#Graphics General
1 messages Ā· Page 22 of 1
weird...sky color doesn't work for my pc and works for my ipad
skill issue

Does anyone knows why the new deferred updates always so disapointing... Back in 1.21.10 I had stable 70-100 fps on max resolution and had that beatiful, minecraft light blue water now 10fps on min graphics with native reosulution and some gray swamp gooch instead of blocky water, instead of sky that looks bright on one side and darker on opposite now it's plain color, instead of tonemap that made deffered look like minecraft now it's bunch of tonemaps that don't even look good, the reflection from ssr look like crap when I had ibl it was minecrafty and colorful, also the sky has some weird artifacts where it goes up and up at day
Bru tf ts im nr it allš„ pls shrtr my brain melts tsts pmo sybauš„
The change in fps is because a lot of new feature have been added compared to back then. Also the ibl on blocks was too intense and was also a bug and donāt know how that looked good. Also the ssr being blurry is currently believed to be a bug and will be fixed or give us creators control over it. The sky changes help it so that the whole sky donāt turn a whole other Color due to the fog color and stuff. Also tone mapping is the same and has not be changed. Packs will keep updating and if you donāt like the look of it then thatās on you. Also keep in mind this feature is still under development and also using a unoptimised engine to run so performance issues will happen especially with new features and improvements added.
Also also also also also
that block looks kinda wrong
generic tonemapping looks much better now
i remeber it looking very wrong
sometimes still do, but it's better
mipmap is so terrible with deferred
does bedrock have anisotropic filtering?
water waves are on ozempic
new water parameter bug

I think it look cool

G
Does your PT shader already support normals and MERs?
Yes, I just finished material system. Tho there's no subsurface scattering yet, but I might add it at a later point
Fake heightmap effect
Fun fact, RTX has access to deferred's subsurface scattering PBR channel. So technically, SSS support can be implemented in a custom RTX shader. Tho on the screenshot, I'm faking it using rough transmission
Here's the same scene without fake SSS
How to make deferred look just like looked before
This looks so good
that looks so good omg
Does anyone knows what's wrong with "heu" he's weird, putting thumbsdown for no reasonš¤·āāļø
This looks so good

I pretty much agree, it looks much more like minecraft unlike now
I don't agree me
Personnaly I found it bland
#1364266284308631594 message
But why nobody spoke about that ?
(explain me pls lol)
Explain what?
I'd not say that old deferred look worse, might even better as the world looked clearer, like minecraft and not foggy like now
Old deferred was so plain and bland.
90% of the community would complain if it released/was shown off looking like that
Nuclear blue water with zero depth is not it
And after fixing underwater lighting now it's really good
is it just me that changing any parameter in the editor doesn't work?
You should try your shader with some of our packs
Like Prizma, CatRTX, and Vanilla Reforged
How do i make similar pack icon?
Blender
Make a simple render and line the camera up
But i have no blender, i tried in block bench but i don't know what camera position, rotation to use
Then download blender
Blender is free
He probably canāt run it
im able to run it on my school issued laptop it doesn't need to be that intensive
oh my fisheye glass normal might do some cool stuff with the light refraction through normals
The China version of the new shader looks pretty good, but it is still in testing and has not been released yet.I wonder when the global version will be able to achieve these effects.š¤š¤
I doubt that normal minecraft bedrock will ever look this good 
This is released or not I can download it from any source
wow anti-aliasing looks pretty bad
are those clouds part of the skybox?
the water and sky are doing the heavy lifting in terms of fidelity
It hasn't been released yet, and the China version and the global version use different engines that are not compatible. Even if you manage to extract the shader files by cracking the China version, they still can't be used in the global versionš
There's no way around it ā this is a limitation of the China version's rendering interface. Currently, it's not possible to render at full resolution while using volumetric clouds and water ripple effects, which results in more noticeable aliasing in the visuals.š¢š¢

they are volumetric clouds. Most post-processing shaders in the China version use volumetric clouds, but they put a heavy load on performance.
oh wow
It's a pity that achieving these visual effects requires sacrificing resolution.ļ¼ćļ¼_ļ¼ćļ¼
This is very likely why vibrant visuals went the way it did
It went more simple to potentially avoid having to go that route
ehh a lot of people have the resolution set to automatic or lower than 100% anyway
having dlss and or fsr eventually would be nice
unless they want upscaling mode parity for some reason
#1340055990053244938 message
so it's bugged for now, but the fix will come in the next preview
(thanks devs!)
It this what you asked me in dm
yep
I really like the new biome-based water, but I don't like how it looks like sometimes. I really hope they plan to improve water's biome blending.
I mean... LOL

