info!

Very good, with hardware acceleration?
That looks insane
yes, as this is RTX shader
Ok
Looks awesome!
cool
Wtf

This is awesome any guess Java or bedrock
That clearly looks like Bedrock
Bedrock lol
So how has everyone used the new graphics option in 1.21.70.20 so far?
what new option
No way 💔
It's alright
It does mess with how your water reflects the sky which I guess is normal
Speaking of water, SSR looks a little different now
yea
the gap filling is better
they also increased the fading distance
it went from 0.3 to 0.75
AND THEY FIXED THE BLOOM ISSUE WITH NORMALS AND TRANSLUCENTS
but broke shadow biasing
What was the bloom issue
this has thankfully been resolved and it looks like i can actually use the normals i wanna use
Do you have an after image for comparison?
yea one sec
Ty 😝
ooooo
It looks so good now
finally
imo, it doesn't look so good on glass
this normal is heavily built for rtx and refraction stuff
but these used to literally blind you
so thankfully its fixed
the new ssr stuff looks great
also ibl looks a bit better too
i noticed some new stuff in the configs
ibl now has an importance_sampled option
ssr also has a thickness setting
but uh
what does thickness do
my guess? It's how thick the screen space raytracing assumes objects in the scene to be.
larger values reduces the chance of missing a hit, but also stretches the reflection.
the new gap filling changes are good though
and they increased ssr fading distance from 0.3 to 0.75
Thickness 0.025 vs 1.0
Yeah, what I did was just an exaggeration
Speaking of which. Minecraft is using my integrated GPU all of a sudden. My FPS tanked!
in windows, make sure minecraft preview is set to maximum performance
How do I do that again?
search graphics in the windows settings search
then find minecraft preview
if its not there you can add it via a different search
Strange. When I search for Minecraft Preview, it doesn't show up at all
I just realized how bad my screenshots look.
faster, but less accurate
can I get a download of the pack you're using?
its cool to know how the IBL is handled now though
i wonder if importance sampling is new
did some editing to ssr and made it render everything on screen (not tied to fading distance)
I noticed that there's no underwater fog in your pack
there should be
but underwater fog is entirely volumetric
Ok weird. It just came back
Is there anything you can do to make this circle less perfect?
@still zenith shadow biasing for point lights and directional lights is quite messed up in the latest update
nah its just how the snells window is
yes, but usually waves on the surface break up the perfect circle
yea idk why they arent.
its a bit more wibbly on my end
Well I guess I can't really blame it. The waves on the surface are relatively subtle too
But that's just your style
making them sharper caused some visual issues
for the look i wanted these were probably the best settings
plus even when the waves were stronger, the snells window never really moved too too much
Thanks. We are aware of this issue and will be fixing it. Sorry about that.
sweet. lets go
Oh I just noticed that you turned up ambient light in your pack. That's why turning sky lighting all the way down didn't completely get rid of light.
ambient lighting 1 vs 0
Erm, it seems editor mode doesn't allow 0.0 as a sky light value
interesting
fascinating. There's no sky lighting yet the iron block is getting lit with an interesting pattern.
looks like some normal mapping stuff
im wondering if this is due to shadow biasing issues
cuz light leaks are very prominent
ah yes
Ok this is definitely not right
its weird cuz it seems to work in some cases and doesnt in others
ssr looks so good now 🥹
FSR 4 and DLSS 4 when 
Navigate to renderer/materias/Upscaling.material.bin then decompile it with lazurite tool, edit the fragment files add dlss or fsr, then compile back, load with better render test in game, repeat the process as much as needed to have result you want, good luck!
wowza i was saying that as a joke but that idea flew by me
Good luck with that 👍
Step n1: Download Lazurite tool
step 2: Install python
3: get computer
4: learn shaders
5 ask nvidia to give source code of dlss4
6 shape the code of dlss to bgfx shader
7 download bgfx shader
8 compile shader
9 see errors
10 ask gpt where is error
11 fix error
12 see more errors
13 give up
14 return
15 continue finding errors
16 done with process but no result
17 ask nvidia to write it for you
18 learn to take rejection
19 feel sad
20 run pbr shaders on ultra
21 your fans broken
22 pc overheats
23 happiness when they spin
24 but new fans
25 buy new gpu
26 buy more ram
- Repeat the process, never give up continue gambling the shaders😁
18 is unclear
crush filed for a restraining order
never knew a soda bottle could do such a thing
Don't worry😁😁
Cry as loud as possible so they would feel pity and give you code😁😁😁😁
😀
I know I'm writing it for chosen ones😃
They always stuck in this cycle

