#Graphics General
1 messages · Page 21 of 1
For one crazy shot
Why I unable to create ultra 3d texture in deferred technical preview
What do you mean "ultra 3d texture"?
is it just me or is the sky not as dark anymore with VV?
It is not just you the sky has been brightened
reminds me of
Looking great!
Thank you ☺️
i love loomen
redstone torch update when
I can't look at our outdated brethren torch with red particles beside
Looks great!
Thank you ☺️
🥹
What?
That's a thing? 0.o
Yeah
A lot of them have “fakeNitro” where they basically just give you “access” to every by making a copy of them as a gif and embedding the gif instead of the emoji
it’s pretty cool tbh
That sounds cool
But I'll stick to normal discord
Real
if youre feeling silly you could also manually copy the url and paste that
also discord lets you favourite/bookmark gifs for free
It's too bad point lights on full blocks have very obvious light leaking with fog
true :c
Pixel locked reflections on normals look so good
I haven’t really tested my reflections yet
gotta go try soon ig
Strawberry Vibrant Visuals
whats the difference between the deferred rendering and this vibrant visuals?
no difference really
the only thing is that vibrant visuals is also the name of majang's deffered pack
don't think it has name
their pbr and deferred configs are just a part of vanilla texturepack built in game
lovely
I have never seen this happen once with me when ever I use your pack.
bugs like this happen even without my pack
it's just whole game is very broken
💀
hell yeah
deferred is super bright in this preview
i hope it's not just me...
it's finally not so dark for me
it was painfully dark
and now it's perfect
Does anyone can explain why in vv shader they use tga file format for every file instead of png?
Transparent/translucent pixels.
WOW
Look I just made block shine
People what do you think of the bloom? Is this enough?
I think that may be a little too much
I actually like it, he seems to do better job than most shaders in relavent versions
What about now?
Can someone tell me which on better? Default sun or custom rotated, cubic like in vv? On first is custom, second is default
Too high, the game looks like a blurry mess atm
foggy mirror
Vibrancy is coming along well!
Disagree, game looks like deffered at 1.20.30, no oversaturion, just pure creativity
I hate to say it but you're objectively wrong in your take, any person would look at that image and immediately find it to look incredibly blurry for the sake of more bloom. You may like it and I have no issue with that as looks are subjective. But that is taking it a bit too far, and deferred in 1.20.30 didn't look anything like that.
This was bloom in 1.20.30.20
Ok
Okay, thanks for feedback
Is there's anything else wrong there?
Nothing much besides that.
Implemented glass rendering and started working on specular
Accidentally dropped my ice cubes :(
Dope
Looks so good 💯
Does anyone has copy of poggy's luminous dreams 0.4.1 Or where can I find it?
Dang why so far back 😭
I liked the sky, now it plain light blue
And the old versions were perfect to play at, now it's unplayable
And wait, are you the real poggy who made the shader?
yes that is
Cool
Does anyone knows how to make good atmospherics? I'm very new to the shaders, what do you think of my creation?
Holy shit that’s so pretty
Do you plan on ever releasing the shader?
I want to open source it eventually, but before that I'll likely publicly release shader binaries occasionally. But currently it's a little too basic to release imo, more features are needed before I can feel comfortable doing that.
Open sourcing would be sick
I’d love to mess around with the project when it goes public, maybe even contribute if I find anything I can add
I think it's good for you but the sky must be brighter on zenith then on horizon, keep that in mind I think if you'd apply horizon color on zenith it'd be better
In addition on second sprite sun looks to big, either you forgot to apply black color on transparent zones, or image too small, try to also reduce the illuminance and mie to achiehe better results
On 3rd it's good but increase the start value to evaluate the horizon color and create wave effect on sky, overall you done great job 7/10
Too much bloom, that sun looks like a block of bright leds in the middle of the night. I like the moon mie though.
Agree, the sun looks bit off and too big