Though I still like biome-based water
thats so abrupt but so beautiful
ooo shader
šµ
rgb vs spectral rendering (very wip)
w cool!
yeah at some point the sky turned darker and the moon brightness went a bit down
beforehand it was like that
Yea it fixes itself around 15000
But idk why it's broken at 13000-14000
depth of field? is this ray tracing mode?
also did anyone notice that the renderer keybind goes to "simple" graphics instead of "fancy"?
thought minecraft looked slightly uglier than usual
Yep.
Yea
that looks amazing
can i try this
Not at the moment, there are too few features for me to feel comfortable releasing it
agx for the win
cool and batter
what is this, shadow fight 2?
green
yeah
what causes a huge fps drop in the nether? I always get 40-60 fps on overworld, but 5-15 fps on nether. I have set light source emissive to very low, but I have no idea why I'm still having this issue
pointlight
impossible
The reason for any huge fps drops is either pointlight or volumetric fog, but point light is off as you said then it might be fog if itās at ultra. If itās not then I donāt know.
skill issue



snell's window when?
Can't you see it straight above?
wtf
Improve how?
Why my paintings glow even after applying roughness?
just found out about this in the biome json files, dont know if its also available for the falling leaves (we dont really need it but yea)
added some stuff to rtx regarding underwater fog asymmetry
If you find anything for changing the falling leaf colors, lmk; I use yellow birch leaves and don't seem to be able to recolor those falling leaves
cute bow
yep I love it
and cute face
The leaves use the foliage colormap so you can edit the section that is used by the birch trees. I think the perbiome foliage color also affects the falling leaves aswell but I am not 100% sure in that.
I might be wrong here though because birch does have its own colormap.
Yep, this is accurate. Just checked; we set the colormap to white and the leaves to gold, so the falling leaves are also white. Guess we gotta look into a different way to handle that coloring š
Don't want birch leaves changing per biome so this was the easiest way, but I think we could just swap it to the basic white with an all-gold colormap pretty easily
Speaking of which the biome tinting for some biomes are broken with VV. Like the swamp biome is using the forest leaf color, samefor the grass which also seems to use the savanna/warm biome grass. Default VV doesnāt have this issue as the respective color map is specified for the biomes in the biome json file.
Havenāt tested this without VV though so not sure if itās a game issue reacher than VV
guess waht grok say's if fans push hard. Mojang could add basic ray tracing (e.g., shadows) to a Series X-exclusive Minecraft mode if parity rules loosen.
Bro you don't need Ray traced shadows, just use deferred
okay sorry
Why you sorry?
for saying some wrong things
ā
okay
grok help me what going on with improve for console
can you say somethings back
lol
it could run batter okay
awsome
agx real
Ladies and Gentlemen, it is with great honour to announce that it might be preview day
Previews starting from March 11, 2025 will try to release on a Tuesday: https://bsky.app/profile/jorax.bsky.social/post/3lk4lhrpmoc2p
no times
oh okay small
yes
let's find sneak update
Has anyone else noticed that the shadow config's texel_size controls the resolution of screen space reflections on shiny/metallic materials?
Yea
š„ 
That looks insane
cute
next catrtx update gonna be peak
This is soooo clean. I love it
That refraction is amazing
agx default vs opendrt tonemappers, for monochrome 405nm light
And here's what my phone camera captures, for the same 405nm light
Agx is closer to what camera outputs while opendrt is closer to what I see with my own eyes
agx punchy is even closer to camera output (at least in midtones)
opendrt vs agx default vs agx punchy
RTX Infectious Preset
Peak dof
way better
thank
doesn't work? ik it triggers the windows security but even after allowing it it runs the game but game closes few seconds later, it did run first time and i disabled rtx and enabled the defeered option
Does anyone could explain what would be the difference if I:
- would apply a roughness using
Multiplyblending on mer texture - would apply just pure blue color on mer texture
- would apply uniform
[0, 0, 255]for mer
technically they do the same thing (not sure about the first one but yea)
Seems like some new features like per biome stuff and the water fix are missing from VV in stable
yea the water one was mentioned
Seems like they only enabled the old build of VV on release versions of the game rather than porting over the up to date VV branch from preview
Agreed. It's basically done aside from a few problems in the nether and end
(Talking the blue fog issue)
Yeah
Can we use virbant visual packs now?
Yes
This is lynx deferred in release version
how can i use a 2d item model in an attachable?
prizma is so good
it'll be so sad when i stop using it in favor of marketplace ones
yup
true :3
I canāt wait for the MP to wipe out like 60% of hobbyist projects
Or just completely overshadow them
it'll be so sad when they're all garbage
True art shines. What I expect to happen is Marketplace teams will start scouting out talent within these communities to adapt their content to Vibrant Visuals.
So sure, hobbyist projects might go down (if the artists are too preoccupied to work on their own things), but their artistic merits not only make it to Marketplace, but presumably they get paid for it as well.
No, I doubt any of the original creators will get paid. What I think will happen is marketplace creators will come to these servers and steal the work of others and market it as their own.
Has this happened at scale in the past?
I mean I don't necessarily disagree. Nothing is stopping an unscrupulous team taking config files from an existing PBR pack and placing it in their own content. Though I expect nowadays that hobby creators are prudent enough to license their content appropriately so they can file a copyright claim in such an event.
I am not sure sorry. The effort of filing a copyright claim for some creators just isn't worth it, but I agree if you want to keep your work then make sure it has the correct license.
I think you can always just ping a mojangster here, and explain the situation. MP teams stealing from hobbyists is a big reputational hit so I'm sure they will take action against it

