#Graphics General
1 messages · Page 23 of 1
when emissive fixed?
It was fixed this update
enderman
i wanna know how Alexis fixed the exposure
they finally changed emissivity
yay cute emissice bow
Yes, most VV settings now should affect the look of panorama
As it is actually rendered with all VV post processing
W
It's very cool they've done this
intentionally?
I would assume so
and it less crash when load into the world
Panorama is in HDR format, so tonemapping, color grading and bloom can properly apply to it
Luminous dreams nether and end is broken
holy my ipad is cooked
It's broken for everyone this preview
That’s not good
I don't feel excited about updates anymore. It just feels like they create more problems than they solve, specifically around vfx and shader dev. Removal of shader code, graphics mode hotkey, latest versions breaking consistency in rendering order of things in marketplace vfx (100% of the coolest vxf you see rely on this!). It's demotivating.
End and nether are broken in general
☹️
Water
wait new sky for rain
Yep rain got updates
btw did you figure out how to fix exposure
Haven't been on pc yet
if you can let me know when you do
Wow
just when i thought the shadows were done with highschool, the acne returns
real
yo thats fire
if i am not wrong this is also parity in java aswell
underwater in vv just got better too. when viewed from above its not perfectly see through anymroe
How are the caustics? The changelog said they made them more smooth but I haven't seen a comparison yet
they look way better
im weary to roll back tho
but heres how they look rn
rather subtle now
That's much better 👌
oh yea and VL fog is far more present in default vv
also contrast between lit area and shadow is far better too
AND the pixelated shadows look WAYYYYYYYYYYYY better than before
I wouldn't usually use 75% res for screenshots but those weren't intended to be good ones...
Thank you!
why? what changed in shadows
they have softening
:o
it looks eerily similar to madlad's gilded graphics

yea... yea....
the only difference is that the shadow penumbras in rtx are variable whereas vv is just PCF
Is there actually any softness in VV? I'm not seeing it, just looks like a boolean 0 or 1, in shadow or in sunlight
tbh im not sure. i thought there was but what it looks like to me is the method of doing the pixelation got improved
fine ill roll back and test lol
auto exposure is really putting in work lmao. idk what you guys changed but it handles the brightness quite well
It's natural VV ?
yea didnt change anything
Very dark
now can change the color of the sky when it rains but there is no puddle effect on terrain
my lava isn't glowing :/
maybe they set their console resolution to that number? although i think it should be unavailable to enable for them so idk what they’re doing
Are you using default vv?
Ah yea that's why
what did this mean then?
I thought they meant like config changes
Then let me correct
No it's not vanilla VV
My bad for misunderstanding
they probably did
Wow night looks really good now
Apologies in advance if I have asked this question before but is there any plans to add refraction/caustics through translucent materials, for example caustics cast through a glass pbr material?
no it wont be
thats super expensive
its only really doable in path tracers
Thanks
Screen space refraction is a thing
I don't think I've seen any shader (in Minecraft) use screen space refraction to do that
It would be cool but considering it seems we may not even get that in VV it's unlikely