Pretty
Is it your rtx template?
No, it's a different path traced rtx shader, however it is based on that template
I see, but what RTXStub means ? Is it general rtx file or stubbing toe?
It's the name of the main rtx material in bedrock
ok
That looks really sick
(Same pack as above but 50% brightness)
Thank you, Eric
luminous visuals
It's not Luminous Dreams 😭
buh
Vibrant Poggy?
Vibrant Poggy Dreams?
I created the pack like two years ago
Can someone give me feedback about sunrise?
local exposure is back outside of configs

I think it looks great
Maybe make that gray at the top a little more blue though
hehe
ignore the purply stuff in the back
also not sure if it existed before already but theres a cloud setting
wait, you have your pack?!
show us pbr now
why is everything so blurry for me

bruh blur
Is native blurry too? Or is it still aliased
aliased
Why?
and i already have blurred vision
everything is blurry asf
Did someone accidentally tweak the upscaling values lmao
Then change tonemap to rein luminance
You look almost far sighted
Everything will be saturate and less bloom, also reduce brightness
That doesn't help lol
why would tonemap change anti aliasing?
This isn't a bloom issue
It helped me
make it make sense
The internal res looks really low and over anti aliased
it's not abaout bloom, it's BLURRY
bLuRrY
not sharp
Try removing Aa or reducing the mip levels I seen pack on modbay that does that
Bloom does blur the scene but not like that.. especially at the strength it's at in the settings
mip map is already off
and why would mipmap change anti aliasing
If AA is on the mip map will be blurred while without aa it will be sharp with artifacts
i literally see world like that when i don't wear glasses 😭
75% upscaling at 1080p should not be that blurry
And it wasn't in previous versions either
what are you smoking, mip map effect textures, not edges and all that
where did the fps cap slider go
I deleted them a week ago to start over with them 😭
Though they weren't that great
Who knows? Maybe try amd image sharpener or try to increase resolution or set resolutio on native
Weird. Everything seems fine when I play
Ik this is mobile but this is BLURRED and I'm using default VV
It's def not a pack issue
at least local exposure is even better than before
Well yk we got a new update
It WAS NOT this blurry before the update today
wouldn't last preview's upscaling.material.bin help?
Mine is always looks same
Perhaps
-# i have a copy
Looks even better than you did before, 9/10
Just increase the sky brightness a little and it would look like rtx
By the way why did they added the local exposure if it's not so good and existed in 1.20.30?
What? Local exposure is an amazing feature. It was never in the game in 1.20.30 either
They just had a rather bad and basic auto exposure method
I had it on at 1.20.30 but the feature is cool but it's too dark on bright zones
Yeah uh, Local exposure was first added to the game in 1.21.70. Removed an update after because of a bug
I see
Local exposure is one of the best exposure methods you can use
I'll try it
It's enabled by default. There's nothing to "try"
What do you think best tonemapping? I like hable but it's too light
You talking about generic?
I see, looks pretty good on images
I added it into RTX and it's amazing overall
I agree, what map is this by the way I really like the train bridge
based on comparisons agx looks quite nice, I should try it out
I can give you my implementation if you want
At least if you wanted to mess around with it
I gotta find it
This is a way more updated version
But you will need to convert the world to a bedrock edition world
the upscaling looks worse this preview
not sure what happened
so I've seen
Thank yoy
agx default vs aces vs agx punchy vs agx golden
Idk, I think aces feels a little more vivid here
Maybe agx is nice in some scenes, but bright colorful lights is probably not one of them
agx has some heavy natural desaturation. youd wanna adjust the satruation component a decent amount. AgX to me feels more natural in colors overall which is why i like it a lot.
id recommend punchy with the power, and saturation tweaked
i set the power to 1.0 and saturation component to 2.8 and the vividness has returned a bit
power helps with the heavy contrast
Too much effort 🙃
One message removed from a suspended account.
that feels a bit excessive XD
oh wow
mine doesnt do that
hold on a sec
perhaps there was an error in my code when i initially converted it from glsl to hlsl
although your path tracer may also handle lighting a bit differently