@quick beacon sorry for ping but uhh my game just crashed while using luminous dreams on my iPhone SE in the latest preview
And yes itās the latest version of your pack too
Is this just with LD and does this keeps happening. Beacsue one simple crash isnāt that big of a deal
There are times when MP steal code from other MPs but in this case I am not sure
Wait
Itās probably cause my world was experimental
And it probably got corrupt
I mean mojang does warn you that will happen every time you update the preview
World corruption can explain constant crashes but if itās just one or two it might be something else as preview is prone to crashes
Well hereās another thing
Vibrant visuals crashes with addons in the release version
From the marketplace??
Well with one specific addon atleast
No
Hmmm, well things like this happen
Yes but with how close vv is to becoming stable and not experimental it shouldnāt be
Not to mention vv is gonna be the default graphics mode
The base game already has crashes, so the game shouldnāt exists then
Only on supported devices
The latest preview is unstable and crashes a lot, even on worlds without LD.
This started to happen 2 weeks ago, but hopefully fixed in today's preview
Hopefully
Also I love the end in ld
Itās so good
Previous preview too small i hope this preview has lot of thing
At the moment no
Future
Itās not their priority but maybe there is a small chance but they have other areas that they should focus on rather than Pom
Which one?
We want all add-ons to work with VV š
Itās a fairly brand new one that just came out a week ago called āthe everything packā
On MCPEDL
Thanks for the pointer!
It works with vv for like 10 minutes and then it crashes
does it not crash if VV is off?
Iām gonna test that out rn actually
oh
Well it seems to work fine without vv
But tbf it is a pretty big addon
So I can see why it crashes with vv enabled
I forgot to mention its multiple addons combined into one
Iāll do more testing later today
seems like I cant activate your pack with actions and stuff enabled
or vibrant visuals in general...
many vv things yay
this sucks.
Marketplace packs canāt be enabled with vv yet
how come?
Idk
Ig cause they donāt work together properly or something
yipee
some blocks and stuff will bug out as seen in actions and stuff
mb, but kinda like this. this is rtx but something like this happens with VV aswell
Wow I love how much changes we are seeing to the vanilla PBR
is there a way I can bypass it
yes and no, there is a person on the mincraft RTX server who has made a fix for this issue but it only for rtx and i dont know if they carry over to VV
what
WHAT
š³
I was going to ask what a smell window was
that is insane
Snell. While underwater, only a portion of the surface is see through
I know, he corrected his message, it was originally smell
IKR ITS SO GOOD
now we need refraction š„¹
fr
OMGGGGGGG
this is rtx right
you usually show off rtx stuff I thought.
FRFR
Nah I do both
ahhh
how do you develop rtx stuff on mobile
do you have a tester on pc or something lol
I have a pc with a 4070 super
I'm just not home atm
oh, I thought you meant you were a mobile dev
Hm it does look like there's reflections on the surface now tho
Ye one sec
if waterfall??
if only I can try it out with actions and stuff...
its very subtle and blurry
However most of the images on the site are old
ummmm
snell's window?
Hmmmm
ive noticed that.
I have a world where's there's random waterfalls in the skies and it looks terrible
with the water falling
this is with fog turned off btw
Dope

wtf happened
W
OKAY I THINK I FIGURED OUT WHY ITS CRASHING
so it only crashes when I have reflections on ultra
But if I turn it down it doesnāt crash
does emissive fixed?
is the end sky broken for anyone
the per biome stuff for the end sky doesnt seem to apply
my sun texture got replaced with the vv's sun texture