But not in VV atm (or ever probably)
I thought it was quite common
The refraction is common but I haven't seen many do it with caustics
is end flash ambient sound support custom sound?
It should, since it's inside of sound_definitions.json
does anyone else have broken pbr in rtx on latest preview? None of the pbr textures are loading
You need the "Allow ingame graphics mode" enable.
#1374416086455292005 message
I have that enabled
Yeah idk, seems completely broken, nothing I do works
Can't work on my rtx shaders anymore 
K, all I had to do was disable and enable the graphics mode switching toggle (it's on by default when I open the game).
It's like an entire quest just to enable a different graphics mode
https://discord.com/channels/523663022053392405/1300114354129338408
Does pbr work for this amyone test lately?
and what about cubemap for end sky?
That’s broken in vv as it’s pure black now
Don’t know what’s it with vv and the end, something has to break with it every update
Where would i place these if i were to maker a pack that has them custom, because i have tried both inside and outside the textures folder but they do not appear in game
#704786175872991322 message
rizma power
rizzma
is it just me or per biome atmospherics don't work anymore?
yes, i tried it too and it didn't work, but on rayleigh it works normally
also color grading is not working for me in deepdark
tbh none configs work there
@still zenith sorry for ping but per biome atmospherics is broken
mojang curse pbr moment
Lava and lightning_bolt aren't glowing and mace isn't consistent
also the beam isn't glowing
We can't make lighting emissive regardless
There's no texture for it. It's hardcoded
well it doesn't look good
Well yea it looks bad, I'm just saying there's no way for us to do it and they probably should change it shader side
Oh no. Can you send me your pack, please? Just the JSONs, no textures. 🙏
sure
pixelate shadow is broken on low shadow setting
this is medium shadow setting
low
medium
soft have issue too
acne shadow
in low setting
it fixed on medium setting
ah yes
low
medium
no ping
do anyone knows how to make the rain looks better in RTX?
It is possible to change the texture of the particle with a resource pack
I think there are a few on curseforge, can't really recommend a specific one though as I haven't tried them
Hmmm, a bit tooooo dark for a shadow
got it, thx :>
Welcome back stripe lands
this preview is very strange for playstation, but good eye candy moments
pointlights now eat performance again whereas before on low pointlight shadow + low fog settings, they had zero impact on the performance
ssr at least doesnt tank as much fps but now it has weird black visual bugs all over it on most angles
framerate is once again uncapped but not when i first loaded in
i dont think it’s displaying more than 60 properly however since a bunch of screen tearing happens when i exceed 60
my 4k 144hz monitor still says it’s on 60hz mode
i hope all this leads to some sort of improvement
especially for a way for minecraft to run 120Hz on a console
one last thing: deferred render distance can now be turned up to 28 instead of 24
i kept it at 24 for now so there could be a comparison
also a bonus extremely rare minecraft screenshot:
same
HMMMM
?
why i see the block look like it have normalmaps in underwater?
at least to me, it doesn't looks like that it has normalmap
no any normalmaps in the pack
full heightmaps
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA
quartz has SSS
I'm crying