Or maybe in mine, but it looks right at first glance
RP is prizma rtx if u want to try out this scene
I think I'll stick to aces for now, but keep agx around. I wanted to mess with colorometry at some point, but not now.
actually now that i think about it, this is the behavior of the saturation in my GLSL version
there might be something wrong with mine lmao
I just copied glsl code, added transpose() to matrices and replaced inverse() with a pre-calculated inverse matrix
yea i didnt do that
mine might be slightly different then but this is what i have
its also possible i found a dated implementation
interesting
so ig neither of ours are wrong lol
just different
lemme do a test with prizma rq. my pack has kinda weak emissives
No, default values
i see
yea thats alot better
my agx implementation, with prizma and the settings i used above.
mine just seems way more desaturated
but it could also just be your path tracer being alot better
its hard to tell
Do you gamma correct after tonemapping?
I think this tonemap already returns srgb colors, so no gamma correction is needed
wait that's linear srgb mb
color = agx(color); i just have this
color = mul(color, LINEAR_SRGB_TO_LINEAR_REC2020); // From three.js
// Gamut mapping. Simple clamp for now.
color = clamp(color, 0.0, 1.0);``` and it does this at the end of the function
your gamut mapping might be better
even with 2.8 saturation my colors are still quite dull
Could you show how you're using the tonemap? So agx() call and some code surroinding it
might be better to move this to another discord server tho
Here is the same comparison from the same repo that you've used, but this time with linear -> srgb conversion. My previous agx implementation returned color already in srgb so this step wasn't necessary
agx default vs aces vs agx punchy vs agx golden
With your suggested tweaks and gamma correction
so it should be converted from linear to srgb
This looks correct btw
This agx version seems much nicer too
yea this one seems pretty close to a cycles render
at least from my testing with it
I understand now why you are so happy about this tonemap, it is quite good lol
Doesn't have the hue shifting unlike aces, which can be seen on that blue light that turns red
Green is better on aces tho imo
ive kinda looked at the punchy variation as ACES without the problems
it doesnt have as many over exposure issues either
its a bit easier to tweak to avoid that
The mexico filter is not that great in dark scenes XD
I think in this particular instance I'd prefer aces, as it seems to have more film-like colors, that are slightly muted and desaturated at highlights. Agx would be good for imitating the look of digital cameras tho
I love Agx
especially in blender 
Real
Here's another highly praised tonemap, called OpenDRT
Looks decent
aces, agx punchy, opendrt
It's crazy how similar all of these are. The differences are subtle for sure
I think I like AgX punchy a bit more. But the other 2 are really good still
Differences might be more pronounced during the day, but I haven't gotten to sky rendering yet, which is why all my screenshots are during "night time" aka with pitch black skybox XD
fair enough haha
i noticed a big difference between aces and agx with daytime colors
running just an RT resource pack with vibrant visuals doesnt deep fry the game anymore
it just uses the default configs
also default VV settings are def a lot better now with local exposure
although theres still alot of things with the default settings that i think should be changed in order to make it look a lot better
metallic blocks i think should be reflective. also grass shouldnt have metalness at all
left has metalness, right does not
yk what
imma go make a minecraft feedback post
brb
https://discord.com/channels/1138536747932864532/1359299740701032619 please upvote/give thoughts to add onto what i said
candle pbr support is a little bugged in rtx
upon lighting the candle it switches to the mer texture as the base for some reason
wait
i know why
i did an oopsie
figured as much
idk why fixing it for deferred would cause the mer to show up in rtx
i mean anything is possible tho
somehow i accidentally saved the mer as the base
lmao
if only madlad's invisible emissive thing worked here
the thing where you make part of the texture near invisible but fully emissive
it probably does
its also really hard to gauge just how much this illuminantes cuz ambeint lighting
Issue with alpha-blending blocks
ummm, the editor is broken by the looks of it
Okay?
Okay?

???