You forgot to mention after the buy new ram
27. New ram is too expensive
28. Download more ram
Can I download a new gpu
Thank you, I think I can see the ray tracing happening!
There’s lazers shooting out of my screen
🫣
I mean technically yes with something like GeForce now
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I've seen someone get the same bug
Mr. PeaDiddy can fix this☺☺☺😊😊😊😇😇😇
i miss these portals and stuff having proper pointlight shadows
maybe performance has gotten better for it now?
what’s your thoughts 1 major version since then
no performance improvement for me
no performance improve for point light and point light shadow yet
and no sneak deferred update
oh, the water_still_grey bug is fixed. I can see the world from underwater
Definitely not when I barely manage 70fps on a 4070 super when there's a light nearby
rip fps
hehe
i just wish that normals werent like nonexistent in shadows
i might stick with barebones textures until something maybe resolves it
The fix for this would be them implementing texture AO, I'm just not sure how they'd do this. The main thing I can think of is making the normals blue channel do that
I'm glad that they increased the SSR fade distance, but I wonder why they don't just make it 1.0
What da flip
goofy ahh reflections
Strange
I think they look good
They really messed up the performance on the ios build of deferred, i cant even get a stable 40 fps with a mix of medium to high settings whereas in older versions i could get a stable 60 fps at all high settings. (Tested on M4 iPad Pro)
and this is with 66% TAAU
also deferred render distance got capped at 12??
I’ve already tested deferred with 24 rd, my device can most certainly handle it
can confirm
The fireflys are pretty nice tbf
new chicken 🔥

👀
They might've been testing rough SSR
maybe
That seems to be the most likely thing
Oh no
There's noise
I think the blurred SSR looks a bit better than perfect mirror though (on blocks)
hows the performance like for you in this update?
About the same
it has fallen off a cliff for me
i cant maintain a stable 60 with the M4
💀
even at medium settings
I hope
also handheld pbr look better in this update too
at least from the 5 seconds i played on my phone
there is nothing new in the reflection configs
however
theres new configs for render distance
oh they dont do a whole lot
but it looks like you can add higher render distance options with it
thats neat
Cross your eyes
yup
'
the performance hit is insane though
the blurryness looks bad on water but tbh it works well for blocks
They brokey stuff
I really like the way it looks for blocks
performance also feels horrible
but like aside from water it looks nice
uh idk what the square on the left is. i think my webcam was on for some reason
but like the blur on blocks makes sense since they arent 100% smooth. water is fully smooth so the blur makes no sense
huh, this is the first time im seeing “D3D12+ PBR” with deferred
it used to only be D3D12 PBR on pcs
interesting
also yea the blur is more noticeable on lower res, i was on native before
definitely has to be testing for rough ssr
Orrr a test for performance optimizations
i feel like adding a blur to the reflections would hurt performance
unmodded ssr though. just used the new render distance config to increase the rd to 48
Now that I think about it, it's not just a downscale
usually done via a gaussian filter
Water is transparent, so a simple buffer downscale couldn't have been done
but ssr is no longer noisless
Can't wait to try out this preview.
the blurring however does look fantastic for blocks (as ive said)
if its removed from 0 roughness objects perfection
it seems blurryness is somewhat affected by upscaling
native 4k
the blurring is basically not here at 4k lol
this looks so good
fr
Stereoscopic 3d + dof
aaaaaa i can see noise on the water in ipadOS
It's really bad 😭
Look like cubemapping👍
Yes
Look weird a bit
-#
?
are the shadows looking ok now
yass
@still zenith sorry for the ping but I found a bug on iOS with the water
It’s very bad on my phone now
Game keeps freezing almost every 10 seconds
Prob an issue with the ssr fill in
I love tricking my brain into seeing depth
i've seen that too, on ipad
I haven't on my iPad tho, the performance definitely has gotten a lot worse.
yeah, the performance has worsened for me as well, especially when there is water on the screen.
Does anyone knows shader for 1.21.70 that looks like deffered in 1.20.30, that doesn't have weird tonemaps, too much 3d effect, no water ssr, waves, just static blue water
no ssr is turn off reflection
no 3d is remove texture
static blue water you can't do that
weird tonemaps idk what it is
Why not? It was best aspect of old deffered
underwater
What underwater?
I mean want water not be gray but look light blue, without waves like in 1.20.30 is it possible
no wave yes
light blue water is hard
Okay thanks
you can find old style deferred pack in mcpedl
For the static water, you have to edit water/water.json in the Deferred pack.
{ .... ": { .... }, "waves": { "enabled": true, <-- change to false ...... }, }
Appreciate that gentleman🍷
still water
Really gentleman? You decided to waste your time to find this to get few laughs? It's not worth it
☹️
You can do 10 pushups during it, each day it'll make you stronger
I'm the one in charge here not you
Bro only joined the server 2 weeks ago 😭🙏
The join date doesn't matter, only expirience I have
You spelt experience wrong