why
emerald too
it hurts
WHY BONES HAVE SSS, THEY SHOULDN'T PASS LIGHT THROUGH
very funni
good contrast between sky and terrain
That's pretty
pink
pink
Both words, pink and prizma starts on a same letter, coincidence?

Good holes, how long it took to model them?
Model?
They use normal maps
but for the most part it took me maybe 10-15 minutes?

how did you learn how normalmaps work in RGB ?
It's set up in kinda like a 3D modeling software. Red is the X axis, green is the Y axis and blue is the Z axis
Although blue mostly goes unused in games
In previews on average I'm around 90-130 in VV. Disabling point lights brings it up to around 150-180 but that's still not amazing performance
Emerald and quartz are crystalline, not opaque.
But bones having subsurface scattering is a bit weird IMO
What does LessEqual in depth function do? And should i use it for entities?
Is screen space global illumination is possible to come in vibrant visual
I doubt it
Possible but it would look very bad
It's better to have no GI than Screen space GI

This happened to me when you're really far away from 0 0 0
SSGI can look good
Nostalgia and kappa does it pretty good, that is Java though so idk if it would have to be done differently
What they do wouldn't be possible for VV as they do SSPT rather than SSGI.
What exactly is the difference? Isn’t SSGI still kinda like path tracing or whatever
SSPT does every bit of indirect lighting
SSGI is only global illumination
its a bit heavier tho too
SSPT not ssgi
Ohhhh
Wait what else does it do?
skylight, blocklight, direct, indirect
whatever
SSGI is a bit mroe limited but cheaper
SSPT also doesnt have the same leakage issues that SSGI has
It can look good, can be denoised very well but will still be screen space
Doesn’t mean it’s bad though
Ohhhh
i mean same can be said about SSR as well
it can look good, be pretty accurate but still screenspace
but it does, it is not good when your lighting can disappear when you look away
no it can't, SSR is paird with IBL
and reflections disappearing is not as visible as lighting disappearing
It’s just world space lighting is expensive
And vv is gonna most be used on slower hardware
Soooooooo
true, thats why i say no GI is better than screen space GI
because lightning being screen space and disappear all the time is BAD
Screen space gi imo is pretty good though
Especially like hbil
It’s just preference I guess
Improve godrays
Is this done shader side or are you just using super low contrast?
Or are you using high absorption values?
High absorption on fogs plains
Gotta say, this looks quite nice
it is influenced by auto exposure too
Is new auto exposure and stuff that good?
I haven’t used vv in a few previews
yes and no
it works great with items
it's VERY FAST
and i love it
and it doesn't make your whole screen very dark when you look at the sun
but it makes your screen brighter when you look at the sun
(and night time looks very bright to me now)
but i'll take it over old auto exposure
its nearly perfect
LPV for sun is better than ssgi
I'm wonder if pointl light shadows will be in the release version of vibrant visuals
Point lights themselves most likely won't
Here I was experimenting with black-body radiation (objects that glow due to high temperature). Sword and trident at 1000 and 2000 C degrees respectively, with a realistic emission spectra and intensity
Black-body radiation is the thermal electromagnetic radiation within, or surrounding, a body in thermodynamic equilibrium with its environment, emitted by a black body (an idealized opaque, non-reflective body). It has a specific continuous spectrum that depends only on the body's temperature.
A perfectly-insulated enclosure which is in thermal ...
That armor stand must have some serious burns
LPV is better technique than SSGI for VV
we just need indirect lighing for sun
light sources we have point light as direct lighthing and floodfill as indirect
only sun is lack of indirect lighting
@ how do i make armor trims glow in deferred?
create mer texture for it
ay
that's good idea
It doesn't work
It's an overlay texture. Currently overlay textures don't accept PBR materials

Dang reflections extend out quite far now (on ultra)
Seems to be on mobile too, although the fade is far harsher
so i wasn’t going crazy about that
Bla bla bla boykisser
do entities randomly flicker for anyone else?
1.21.82 moment
There is a bug that renders RCs in inconsistent order, so if the appearance of your entities depends on RC render order, it can change or flash across frames
This is fixed in previews and should hopefully be fixed in release in a week or two, since it really messes up material based VFX
specifically when VV is on
is it possible to use dlss with VV
No
oh i wish. Mojang give us DLSS 4 support and my life is yours
So what does everyone think of the beacon beam?
its emissive now?
it's very noticeable at night at least
How long did this exist?
not sure. ive had a beacon bean texture in my pack since like 1.21.20 and it never worked
so must be recent
are you able to check if it works?
in a few. i have to write a paper for class
Meanwhile, RTX:
(pbr still broken in general, beacon beam is still PBRless)
1.21.90.23
yes unfortunate