Did you mean alphablend?
This should btw be a #1067869590400544869 question.
Refresh my memory, does PBR work if I use atlas compositing?
Are you using rd features experiment?
same
Bro what is it with this Alex guy
huh
The thumbs down and the “okay??” Stuff (sorry if i was being rood but I was confused as to why you were doing that)

That text confuses me too
Which one
The one before you cat animation .gif file format
I was asking why you were responding to my previous message if the editor issue with a “Okay??” message and then reacting to vibrant cats messages when he said “same” about the editor issue.
I'd recommend to send this ti mojira as I'm nor other people able to fix it
I know that but the The devs to check these channels and this might be made aware of this from here and I don’t see the problem in sending this in the channel so yeah that why I did.
Sure, I don't seem to encounter the problem but what I've seen the colors being flipped try setting everything to lowest might fix it
I haven’t looked into it but I might try it.
the issue only occurs when in the editor windows, when in crosshair mode or when pausing the to the game menue the game goes back to normal
but the crash that happens when you move around in editor seems to be fixed
Yes
I test with and without custom resource pack
They are same
In this settings
I can't see point light quality setting too
I use 1.21.80.27 beta arm 64 version
You need to enable both the Vibrant Visuals toggle and the RenderDragon Features for Creators toggle
For some reason they left the old toggle there and point lights are still stuck in the old toggle 
#1357384182514454579 message
Point lights are still a bit wonky so that's probably why
What dose the new cloud setting do to the clouds I can't tell a difference
it sets what the render distance for your clouds are
the higher it is the further out from your render distance it'll be it's a really good change
Poggy where is that table that you made that has all the keyframes to in game times?
Thanks
what causes this? moss and mud blocks don't render correctly sometimes...
No motivation to work! Motivate them to fix themselves
It’s just a game bug, exiting the world and joining back will fix it. I don’t think there is a specific reason why this is happening.
That's really interesting
and they have reflection lol
Is it podsible to make blending/addtive textures have bloom or reflections
Banner Showcase Submission Update
Starting from now, we will only accept submissions for graphics if they were made in a post in either #1182087588555792395 or #1046947779118895114 . This makes it easier for me to give a title and easier for others to differentiate different configs/iterations.
I will re-iterate this in the next banner vote.
Pin 📌
Does anyone knows how to make a dents in blocks using normal maps?
How to convert normal world in mc preview editor world?
just make it an .mcworld and open it while you use editor
Thank you, I'll try it
The built-in screenshot feature seems to be broken. Above is my own screenshot, and below is Minecraft's screenshot.
The material of this 3D model is way too demanding on mobile hardware💀💀💀
How using ui? It looks good without shadows
@dusty whale Please tell me how you do that
That's not regular Minecraft, they are on MC China
People, what do you think of my shader? https://discordapp.com/channels/523663022053392405/1361054759762661581
Possible to do that on global mcpe
@silent zealot please listen
No it is not and don't ping the admin of this server for some random question
By useing graphic file of china in global mcpe
No