Out of 100 successful things, people would stuck on 1 failure

Brainrot
Is that a chorus fruit block shape?
For a second I thought the SSR was getting progressively rougher
why my eyes alway see DOF
Slight dof would help with visuals a lot in deferred imo
why is the screenshot split in two
It's a 3d stereogram, you can see the image in 3d if you cross your eyes
Metals and whatnot look a lot better after the reflection improvements last update
The blur also makes them feel a bit more correct
look's good
Strawberry Deferred V3.5
Sigma🗿🍷
I tested how much the fps drops from the last update.
in every situation, fps has dropped by 10-20fps
Very laggy
What pack is that?
Bug Point light shadow cause high impact performance

Prizma rtx is the rp, shader is my own
Hello

i made spyglass to look correct with deferred :3
GRAPHICS MODE OPTIONS HAVE BEEN ADDED TO STABLE https://media.discordapp.net/attachments/1338917466264567912/1338921613919387689/image.png?ex=67acd76c&is=67ab85ec&hm=7321b0addb292777bafff2f05e12de77f1e9e1908994ea2f08d09df2dd517e00&
Pic was from poggy
change new style
?
it being mentioned in stable is interesting however
maybe they found a solution for getting a deferred pbr resource pack on console
in a more accessible manner
And what would that “solution” be
I think deferred being mentioned in the changelog was just a mistake
But this new graphics ui definitely wasn’t
they pick and choose what is mentioned in the changelog
And sometimes things are missed and or accidentally included
I wouldn't be surprised if they just copied a lot from the 1.21.60 preview changelog
But it's also like switch changes being mentioned in preview
It's not there but it gets mentioned anyway
True
Help
"We need RTX parity" -the game

Aajabrams added black hole parity to deferred 😮 /s
Real
have this exact same problem
Nice dementia you got there
I love problems in computer graphixs
POV you got sent to the shadow dimension (not deferred)
okay😐
is it rtx?
No
oooo how beautiful it looks, do you have to do some configuration so that it works or is it a specific version
How do I make it work for me, the texture pack is beautiful
You need to use the deferred technical preview on Minecraft preview
How do I do that, sorry, I don't know much about that hahahaha
@still zenith sorry for ping (🥹 🙏 ) but in latest preview is a bug were shadows are extremely dark and IBL is much more visible
this is how it looked one version before
Hmm. We did change the behavior of this sort of thing a few previews ago with the introduction of the "sky intensity" field in the lighting json. Have you tried adjusting that in the Editor or is this issue something else?
here is a thing, version before had sky intensity and my pack is using that feature
it's version 1.21.70.23 that made my shadows pitch back
and bumping up sky intensity does almost nothing
only workaround i found is bumping rayleigh_strength to very high values like 2.5/3.0
but it's not perfect and in the previous version everything worked fine
thank you ☺️
No, thank you. Glad we have this community to surface these sorts of issues. ❤️
i can send you deferred pack that i use if that could help
Yes, please!
Circling back here in case other Creators have hit the same issue that @tribal trail did. We're pretty sure we know what change caused it and will be taking another look at it. If we don't get it figured out within the next week however, it will likely linger until the next round of previews. Please bear with us. 🙏
Ooh @still zenith while you're here. I've seen this happen a few times in the latest preview on iOS. I've heard of it happening on windows as well but I haven't tested enough to know for myself
oh i forgor about that
had that on windows when tuned off taau
For the curious, the issue stems from us trying to correlate the "sky brightness" to the same overall intensity curve defined in keyframes for the sun/moon. Non-Deferred Minecraft does that, but it assumes a simple cosine curve over the course of the day, but this is not guaranteed to match the curve provided by keyframes. It caused noticeable issues during sunrise/sunset.
Interesting
Ah, yes, we're tracking this issue. 🙏
Sweet
Pibby glitch 👁️ 👄 👁️
Don't you just love NaN?
yes
what even causes NaNs
i havent been doing shader stuff for long enough to encounter them as a problem
NaNs refers to "not a number". It is returned in shaders when you perform undefined math, such as dividing by zero.
Shaders can also return "INF" for infinity, which tends to cause different problems.
ohhhhhhh interesting
cool
i havent really gotten into any math heavy stuff yet so thankfully havent ran into that. will likely happen though once calculations start getting more crazy
We teach rocks how to think and turn math into beautiful pictures, truly an era we live in