I hope the bug on VL Fog that cannot follow the moon direction can be fixed later for the next update (this I use the default from the Minecraft)
im not seeing this on my end
but very strange bug
Reminds me of when RTX had that issue a long time ago
I think it was only when it was underwater where the fog flipped to the opposite side of where the moon was
i made the moon brighter to show it im not really seeing this
the end sky is too bright now
I see it too
Really? I don't think it's that bright
i feel like it lessens the effect of the end storms
I think it's alright tbh
The end sky in vanilla has always been a kinda bright ish purple. It was only black before because of a bug
okay its not too bad
but it needs more than just a gradient
This is your custom shader right?
Yes
why does rtx hide nametags
bug
uhhhhhhhh blocks cant render SSR in the nether
I think it's an issue with "block light" over powering the reflection. it happens in the overworld too
doesnt seem to be the case
current iteration of SSR is so much better than a few previews ago
before the reflections here would literally just not render
looks ridiculous
there had to have been something up with how they calculated fresnel before
😢
interesting
whaaaaat
G
SSR looks so good in this version
let me go back a few previews because im curious now
lettuce sea how it improved
so
even just a few previews back its the same as it is now
but
it looks like vanilla block light no longer influences the color
or idek
hmmm
.23
.27
ok materials definitely look better
the more i sit here in the nether the more i realize how overtuned the auto exposure is
this level of adjustment is a little insane
@still zenith sorry for the ping. i think theres some issues with auto exposure, especially in locations that are just block lighting. regular non emissive diamond blocks are triggering aggressive light adaptation.
also it looks like it heavily over corrects for emissive sources in areas with poor lighting (like the nether)
this is a really metal auto exposure vid
real
also another side note, ive been playing alot with native recently but reenabled upscaling for a bit, there is a lot of image instability
the TAAU is a little funky and could use a bit of improvement. It's really hard to explain what is wrong with it though
the image feels overly blurry compared to how it used to be many versions ago, i think the overly blurred TAAU popped up around 1.21.70, someone feel free to correct me if im wrong here. The actual final image itself is very like... shimmery? idk how to describe it. I think this is what would be called temporal instability
im on 1440p using 75% res and the image looks 720p. thats the best way to describe how blurred the image is
here is 1.21.70.25 with upscaling on at 1440p 75%
here is latest with upscaling on 1440p 75%
heres a side by side too
current vv upscaling is so blurry
THAT'S WHAT I'M SAYING
tho i see that in 2 pervious ago they imrpoved artefacts and ghosting a lot
i hope they will improve and fix sharpness again
the image quality needs to be restored because this is awful
FR!!
before it was not blurry even on 1080p
however its nice to see how much better theyve made VV since then. they even mostly fixed the crappy ibl applications
and SSS seems to apply better too
along with the improvements to SSR too
1.21.90 versions of VV feel way more like a finished product than a beta. but theres these small things like the auto exposure being really goofy and TAAU looking like straight garbage
i knew it i wasnt crazy with the TAAU
looks worse than before
even 75% upscale off 4k
it’s overly blurry
if mojang devs were insane they’d drop fsr and pssr and dlss and xess 
And SNES too
what is pssr?
and snes?
too many upscalers 0.o
PlayStation Spectral Super Resolution :)
It has one
It's called MetalFX Upscaling or something I forgot
Yea that's the name
Bilinear, TAAU, DLSS, PSSR, FSR, XeSS, MetalFX for vibrant visuals when mojang

MSAA if you want to be funny
Checkerboarding if you want to be crazy
Default mc has MSAA
LOL
would be cool to let us use it on native
💀
FSR 4 is roughly DLSS 3.1 level quality. FSR 3 might be slightly better that TAAU? Idk I think mojang can get away with TAAU if they just fix the awful image quality of the current version
I'm using native until then at this point
Even if the awful aliasing sucks a lot
Heck I'll take FXAA at native at this point. I've done an FXAA implementation and it doesn't look bad.
fsr 3 has more ghosting than mojang TAAU, they just need to make it sharper again and it will be better than FSR

i’ve seen it compared to be on par with dlss 4 cnn model
though i think it costs more is the thing
this is also an issue
even at 4k all the aliasing is just a nono
I think I prefer colder temperature in that scene
warm looks good
If only we could have per biome tonemapping same as vv 😔
yeah
bilinear is supposedly worse but taau is so blurry
like i might as well put vaseline on my screen
?
idk you can see it happening in the video 🤷♂️
also that magma block is influencing auto exposure hard
i just downloaded vanilla pbr to test and i can replicate this issue
with blocklight in the scene, the diamond block causes auto exposure to freak out
i have no idea why
dont be outside
go in a cave or something
its fine outside i tested
nvm
it happens outside too
happens even with a soul torch which emits softer blocklight
why do shadows look low quality even on ultra
and shadow isn't properly aligned with the grass
That's something i hate so much in vv
shadow bias
I kind of like that
What pack is this
Looks like complementary
prizma visuals
they flicker as the sun is moving
Isn't prizma pink
thats one of my gripes about it
if it was fixed id be fine with it
also i think the weird z fighting issue came back to the grass
do you expect grass texture to be pink?
besides latest 1.3.7 changed shadows color and fog color
and 1.3.6 already made horizon less pink