if only it was that simple 😔
sadly that’s not how that works 
Would be neat tho
sigh..
what is this. mc china?
thats modern bedrock ui
ohhhhhhhh
maybe
i see a mouse cursor
and its in english
cant be mc china
i wasnt really in the mc community when this was a thing so
i didnt really get back into this stuff until like 2 years ago
same
or whenever i joined the mcrtx server
but i like looking at unreleased stuff
like i used to have folder with videos and images from the sims 4 unreleased versions
Looks similar to super fancy settings mode
Guys what do you think of my remastered shader?
Why does it seem like there is smoke everywhere?
bright
Way too much fog
the shrooms are splooshing spores sporadically
So many features gone ☹️
- Global Illumination (GI)
- What: Indirect light bouncing (e.g., sunlight bleeding into caves, colored light from stained glass).
- Evidence:
- Deferred rendering is a prerequisite for performant GI.
- The
blocky_shadowssystem is a trial run for voxel-based lighting math. - Mojang’s RenderDragon engine (used here) already supports GI in Minecraft Legends and *Dungeons
- Volumetric Lighting
- What: Light shafts, fog, and atmospheric scattering (e.g., sunbeams through trees).
- Evidence:
- Cloud lighting changes imply Mojang is prototyping volumetric effects.
- The "light leaks" bug in Vibrant Visuals suggests volumetric systems are active but unoptimized.
- Dynamic Post-Processing
- What: Depth-of-field, motion blur, and anti-aliasing sliders.
- Evidence:
- The
Vibrant Visualstoggle includes presets ("Favor Visuals" vs. "Favor Performance")—a clear sign of post-processing controls in development.
- The
Near-Certain Future Features
(Not yet in the build but inevitable based on deferred rendering’s purpose)
- Refraction
- What: Distorted light through glass/water (e.g., magnifying effects).
- Why 100%:
- Refraction is trivial to add in deferred pipelines (uses depth buffers already calculated).
- Mojang’s
blocky_shadowsandpixelated reflectionsare testbeds for stylized light physics
- Dynamic Weather Effects
- What: Rain puddles with reflections, snow accumulation, and biome-specific fog.
- Why 100%:
- The cloud/lighting upgrades are foundational for weather systems.
- Mojang hired engine developers with experience in dynamic weather (per LinkedIn job postings).
- Physically Based Rendering (PBR)
- What: Metallic/roughness workflows for realistic materials.
- Why 100%:
- The
metallic surfacesbug in Vibrant Visuals confirms PBR is already in the codebase. - Deferred rendering is designed for PBR pipelines.
- The
I think they can all these
Bro just got ai to write some random things that mojang may never add to the game
We already have this one 🤨
And this too!
refraction
whitish water fall fix
bloom intensity control via resource pack
better anti-aliasing
fsr3
Coloured shadows were also something we had but was removed (if you don’t know water at one point has coloured shadows)
Water shadow is buggy
I know and that’s why it was removed
I
What about gl


What is that
Yes
And see the image, the textures are so .....😭 better anti-aliasing when
I want this type texture in global
GI is way to heavy when we consider the fact that they want this to run on mostly all platforms
They add toggle
yes, but there are better alternatives than GI, i am no expert in it but yea
Mojang graphic team know more about that
What about god ray
Lens flare
already in the game

have you even played with deferred because the features you are naming that should be in it, well most of them are
From leaves and clouds
I played
Yes.
yea, godrays can happens from anything
They add defferd technical in stable with vv in this summer or not
Probably not
Only vv
Deferred and VV are basically the same thing
VV is the final name for Deferred and the default pack that they've added for all platforms
But why there are two experimental toggle one vv and render dragon features for creators
Because they have seperate feature sets currently
They will likely be merged later on in the preview cycle
VV is their version while the other is for creators which will have no inbuld pack from mojang
We'll have to wait and see
we dont expect to see anything huge, they might do some tweaking and bug fixed but that should mainly be it, but you never know
just tun on taau for anti-aliasing
still there
thats not true, they will merge this toggles soon
vv is a name for deferred graphics mode
their configs are just included in the vanilla pack
VV is half of deferred for release version
VV contains everything except point lights
The only thing the render dragon toggle enables is point lights
new preview
And in-build pack
New preview
For the full example json - https://feedback.minecraft.net/hc/en-us/articles/35868117841933-Minecraft-Beta-Preview-1-21-80-28
Posted: 15 April 2025
Information on Minecraft Preview and Beta:
These work-in-progress versions can be unstable and may not be representative of final version quality
Minecraft Preview is availab...
was it really this detailed or just a mock up for marketing?
lets gooo
I think it should be still somewhere in the json UI files
What pack is this
yes
are those normalmaps made by her?