Great question idk
š
Yeah bc its called sun_vv.png now
so the texture_set file has to have sun_vv because if the texture name is different and specified it will use that regardless of what default VV uses
š
Why is the water fog ghosting even a thing? You'd think the temporal reprojection system would take camera movement into account
What shader is this
you know what they mean when they say shader.
vanilla reforged
So the sun in vv has a completely separate texture from default
Iām guessing same for moon too
@sonic canopy do you think once vv is released, decompilation can be attempted again?
Yes. I wanted to update lazurite to handle restoration of optimized code better, then diff all versions starting from where we lost the source, up to the latest version. This would give us an outdated readable source + a diff of optimized code that would hint at the changes that should be made to update source to latest versions.
But I really hope Mojang will figure out a way for creators to get their hands on shader source, without the community having to go through all the pain of creating and maintaining a repository of decompiled shaders.
If you succeeded with that would yss se be able to be updated and or deferred shaders created or are you talking about rd shaders?
All types of shaders will be much easier to create with the source code. That being said, idk if I will personally maintain decompiled code. It mostly depends on how easy it will be to do with lazurite's help. If it's simple enough, I might attempt it. If not, we could figure out some community decompilation project instead. But I will continue to run the mcbe shader codebase repository, just using optimized code instead of the usual human readable one.
Alright, now that Vibrant Visuals is finally accessible without preview, how do I start on texture sets to visually enhance my blocks?
Thanks!
anyone notice this was added? or am I just oblivious lol
It was in the changelog lol
Everyone knows
š¤¦āāļø
What. Where?
Yep it's new.

Added today. Apologies for that, š It's hard to see all the changes in the lang files for this preview for two reasons:
- Busy with Finals
- Mojang removed all comments from the lang files
i assume this is just like the vysnc toggle we once had?
It was infact not in the changelog
how dare u trick me 
I bet it will be in the changelog of next's week Preview (likewise how other features are being mentioned fixed or added until the week after)
that looks awful
you mean frame pacing? strange. i don't see it
same. i don't see Frame pacing
Slow rollout must be.

just got hit with the power of a thousand suns
ok the issuye is that the keyframes dont make sense
"illuminance": {
"0.00": 0.0,
"0.20": 500.0,
"0.40": 1000.0,
"0.60": 1000.0,
"0.80": 500.0,
"1.0": 0.0
}
this is what i have for my sun
but the sun rises really bright, becomes like 0 brightness, and then gets bright again before setting
what the hell?
this doesnt make sense
where can I find the Vibrant Visuals default files?
i would reccomend a sample pack
like Poggy's Luminous Dreams
it has everything wroked on
"illuminance": {
//TIME OF DAY KEYFRAMES: determines the illuminance of the sun at different times of day
"0.0": 109880.0, //noon
"0.25": 20000.0, //sunset
"0.35": 400.0, //night
"0.5": 1.0, //midnight
"0.65": 400.0, //early sunrise
"0.75": 20000.0, //sunrise
"1.0": 109880.0 //day
},
ohhhhh
also the docs say to use 100k but thats alot
(flashbang)
so
yea
Oh i see
Its in the bedrock samples now.
oh actualy?
also why does 0 mean t=6000
what the hell
why is it like this
it should be 0 = t at 0, and 0.5 = t at 12000
š
ofc the community has to do it
also setting the color values to 0 for midday makes it feel like eclipse type lighting, like hdr-ified
highkey fire
setting values all to 255 vs all to 0
My bad, I usually play the update first and then check the changelog and I think exam stress just made me see this being in the logs. Sorry again
hmmm fog off
weird
default pack
reflection is working fine
without any issue
and no black square on snell's window
maybe
water waves on issue
Okay hereās a better example
Realistic biomes and deferred
Deferred out of beta in release version?
Yep
Is game performance going to improve before release or is it going to remain the same?
I think it might increase a bit, but its already pretty good for what we have
Itās not that great, I can barely run medium-high settings on an iPhone 15
It will, there was also files related to fsr found so that might also come for better performance in some devices but in general yea it need improvements as it performs worse than rtx at times
also fyi
theres a missing bracet here:
at the end there should ber another one to close the pbr_fallback_settings
// https://learn.microsoft.com/en-us/minecraft/creator/documents/deferredlighting/shadowscustomization?view=minecraft-bedrock-stable&tabs=ShadowStylizationSoft
{
"format_version": "1.21.80",
"minecraft:shadow_settings": {
"shadow_style": "soft_shadows",
"texel_size": 1024
}
}
okay so this is just straight up raytracing settings
but for defffered rendering
Particle clouds just aren't very good š¤·āāļø
No offense to the people who make them, it's impressive
But it just doesn't work with these new graphics modes
rtx and deferred has the same json for fog
i can tell
1.16.100
their documentation isnt updated for deffered rendering, its still based on rtx rendering
the new snells window is sick but it has some major issues. Idk if this is related to the wave system or what anything in contact with it has extreme ghosting and reflections arent rendering on its surface iether
oh and theres this like black orb the follows the camera
i am on native btw so there isnt even any TAA applied
few bugs with the end
nice the flash works again
BUT, the flash is white, despite the fact that i set it to a purple color
ambient light does not appear to work at all
and volumetric fog is not functioning
Am I the single who hate the flash because of the blue color ?
i dont like the blue either. but in my case the actual illuminance color is not working
nor is changing the illuminance
Oki
the lighting file literally doesnt work
i defined it too
the atmosphere file works tho
that uh.. is not the color i chose
i picked an extreme color like that for testing reasons
oh and my fog density was cranked up for testing which also does not work
Does anyone knows what padding does in terrain_texture.json?
"padding": 8,
"num_mip_levels": 4```
my guess is the distance between each mip
id recommend disabling mip maps for vv packs tho
But I use 33% quality
mip maps will make the quality even worse
setting padding and mip levels to 0 would disable mipmapping
When I use heightmaps it makes distant pixels be pixelated
heightmaps are not the same as mip maps
seems to work for me
apparently the game just doesnt like me because my files are perfectly identical to both the mojang samples and his and yet.. doesnt work
Skill issue /j