It really is exciting that we taught rocks how to see more rocks
This is kind of scary haha
Anyone's end sky like this too in the latest preview?
Custom end sky confirmed
I'd cry. End sky pleaaaaaaseee
Friends don't let friends divide by zero. That's my motto. 😉
true. but watching programs freak out can be fun sometimes. although one im working on doesnt seem to want to break.
ive put multiple divisions by zero and either the function stops and doesnt do anything funky or it just... proceeds like normal??????
pov you uh do something
ah yes, "something"
ive made it worse 😭
but im really close
to what its supposed to do
absolute "something"
:)
its not bedrock edition but thought id share what that mess ended up as

is it possible to have a separate day and night cubemap?
overworld_cubemap with _0 to _5 is just constantly on.
it seems like it covers the sun and moon too. I just want to get rid of the stars
Unfortunately no
Does anyone knows how to download better render shader tool for 1.21?
-# cattoo
stupidest thing ive ever read
d3d12+ is shown for rt cards
not true, i got nvidia to give me DLSS 5.0 pre alpha prototype
it worked with his steps
Indeed I'm playing at pre generated ai video of fornite with 1600 fps due to dlss 6
I'm sorry to hear to that is there's anything I can assist you today
sorry but i am dead
hardcore worlds be like that
is shader going to be pay
are there json schemas for the deffered stuff? (so i can use $schema)
So it turns out, atmospherics.json is being applied in all dimensions right now. Could be for the new biome based stuff.
Yay we can get purple sky in the end!!
OOOO
is there sun in the end?
Can't do that. skyboxes aren't per biome
You know what that's a good question. How will this work in the dimensions without a sun or moon?
The white spot is my sun MEI or glare (forgot which one)
I see two possibilities for atmospherics in other dimensions
- The settings work and also allow us to specify a custom light direction
- The settings are ignored
I haven't checked if the sun moves in the end
I assume not, and there are also no shadows in the end as well which is a bummer to me
I checked just now. It doesn't appear to
Ah, interesting
Interestingly, the nether does not have any atmospherics. So I'm inclined to believe they are actually gonna support it in the end dimension
That's needed
Close enough, welcome back 2020 bug.
Also, you'd think that the sun in the end would reflect the overworld time, but it doesn't. It's an arbitrary position in the sky. More evidence backing official atmospherics support in the end
I'd like to make the end look good
The only thing missing is "sun" light
Imagine if the supported custom skyboxes per biome
Imagine if molang support.
I think it'd great if the end had a light source that cast shadows
Let's not get crazy
That stupid GIF again 😭
I agree. But also I feel like the shadows for the end should have very different properties from the overworld ie softer, less defined. But that's just me personally
At least from the direct sunlight
You know in retrospect, deferred has come a really long way since the first preview
Take the TAA for instance. Ghosting is almost completely gone
Yea deferred has come a long way
It's still got problems and I have my own personal gripes with it
But otherwise like yea it's definitely gotten better
Imagine they could be tho
Animated cubemaps when

Would be cool if cubemap can be modified to the same extend as entity - with custom geometry, animations, materials, molang logic, overlays... Then we could design entirely new skyboxes from scratch, without the need to bake hundreds of high resolution frames per skybox. And then, it can even be paired with gameplay, and have weather systems, or change visuals when fighting bosses, etc. Basically, what shaders should've allowed us to do, but without shaders (the bedrock way)

Any way I can get rid of shadow without reducing collision?
Invisibility + renders_when_invisible
hmmm isn't too bright for emissive 1
Mmmmm yum (dw not deferred)
renders_when_invisible do I add this in the entity's components?
Is there anyway to use shader with ios
was running in 4k max settings with fog set to high
getting a 4k video is too annoying tho so 1080p will do 
Rip
its slowly getting more playable ig
Could have taken out the archer first but that's that
input delay was kinda crazy but idk
Bedrock moment
too many around him
that could be my fault and the system strain on trying to run it
but i was just getting a taste of how it feels to actually play it
That and bedrock infamously has terrible input latency on the best PCs even

Does anyone knows how can I compile RD shaders on windows, for some reason I can't compile shaders for windows on win11, it compiles for android essl 300, 310 using lazurite tool and how can I compile shaders for specific versions?
If anyone good with materials could take a look at my help post, would be greatly appreciated. Trying to make an immersive portals thing
https://discord.com/channels/523663022053392405/1342941121793490985
What is your first person animation resource pack name?
Dose anybody know if the PS5 pro runs the defferd shades better than Xbox series and ps5
it has an upgraded GPU
i willing to bet it'll run better.
Hey 😅
Oh hello!!
Do I smell a Heyney green stein phase function in use for fog
This looks wild either way
imma need you to dumb it down about what that means xd
Basically it makes it so the strength of the fog (or well anything) is more intense near the sun
You can also use it to control stuff like asymmetry of it as well
Oooh I see it now
I'm still learning what it is but I plan to use one in my shader for my godrays function
Nice
A lot of this is because my godrays are screenspace so the transitions are really harsh, but if I can center them by the light source it'll look better
Welp since this is the case, an option to control the fog asymmetry would be awesome