new vanilla caustics, they have some wibble, a little bit of softness on the pixel edges, a bit more brightness and are largert
There's no fog, just 8 chunks of render distance
Tbh, the end flashes are a pretty good idea instead of having a light source in the sky
Huh, so it's no longer pixel locked? And no longer seamless ig
Back to the drawing board
my change it texture broke the seamless part of it. either that or making it bigger did
i added in some faked refraction to them
which mightve screwed it up
Ah, I thought it was just in vanilla
oh no lol.
should still be identical in vanilla
high res
i might reduce some of the jitter
but i added some slight pixelations, a blur to soften the edges and a wavy filter
that water fog looks very good
ty!
i just redid it
pixelated them more and reduced the jitter (fake refraction)
no jitter is the best lowkey. the pixelation effect looks really good too
caustics are looking great
Still too white
yeah I feel like maybe the water fog color should affect the caustic color
well i cant change that
wouldnt worry about it
What would look really cool is if the caustics had a little chromatic aberration to them
Like this
Probably fairly hard to do tho
at low resolutions that would look terrible
but I agree, with higher resolution caustics, it would be neat
if they ever did a caustics system thats based off the water waves, id love to see this implemented
doesnt really work with the current implementation tho
Well then there is way too much bloom because minecraft shouldn't look that misty
im not really sure what would cause this weird flickery thing going on
it seems to be a bug with fog
i turned off fog and it didnt happen
nevermind
hey @still zenith weird issue in the end. i cant seem to identify what is causing it
its also very random when it occurs
also the color of the end flash is always blue and the illuminacne doesnt seem to work
unless i have it added wrong
i have it added wrong
radiation poisoning anyone?
uhhhhhhh after leaving the end
apprently not
what the heck
@still zenith sorry again. setting lighting file format version to 1.21.80 is causing this to occur in the overworld. I tested with and without the flash parameter. no difference. no sun illuminance, high sun illuminance no change
platform PC. unsure of others at this time
is anyone else seeing this happen too
im gonna try a different pack as well
i repro'd on a different pack
same thing
i was able to repro the issue across 3 different packs and had someone else test and come to the same result
Had the issue but I was using the 1.21.70 format version and changing it to 1.21.80 fixed.
weird
Did you make sure the new orbital and flash sections are properly incorporated
Hmmm, that’s interesting
Dam, so it’s should be a game issue then. I don’t seem to have it.
I would have sent you mine to test aswell but I can’t unfortunately.
ok now all of a sudden it wants to work
Bruh.
i repasted the example format and its fine?
I am guessing the game didn’t update the new changes or something
its weird because the format in their thing is no different from mine
aside from including flash
hmmmmmmmmm i see why its wrong
i didnt see they added a new identifer
orbital
welp rip players who dont update their games lol
Yea
It seems that currently only the China version of Minecraft has this texture pack. It is made using 3D custom models, and the full version of the pack has not been released yet.🤔🤔
The name of this texture pack is "T3D". The creator might consider releasing it for the global version, but mentioned that the production of the pack is very time-consuming because it requires remodelling everything from scratch.💀💀
Does anyone knows what chaotic property doing in lighting/global?
^
Is it still possibel to use reinhard_jodie as tonemap in 2025?
Reinhard Jodie got removed. Reinhard_luma is probably the closest to it
Who’s normal maps are they then 
its @still agate 's
I see, what the difference between reinhard luma and reinhard then, I still can't understand
someone's
Luma as far as I'm aware has better color compression
dk, its her pack but it was a heightmap pack before.

CUBEIR 
thank yoy

It’s always Vanilla RTX

At least VanillaRTX normals look decent
i mean, cubeir has some pretty awesome normalmaps as far as i saw when i was checking bug with normalmaps 😊
Yeah
Heightmaps on the other hand