for me it looks like this but if i turn off vv then the sky color is visible
my atmpsherics are not wroking what so ever
so idk exactly how i fixed it
but i changed the stuff at the top
the format version stuff
and then it was fine
what did you change it to
i just copy pasted it from the original doc and then it was fine. idk why that was the issue
i cant get this thing to work
i still have no clue why this will not work for me
why the hell did it apply to the desert
and it fixed itself
where? Am I just blind or something?
https://github.com/Mojang/bedrock-samples/tree/v1.21.80.3/resource_pack
Preview branch.
still not seeing it there
https://github.com/Mojang/bedrock-samples/tree/v1.21.90.23-preview/resource_pack
It is literally in there though.
where
Whyād the point light suddenly just become dynamic 
I mean I see the textures, but I can't find any other config files
Great question
like shouldn't there be lighting and atmospheres folders?
you mean in windowsapps?
Yea
I use a 3rd party install so I can't really help here
I really don't want to have to go through the shit of getting read perms
But if you get into the versions folder, go to data, resource packs 1.21.80, you can find all the default VV stuff
I'm not at my pc rn but if I was I'd just send you a zip with all of it
I think i found the best playstation 5 pro settings in terms of visuals vs performance
24 chunk rendering
Texture limit removed
Screen animations off
8 chunk simulation distance
itās not a perfect 60 by any means
but in the overworld half the time it should hug 60 and the other half itāll stick around in the 50s
native 4k is playable as well though with a handful of less fps overall & it hugs 60 less of the time
but a huge problem is water SSR in 4k, just tanks the performance, much of the time all the way down to 26fps
but 75% upscaling solves the problem by a huge margin, with fps in the worse SSR situations being in high 40s
the pointlight and fog settings make sure torches and whatnot dont tank fps, in fact it barely is touched at all now
in the nether you stick around in the 50s
might not have the absolute premium look for screenshots but every feature is able to be brought to the highest possible setting while maintaining performance
Is this what you are looking for? https://github.com/microsoft/minecraft-samples/tree/main/deferred_lighting_starter
Contains custom add-on samples for Minecraft Bedrock Edition. - microsoft/minecraft-samples
I wish we had the option to control the fog distribution. You can't really make ground level fog anymore with the super strong anisotropy