It is whenever I play
Usually I just edit the screenshot
to make it more yellow
texture was never pink (old screenshot)
Super Nintendo Entertainment System. Not an upscaler, I'm just being silly
It sure sounds like it could be one though, does it not 
I'm not sure if I should find it funny or sad, that I namedropped something that old and nobody recognized it. It made the joke work, but at what cost 😔
idk. i mean i laughed when i first saw it, just didnt say anything
the SNES is goated tho
wish we never sold the one we had
i have an old NES still working, just needs a new power adapter
it does 😭
Ported all my recent PBR textures over to VV, the results were fairly consistent with RTX
Initial but awesome buggy
firstly how did you activate/deactivate resource pack????
In world
Without leaving it
that impossible
That's possible bro
Nothing is impossible
Also suprise work in multiplayer
Now buggy because initial
how?
you modified the settings JSON UI to enable the activate/deacticate buttons?
No
then what?
It's by using Levi lanccher
So you modded it?
And bedrock resources pack manger .so
Didn't know levi worked on Android
it bugged is very common
Yes for now
It supported version is 1.21.70 and 1.21.80
BetterResourcePackManager v1.0.3
✅ Supports: 1.21.70 – 1.21.80 (Test Version)
⚠️ *Note: This is a test build—expect potential bug
Features
- Support switching resource packs in-game.
- Support loading RenderDragon shaders and OreUi from resource packs.
- Compatible with versions 1.21.70 ~ 1.21.80 (Tested).
Notes
- This is a test build and may contain bugs or incomplete features.
- Please report any issues you encounter.
Shouldn't this be in like, #1072983602821861426
You are right
it be another tropic since you post that video
Discussing the shader loader functionality here is fine tho
how are the 3 little orb textures called so i can customize them
Bacon beam
im glad mojang buffed bacon beams recently
you know what would be interesting? If beacon beams were able to load chunks
Just a random thought
would be insane for mob farms
you could just run every mob farm all the time
just when you thought mc players were rich, there’s always a way to be richer
HDRI in VV
:O
HDRI???????? thats dope
- download hdri from https://polyhaven.com/hdris
- convert to .hdr cubemap here https://matheowis.github.io/HDRI-to-CubeMap/
- include .hdr cubemap in resource pack, by copying all cubemap face textures into
textures/environment/overworld_cubemapwith the namescubemap_0.hdrtocubemap_5.hdr
Issues:
- top and bottom cubemap faces are mirrored (can be fixed in image editor like gimp)
- cubemap itself is rendered with an offset https://bugs.mojang.com/browse/MCPE/issues/MCPE-183454
Done (Resolved)
Duplicate
wait so this is just natively supported?????????
Yep
thats insane
real
This might've been a thing for a long time, HDRI cubemap material bin was added a long time ago
It's also possible to add support for HDRI in RP via RTX shader modding
Very unfortunate that they still haven't fixed that bug with a cubemap offset tho, it's very noticeable and breaks the illusion. Would need to make a custom script that can compensate for the offset, by generating cubemap faces with the inverse offset already baked-in
would the legacy cubemap shader made by furzide fix this issue in VV?
Probably not, I think there is a different material for VVs cubemap. But it should be simple enough to modify it as well
i see
Tbh there is no reason why mojang can't fix it. It's probably just a 1 line of code edit + maybe a bit of extra code for versioning this behaviour
its been a thing for so long too
do you still have this one, id like to test it. idk if im doing something wrong or what but it looks super wrong no matter what
Yeah it's very bright
This is the one I used on that first message https://polyhaven.com/a/qwantani_dusk_2
Ig we probably need a proper software for authoring HDR cubemaps (altering the brightness). Or even better, editor integration
Added HDRI support in my RTX renderer
that's sick
That is so cool!
wow.
?