Fixed my AgX implementation in RTX. I made a mistake and accidentally removed something important. (It's a lil cooked rn but I'm testing stuff)
No difference, no difference at all 😡
is it now fixed in the creator then??
no
i dont have control over that
😭
any tools to easy pbr dev
preview developer version
and how?
Watch on yt
where
On youtube.com or youtube app
i mean link
I will show you how to download and install the Minecraft Editor Mode Tool, this was recently released for Minecraft Bedrock Edition and is an advanced version of Minecraft World Edit.
✅Become a ECKODILE: https://bit.ly/2NeUV6u
HELP ME REACH 1.5 MILLION SUBSCRIBERS: http://bit.ly/2qptXQy
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editor mode?
you mean PBR texture?
ye
blockbench
also how to make lock reflect in rain
lock?
block
also has tutorial
in tutorial
when i do emersive one the non emersive part is metallic is that how it is or i can fix it
Can't, puddles or porosity can only be done via custom shaders which we don't have, currently rain doesn't affect reflectivity in any way in vanilla VV
also the doc says i need "capabilities": [ "pbr" ] which i havent added yet it seems to work on rtx settings
which mode is the best for PBR testing ? i am using rtx rn
oh
you can use RTX
so
use better RTX for having rain puddle and many things better
PBR campabilities is VV compatible
or allow you enable VV with the pack have PBR campabilities
like RTX pack
hmm
any fix for this
wdym?
erase color mer on that
like set to 0 or empty
empty
oh, and brightness decide glow rigth?
idk
where do i edit lights
What lights are you trying to edit?
Point lights or global lighting?
any where to locate them
What are you looking for?
What things?
whats the purpose of doc about lighting
Why normal map not work in deferred
It is intended for people making deferred packs
It seems that the direction_increment doesn't have any effect on my water tho
ahh btw for someone new to deferred pack dev, there's a deleted explanation about atmospherics' parameters here.
old atmosphere doc
I wonder why it was deleted
To fix this first when making the emissive texture make sure to make the non emissive areas have a white color in the blue channel of the mer file, this will make the block have a high roughness managing it’s not reflective
anyone else having really bad performance issues on deferred with this weeks preview?
lowest settings on series x and its running at 44fps
usually ran at 58/60 fps on max settings
nice
Beautiful
I had performance issues after 1.21.20, it was so bad I barely had 15fps after I turned off everything, and put quality on 33, billinear my game ran at 100fps and iy looked decent
the thing here is that this used to happen as a lag spike that usually lasted 3 to 6 seconds and now its basically permanent
and its really weird
i tried uninstalling and reinstalling minecraft preview and in the first 2 hours performance was back to normal but then the same thing happened
huge lag spike out of nowhere
that completely fried my performance
Hust tey everything off, bilinear 33% must boost fps momentally

:0
NaN 
🤔🤔
Is this Verg1rls pack?
That’s prizma
how do i edit those lights
Blender in Minecraft real
I'm still tweaking the colors, contrast, and all that to get a super render-like look while still being playable
How are the reflections so sharp?
i am guessing they are using strawberry
Strawberry graphics instead of prizma?
also the shadows are also quiet dark
Or strawberry + prizma
the configs from strawberry, the screenshot is quiet old
yea
the version is a older one so this might be a older screenshot so it makes sense. also strawberry used increase IBL a bit and that can be seen as well
Implemented debug text in the shader
because ive implemented my own HG function now, im able to manipulate the one in RTX way easier to get the desired results
who remembers BSBE deferred
We need deferred to look like this no modding renderer
Or shaders
It already looks better without doing any modifications to the renderer