kinda, but I was hoping for the vanilla files
This settings make no sense as shadows are first fps tanking not ssr, point light shadows are also bad, and you're using bad upscaling, bilinear better in everyway, that's why your game lags
I wonder all those people who against, can they elaborate or will keep this hate for no reason??
the shadow setting barely affects anything, only pointlight shadows does
i donāt like TAAU very much either but itās easier on the eyes than bilinear
soft mess > noisy pixel mess
Taau just make no sense today as it blurry and inneficient
ignoring that topic, we donāt have any other choice
me personally, I think TAAU looks better. bilinear is more alias prone
only nintendo gamers can rlly deal with all that aliasing
I prefer that over occasional ghosting artifacts
hopefully fsr works out well for this game
Who knows how to fix water becoming gray when light hits
Update back to 1.20.80
ok
Does anyone knows what sss does in mcbe, and how to use it and turn it on, for example I want light pass through dripleaf, how do I do this?
In your texture set you need to assign "metalness_emissive_roughness_subsurface" and make sure format version is 1.21.30. Then in the SSS is controlled by the alpha channel in the mer
š what
Sure that was before the water updated but there's literally zero reason to go back that far
The problem here is a bug with vanilla block light overriding reflection colors
This issue only recently popped up around I think 1.21.70
Rolling back so far is not necessary
I'm the opposite. Mostly because the "occasional" ghosting artifact happens across the entire screen, and I can notice it
is it normal for deferred to look clear when it's raining
well, the fog changes, but the sun/moon does not go away, and the sky remains blue.
proper weather isnt really implemented yet
ah
im hoping the changes made to java get ported over to bedrock
like the fog and clouds and whatever will come later
I'm glad this feature is for ALL bedrock devices, actually gives the game a HUGE upgrade
I'm excited
even on nintendo switch?
lol
So if I set alpha to 100 the sss will be equal to 255?
yes
well a 100 to alpha means to make the aplha channel be fully white
does anyone know why in the release version of minecraft vv runs at 44fps on the lowest settings possibile (720p) while on preview it runs at 58/60fps with all of the settings maxed out?
im on series x
maybe bug
CUBE MAP vs SSR
In game uses cube maps too. I don't know why it's showing up as black though
Is their anyway i can detect a headshot?
Why are you asking here?
Oh shit i thought this was the scripting channel whoops lmao
is minecraft ray tracing on bedrock dead
Pretty much yeah, unless you count the modding scene.
Big updates are coming on tuesday with BetterRTX
i love to play better rtx on my pc
is ray tracing coming to comsole
never
I can't say that it is, cause it would be up to Mojang to activate for consoles. It does work and runs fairly well though!
not sure, my vv runs well over 60 fps, and has extreme drops when anything xbox ui/gui related is running
Are there any alternatives to brd to use deferred outside of preview?
well, in 1.21.80, vibrant visuals is under the experimental toggle, but it doesnt include point lights and cant be used on servers
Well if servers enable the experimental toggle then it can be used on said server.

Yea I want point lights
Yes
maybe they made some optimizations in 1.21.90.xx previews that havent made it into release yet?
what's the advantages of having normal maps for water_still_gray (or water_still? idk)

okay
we want point lights ussr anthem starts playing
i would like to once again thank mojang for making stuff like this possible on phones
what strange shadows are these
i had a couple settings turned down, here it is maxed out
im not sure if that specific issue got better however
I still don't know why every shader pack has the strange shadows on blocks with diagonal polygons, like grass
im actually not using a shader in that ss
this is a mojang thing
we cant do anything about it
ah :(
@tribal trail š
we won
YESS
I really wanted white balanceš
Removed ';' debug feature for toggling graphics modes
š«”
Very disappointing
I wonder if the frame pacing toggle is on other platforms now other than android
Wonder if there's some json UI magic that can allow to move graphics mode selector to the pause screen
I didnt see it in the changelog
imagine
What's the point of "enabled"? Cause you can't disable it or anything unless you remove the component š
New shadow clamp angle
ahh yes
Now with temprature grading neather look hotter?
I don't really know how to explain what temperature is
most of what it does you could already do in different ways, now it will just be easier
it makes things look warmer or cooler
Yeah
yep
is the preview out on pc yet
so I will just zip dev folder and test on ipad lol
Difference
what
This is showcase of new temprature grading
oh my warm
Oooo!!
probably won't use it but it's cool they added something new
Cold nether
š„
how's the nether
Itās kinda like the value that determines the strength of warmer colors (reds) to colder colors (blues)
Thatās the best I could explain it tho 
This one looks the best
mexico filter
feels too dull idk
like i wouldnt even know which renderer its using
But I like orange color
btw is your end working by any chance
didn't even touch it
i cant get mine to work, it worked before the last update, plagued fixed it but he doesnt know what he did
wait was point light shadows always like this for items
item shadows in general are simplified