This looks almost real
is point light available on stable ?
No
ok thanks
Are there any other things related to defered that are not stable with vibrant visual?
As of right now some features that were added during the 1.21.90.x preview cycle is not out obviously as the release version is 1.21.80. These include stuff like per biome lighting,color grading and atmospherics. Also some bug fixes and improvements which will all be in full release 1.21.90
how do i know whic one should i set to cubemap_0-5
thx
kloppenheim 06?
the cubemap pic*
Ok so I did name them correctly just the skybox didn't wanna align correctly lol. Got it
Yeah it's offset vertically (MC bug) and top and bottom faces are flipped afaik
Probably
You'd think this would've been fixed by now
(Talking the offset issue)
Especially with VV becoming the new look of the game (even though running cubemaps is not common)
Yeah XD. Maybe it will be fixed shortly, now that VV is getting official HDRIs. If I'll have time for it next week, I'll try to write a script that can generate cubemap with baked-in counter-offset, so that it looks correct in-game
I think one of the more important fundamental issues with HDRI in VV is that it's only used for specular. Indirect diffuse and direct sunlight are still using your current graphics' pack's values which may be very different from the ones that would make sense with HDRI. So there can be some tuning needed to make sure all the values match and work together
Which lead to images like this
Where the specular is beyond cooked from it 😂
HDRI support just feels like something they messed with internally for fun and forgot to turn off cuz it feels really unfinished
Actually it's quite possible that they didn't intend to support it in VV. What might've happened is that they allowed to use .hdr textures everywhere in the game, just like regular textures. But when used as a cubemap, HDRIs must be treated in a special way from regular textures. I'll investigate it some time next week, HDRI textures might need some additional processing before they can look right
also possible
wait, does minecraft rely more on cpu rather than gpu?
in vanilla yes. raytracing no
blender ain,t it?
it seemed in that specific shot that the games relied more on cpu
No, those are all in-game screenshots of my BRTX offline renderer shaderpack
fr?
like REAL REAL?
this ones are in game too?
It's an HDRI, basically a texture for the sky that is able to illuminate everything in the world in a realistic manner
WHAT?
i,m not gonna ask how it works cause i would understand shit ngl
impresive
dos it rely on brtx?
Yes, it's based on BRTX but it replaces all of its shader logic with custom code
So it's a heavily modified version of BRTX basically, and you need an RTX capable GPU to run it
i know that
lmao, an mod for a mod
how would that aply to other pressets?
This is not BetterRTX but my own separate shaderpack. BetterRTX modified vanilla RTX, while what I have completely rewrites it from scratch.
so urs is pretty much a separate mod?
holy shit this is owesome
I love when veka shares something
real
need more screenshots of this fr fr
Veka, you're insane
That brick building fooled me for a second, it all looks so realistic!
man we can play minecraft irl in minecraft
Gtx on
I want to make a flashlight, which glows light on hand, straight to player's view. I have no idea, How can i do this? Please can someone help me? I want to make it glow straight (on hand), just like in the image.
You could just make that light beam part of the model and give it a translucent texture. I am not expert at this stuff but yeah.
god daaaamn
are there any vibrant visual packs with similar lighting as this? ik this is rtx but a lot of the vv packs have really harsh white lighting
its kind ahard due to how sunlight in vv works. the colors unless extremely warm or extremely cool dont really do much
Mcrtx if it had good denoiser and working AO
prizma a little bit(i think?)
Try vanilla reforged
real life morning
fullbright mod for 1.21.73-1.21.90 Ios, andorid, pc
Colored light with custom blocks https://vxTwitter.com/Faramir05/status/1930318011342225700?t=uhq46YNPsBnlqQPCtFumcA&s=19
It's a video but i have no nitro 😔

you can use vxtwitter.com instead of twitter.com/x.com to embed videos
Didn't know that! Thanks