Case in point, alexis's screenshots
it's just a prizma magic
@still zenith fix for transparency is not working too well
😅 Looks like the charged creeper thing
imo anti-aliasing and soft shadows are overrated.
Why anti aliasing?
there is nothing wrong with jagged borders.
why do most players prefer blurred edges if they're not even going to pay that much attention to it?
it's just a direct upgrade from the jagged borders
if you were to not notice it and not care then yeah sure
but its noticeable to enough people to warrant giving it a fix at all
so why not
I much prefer having
Same
No, soft shadows look better they look realistic and not pixelated much that why they better
Which mc version is this on?
1.21.70
Interesting
When your deferred shader come?
Stopped working on it after we lost access to shader source and I realised that RTX shaders are much cooler and more enjoyable to make
How to use subsurface scattering in deffered, for example I have a pale leaves and want the sun add sss effect on edges how do I do it, also how to fix paintings emitting bloom even after applying roughness
SSS is used within the alpha channel of the MER. You also need to set the the format version to 1.21.30 and metalness_emissive_roughness_subsurface in the texture set
I have a video that shows how to use the alpha channel in a png
This is for Photoshop but the I for can definitely be brought over to other editors
It's hard to follow I know
I'll likely make a commentary based version at some point
because of no SSAO
also entities and tile entities look ugly (specifically the lack of shading)
but thats the case even outside of VV
hoping that means "not yet" and not a straight "nyet"
i don' really care about GI
i NEED ssao
mixed with current vanilla AO
that would look epic
has any dev acknowledged it here?
which one is better ibl or ssr
Ibl is used for the reflection of the sky while ssr is used for other reflections that are in the players viewport. That’s the reason why the sky reflection is always preset T even if you are not looking at the sky.
i need GI from mojag
i need a volumetric fog adjustment in the underwater...
Wait does the current water coefficients not work
Particle concentrations are affecting the underwater environment significantly, it's okay that they have impact tho
it's just too much
Are you nearly finished your lens simulation?
Quite the opposite, I fully deleted it for now 🙃
What!!
Initially I just added it quickly, to see how good it will look, but the implementation wasn't the best. I'm currently working on better glass materials, and will soon implement spectral rendering (it would enable effects such as dispersion, chromatic aberration, and ultra accurate colors and lighting), and then I will come back to lens simulation and implement it again, but in a proper way.
👍
You should make a proper roadmap
would be really cool
No, with RTX
So we can't se your deferred shader?

No, it doesn't work on latest versions anymore
WOW HUGE UPDATE
yipee
Gonna update now and see what’s the changes
What about cave lighting?
Haven't tested it yet
what did they change about it
Dunno. I assume it's related to the underwater bug though
Also, performance has increased a lot
Used to get 90-100, now I'm getting 120+ on 8 gen elite
No changes to my settings either
update havent come to pc yet
Is fog appear in cave?
This is default VV
Idk
Noisy reflections on iOS has also been fixed
WWWW
yay
got the update on pc, updating now
The default volumetric fog is blue now
Or like whitish
Default VV looks soo much better
Good job guys fr
fr
Wait direction increment is working
Although I wish there was a bit more VL fog
cook the water again
So how are other dimensions
Noooo
What
thats water wave on and off only, waves itself can be customised, currect me if i am wrong
Honestly, I never expected them to
I see
!!
Soon school is really tiring rn
O
O
Vanilla reforged underwater
Do caustics also work on the side of blocks or still not?
@wise hinge the editor is fixed ggs guys
Nope not atm
i can't play...
Sad. I hope it gets fixed before 1.21.90 drops
hmmm, the shift and space bar are not working i the editor when in edit mode. @real berry
#1340055990053244938
mb
hmm??
fixed!!! nvm!
and direction_increment is working correctly!
yipee
@still zenith I don't believe this is intended end behavior? And volumetric fog appears fully broken (unless it needs the biome configs or whatever)
Am I see noise?
VV changes are fire 🔥🔥
water is cooked real
how it works
my game works so bad now
WITH POINT LIGHTS TURNED OFF

night
Vol fog too?
Try with that at high
adds more movement between each octave
i used to have 100-110 fps with ultra fog and just point lights turned off 😭
after turning off deferred
I got fps drop too
I can't wait to test the new backward optimization
it's bugged now
Point lights in the newest preview are bugged
On Xbox
Also they heavily optimized vibrant visuals I have stable 60 fps with everything set to ultra on Xbox series s
huh
Does lava with point lights still cause performance issues like it did a year ago
yup

xD
could be the new water stuff or something else
is the direction_increment working correctly for you?
my rtx 3060 is dying with deferred now
i think they are
yup they are, they were working last update aswell
due to the water fix i will be reenabling shadows in my colorgrading
sky color doesn't work for many biomes...