Hm, I wonder how much more expensive it'd be to instead render items as alphatested planes
i am genuinely gona crash out over this end stuff
it works i know it because if vv is off the sky color is right also when i go to the overworld it shows up in the overworld for some time 
This no workey :(
That is sad 
I wonder what's the difference between changing graphics modes with a hotkey vs changing through the settings. Isn't it possible to implement the same behaviour via a hotkey?
Ig the best we can do for now is a quick access panel at the top of settings
they have a toggle renderer keybind already implemented, tho not sure if its what you fully want
They removed that keybind in today's preview
That's why we're looking for alternatives to bring back this functionality
oh, thats lame. yeah im on release so i wasnt aware
Depending on if they removed the entire chunk of code that contained the hotkey feature or if they just disabled it, wouldn't it be possible to just re enable it through a memory injection?
is minecraft ray tracing on console dead
Fr
legos are cool
yep
gilded graphics
cool
true !
I liked this one, it has its charm because it is very different from other shader packs
Isn't brightness just like this after the update?
I marked with a blue circle where it was before the update.
Tbh, I think the brightness system needs to be improved
There was an update for the brightness tuning screen this preview, at least. It's no longer affected by block light, apparently
Ibl looks better
ssr looks only good on wate
Indeed
Oh I just realised, beacon looks very similar to a particular item from a Minecraft movie. Kinda surprising that nobody ever thought about re-texturing it in the same way
That is a cool idea, I might try doing that
Iāve been thinking about making the beacon look like the one from Dungeons
That's honestly insane
these are paintings. what happened š
this reminds me of a show i watched when i was a kid idk
electric company or somth?
just leave the world and rejoin, that should fix it
blinded by the sun of a thousand gods
I'm really worried that Mojang will remove rtx in one of the upcoming previews... Since one of the recent updates broke compatibility of rtx and marketplace content. It might be easier for them to remove the feature rather than update it to be supported, like what happened with graphics mode switching hotkey.
one of the recent updates broke compatibility of rtx and marketplace content
What exactly broke? The graphics mode hotkey?
From what I've seen the game looks broken with RTX turned on and marketplace stuff enabled
Ah, I wonder if the game thinks RTX is VV which makes sense then since VV is disabled with MP stuff.
Yeah, that's probably what's happening

PBR texture data is ignored by marketplace texture packs
Regardless of pack order
Ah I see
I hope not! That would be devastating for the graphics community.
yeah
Looks pretty
Can we make a pack with deffered stuff in stable?
From 1.21.80, yes.
Youāll need the Vibrant Visuals experiment to be enabled in your world
Okk, so what is the interest to use the Render Dragon Features for Creators option on preview now
That enables point lights in the renderer
Thatās the one thing not implemented into base VV
Can you use an additive translucency material for custom particles?
particles_add
Oh I'm blind I was staring at that page and it's right there thanks