Rendering 3D meshes, 3D graphs, and marching cubes in Minecraft without resource packs.
All my links:
https://heledron.com/links/
Source Code:
https://github.com/TheCymaera/minecraft-hologram
World Download:
Static meshes (No plugin required): https://www.planetminecraft.com/project/static-3d-meshes/
Ambertry Forest: https://www.planetminecra...
Cool video

im outside and cant see it clearly even with full brightness, are the shadows not all pixely anymore?
it not pixel since 1.21.80.XX
Just curious, is there anyone here who owns or actively plays on a PSP?
simple shadows and gamma correction shader
vibrant visuals are so cool
no im pretty sure it was like that afterwards
whether it still is or not i havent checked
I can do BRTX now

🔥

what gpu?
I got a 4060 not so long ago. I could've gotten a 3080 but I am still happy with what I got ^^"
nope. particles never got added into the raytracer so they are completely ignored within rtx
I'm so glad emissives got improved before release. This looks great
(Ik this was changed a few previews ago but still)
Bedrock when
mirrors
Cool
Coming to VV when?
sadly mirrors are not possible in VV because of SSR
Yeah ik just said it as a joke lol
W upgrade
BRTX DoF preset
Is anybody making a complementary deferred or visuals thing for bedrock
Lots of people are making vibrant visuals/deferred packs, myself included. Also why did you say for bedrock because bedrock is the only version of minecraft with VV?
Im talking about a port of complementary reimagined in bedrock
I think that Ale might be making a complementary deferred pack, if not just use revolution deferred it kinda looks like complementary or make one yourself.
idk how to make deferred packs neither do I have the time to make and learn one
theres warm shsders which are pretty close
but not enoufh
Who's Ale
It is rather easy lol
still
mcpedl spammer
oh
Ale is a creator of newb variants mainly but is also making a deferred pack. Join bedrock graphics server for more information
Do you have the link
I left it on accident
Is it the one that says BG in the icon because im in it
Yes
Check #media for ale's screenshots
nice fixes
i think the leaves have animated textured in vibrant visuals now
also worlds now crash when i use a vibrant visuals resource pack
also playstation 5 pro preview still retains an unlocked framerate with no way to change it
screen tearing still occurs when the game attempts to refresh above 60
likely regardless of display since i’m utilizing a 3840x2160 144Hz monitor
wait what
yes, i think the leaves have animated textures in the default vibrant visuals experience now
Idk about it
shadow
💀 ofc
cant seem to open any deferred packs in the new preview, just instant crash
that was happening a bit to me too idk how i got around it
point light shadow (pixelate) changed
is that just normal vv or soemthing else
normal VV
i activated VV pack in global resource
it's still use default
no crash
let's try again
Hmm interesting. So its something specific in the packs causing the issues.
it's global re
BRUh it's worked
NEW WAVE FEATURE!!!!
HAHA
some snell's window issue also fixed
🔥
what's different?
the game crashes when i use prisma visuals
in the loading screen
even poggy's luminous dreams crashes
so basically vv packs are broken for whatever reason
yeah there’s no way to get it working it seems
i wanted to do some cooking with some of the packs but i guess the release version will have to do
lacks new stuff but at least ill see if it all works
cannot confirm the crash on my ipad, but if the crashes happens on pc I will roll back to 90.28
niceeee
i noticed too
i thought i was going crazy about that
awesome sauce
no


i meant new feature for water wave
no
i have to stop talking about it on minecraft ray tracing on console
sorry i have autism
@ornate hollow sorry i have autism
huh?
@ornate hollow i have to stop talking about it on minecraft ray tracing on console
i see
😀 🍆
💀😊🍆🍆