cinematic dof
you make the best wallpapers
That is so smooth!
whats some of the best deferred shaders?
but it can use only 1.20.50
1.20.51
probably yssse because thats the only one i know exists
but as kham said its locked up in older versions
(I think they meant resource packs)
lol
yes
yeah they have to tell us the right thing they want
Everyone seems to like prizma but my favorite is vanilla reforged by QuirkyPlague, I would also suggest trying solace deferred made by Gizmonaught.
That is prizma ā¬ļø
if you are talking about vv pack, then gizmonaught's pack is great, you should try it
it's called Solace Visuals
My pack (prizma) is also good but as a creator of it I'm not objective
i like vanilla reforged more but it seems that prizma nights are better
otherwise theyāre kind of on par but quirkyās normals are just superb
theyāre actually a bit of a trailblazer
thank u would u able to give me the link to solace? ive found prizma but i cant find the other one anywhere
nvm ive found it but thanks
Wat
is there a way to fix this noise everywhere? theres this grainyness in every pack i use
try increasing the resolution, but other than that there isnt a way
taau at 75%
lol I like this one
These are so good!
breathtaking!! š³ š»
I like non-flashbang fog 
i feel like this should get fixed. Fog in the nether/end only really renders when next to a light source. this really kills the atmosphere
putting this in the feedback server
#1373902771622907904 message
Pink Floyd š«£?
cute!!
Any explanation everything green
That should be a game bug
I really like this!
After 16 hours of rendering and 10 000 000 samples, it's still noisy 
Awww
Do you think you could implement your own denoiser?
I could, in general. But it's more complicated with spectral rendering, and this particular version of the shader is not meant to be real-time but rather be an offline renderer, that takes minutes to render an image. So I won't add a denoiser here, but I probably will if/when I make a real-time shader
Thank you
what pack is this?
Strawberry
You have edited renderer configs right?
Yes for now
Would you mind explaining what all the things do in the reflection lod configs because I am trying to get nice smooth reflections which aren't pixel locked.
That canāt be changed from the config I am pretty sure.
Just increase the texel_size to 1024 (which is the max) in the shadow json file in your pack and that will make reflections sharp again
Still though I would like to know what the different things do in the reflections config
Yea I get that, gust want to let you know that pixel locked shadows could not be removed using the config ( I might be wrong that but yea)
Does a shadow count as a reflection or the other way around?
Because you are saying pixel locked shadows can't be removed with renderer config (which is true) but you can just change it with shadow config, or does the shadow config also slightly affect the reflections
If this is about the shadow json controlling the reflection then thatās just how it works because bot might be using a similar system to stay pixel locked. They might have left it this way for now but they did say this will be made separate
Yep that answered my question, thanks!
Np
where can i find the crafter's slots so i can mek them dark
480p lover
Deferred Vibrant Visuals is pretty cool
I NEED SHADOW CAST FOR BLOCK LIGHT!
what's the resolution of your tv?
4k 144hz monitor
What pack?
Vibrancy, my own personal pack.
Itās releasing on CurseForge later this week 
I WANT GI IN VIBRANT VISUALS
ah, ok. do you have a lower resolution monitor?
i dont anymore, why do you ask
There was this user in the feedback discord complaining about the game rendering at 4k despite the display being 1080p
It controls two reflections: ibl, ssr. IBL based on cubemap or atmospehrics, ssr based on closest thing to reflect. Ibl has resolution, and sample paramaters. Ssr has has smoothness, fadeout, ray length and ability to enable or disable it
What does this do
you know how volumetric light is concentrated to the light source recently?
Yea
Well now we can change that for more uniform lighting if we want
like before that change
New Fog Physics: Henyey-Greenstein Scattering**
This is a scientific lighting model used for realistic fog behavior.
Before:
- Fog was uniform, making underwater and Nether fog look the same.
Now:
henyey_greenstein_gcontrols how light scatters:"air": 0.5ā Soft, natural fog (Overworld)"air": 0.8ā Sharp light beams (Nether lava glow)"water": -0.3ā Murky underwater scattering (like real water)
Example:
- In an ocean, sunlight now scatters differently underwater, making it look deeper.
- In the Nether, light from lava creates god rays in the fog.
I'm cooking with this
Especially since I already know how it'll affect things
ChatGPT response
Fog was not uniform underwater either
What is this in response to?

It was using an HG value of like 0.7 at least with how condensed it way
But I'm super happy with this
Cuz now low ground fog is perfectly feasible again
fr
This also means we can fix the weird volumetrics in caves and stuff because we can set it to something low like 0.1
Which means it's not condensed at all light source
Yall literally just fixed one of my major gripes with the engine now
Well no
But
Mojang made emissives brighter again
So they can actually glow again
oh no why im tying henhey lmao
I think pixel shadows got updated
They don't look as sharp as they did before
No
They did a full fog and atmosphere pass this update
WEATHER IS BETTER YESS
looks good, what changed? What veesion is this
Latest preview 1.21.90.26
Thankyoy
There's also no shadows during rain
Water underground looks a lot better
concerned about if they plan to implement decent looking AO or keep it this way
New taiga biome fog
How would you improve the underground
Tbh default VV is much better this update
Omg nighttime isn't pitch black sky anymore
auto exposure is much worse with this update
looking even near the sun makes my whole screen very dark
Point lights from above water can effect under water VL
Yea... I wonder where....
Not having this issue on my end
Nvm
It's just not super bad
i fixed it
not having this issue anymore and exposure is very good now
Did you just reduce the sun illumjnance
nope
then?
fix one bug, out comes another
This has been an issue for a bit now
Ah I thought water was weird.
I've seen it all over Minecraft feedback
I think it got worse
It might be
Lol, how do you even break it in this way
They did add a new material, water extinction if you saw me posting in #1374416086455292005
did you edit the highlights in the color grading
ah new json in internal configs
Yep, that controls the End Flash.
How do i remove this ugly black border from the buttons [it appears in buttons in the setings aswell]