someone got issue on android Redmi Note 12 Pro 5G
Vibrant Visuals has allowed Shader Pack Creators to take advantage of the amazing technology behind it, today I’m on Minecraft Preview using Vibrant Visuals with Prizma Visuals! Safe to say, we’ve got a lot to be looking forward too!
Prizma Visuals - https://mcpedl.com/prizma-pbr-deferred-pack/
Community Discord - https://discord.gg/3MMuAC...
The first sentence is not true: vibrant visuals has in laid the groundwork for some incredible shader packs
🤷♀️
Also it sounds like the person doesn't have any knowledge of graphics (in mc bedrock) because they keep repeating the same stuff. "Like I don't know how they did that, making the blocks look so 3d" It is called pbr. They also keep using the words "shader pack" 😡. Pretty much the entire video is just commenting on the ssr and pbr...
Al3xis responded in the comments about it
That entire video is triggering
fr
It honestly sounded like bro found one thing then decided to glaze the hell out of it just because
No offense to prizma as mentioned it deserves it but still
Bro says it looks so 3D when it's a heightmap 😭
the person making the video simply doesn't have any real in-depth knowledge about graphics, to them it just seems a prettier version of regular VV lol
I mean, for someone who doesn't know shit about graphics they will be amazed by pbr
Most players don't know anything about graphics and expecting that is not realistic
true...
If your deferred pack is crashing in the most recent preview (or any other resource pack), I suggest you update your biomes folder's format version to 1.21.70 to resolve the crash.
ohh that's why my pack didn't crash
But im also curious about why some packs are laggy in the nether..
I don't know because I get better performance in the nether

can't mods pin📌 this message
Anyway, here's a cool screenshot I took with BRTX
fire 🔥

Is there any easy way to do this or do I have to go through each one manually?
Yikes! That was a lot of replacing!
If you do development on windows and use visual studio code, it has the option to do a batch search and replace
Oh...
Yeah I just did it manually...
despite the biome files being all brokey in this preview, it has been pretty exciting for vibrant visuals performance
unless the issue has improved performance at least
but anyways max settings in 4k performance has improved even more
in the overworld its almost playable in barren biomes such as the desert or mesa
in the nether… its nearly entirely playable, just dont get to close to glowstone or your own nether portal for too long
turning upscaling to 75% is when things become undoubtedly playable
the biggest issue comes down to.. you guessed it: pointlight shadows
unfortunately setting it to low seems to barely improve the performance whereas before(for a couple previews) you got the best of both worlds
setting that setting to off is the only real way to preserve performance around torches still
but instead of 1/2 my performance, it seems to have tanked only 1/3?
so even though its a large issue it’s being handled
ssr once again might have had performance improved
only tanking i really notice is in 4k, but it maintains around mid 30s vs completely bottoming out at 26
and the input delay is not as abysmal due to performance stress
overall very good stuff to see, with only one more day of waiting for next time
so do i change all of these ?
ok i saw the messages above about it
thanks for letting us know
if the mesa bryce biome folder has 1.21.90 change it to .70
gave me an error within the in-game logs & i haven’t bothered to go look
oh wait thats prizma instead
rtx experience
I will release update soon
just a bug happens with me whenever i change to ray tracing inside a world (leaving and joining the world fixes it)

😢 yes
shadow medium quality performance between low
it's not playable
5-6 fps drops
in 30 fps
luminous dreams in base game with biomes and beyond
a lot of features r missing like sss i think but i thought it still looked nice
Both base game and LS have SSS. Not sure why it wouldn't be showing up
Unless you're using some ancient LD version but it has normalmaps so I'm inclined to believe it's latest
probably because of other custom texture packs that are above ld
Ah
The holy chest minecart
Fr
For anyone who's looking to turn on Ray Tracing after the new 1.21.90 update, here's what you need to know:
Make sure Allow In-Game Graphics Mode Switching is turned on, then you can enter a world and change the graphics mode to Ray Traced. It doesn't work in the main menu due to this bug:
Ray Tracing can only be enabled while loaded in a world
https://bugs.mojang.com/browse/MCPE/issues/MCPE-191513
Also keep in mind that you'll need to toggle the Allow In-Game Graphics Mode Switching option off and on again every time you reopen the game to make sure PBR textures still load. Bug report for that here:
"Allow In-game Graphics Mode Switching" must be toggled on for PBR textures to load with Ray Tracing
https://bugs.mojang.com/browse/MCPE/issues/MCPE-220313
To Do (Reopened)
Unresolved
What did ur new update change
In some cases they absolutely nailed default VV
I love this
Same





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