#Graphics General
1 messages · Page 28 of 1
Didn't the changelogs say it's fixed on Android?
a new prblem arise
black terain and crash when loading world
bruh
i think minecraftis ragebaiting me
look, you had a choice, either the sky is black or the ground is.
you chose the ground.
I choose... both
Vibrant Visuals in HDR
(works only on windows GDK preview; HDR display required)
- Download reshade https://reshade.me/#download (make sure to download "ReShade with full add-on support")
- In the reshade installation, choose
C:\XboxGames\Minecraft Preview for Windows\Content\gamelaunchhelper.exeas the executable to install reshade into. Don't choose any extra add-ons or shaders during installation - Download
AutoHDR64.addonfile from https://github.com/MajorPainTheCactus/AutoHDR-ReShade and place it in theC:\XboxGames\Minecraft Preview for Windows\Contentfolder - Install the provided material.bin file
- Launch the game, press
hometo open reshade menu, in the reshade add-ons tab expand the AutoHDR settings and enable HDR - Enjoy Vibrant Visuals on your HDR display :)
ReShade - Advanced post-processing everywhere.
W
This version does color grading in P3 color space, so you can use color grading to make more vibrant colors and make more use of your wide color gamut displays
Both materials support custom color grading configs but don't support tonemappers or gamma
Oh, I forgor to compile to other shader models besides 6.5. If the above versions don't work, this one should
With P3 color grading
HDR screenshots of Vibrant Visuals (playing with the method described above)
where you find
blocks.json (got from bedrock samples)
then i added "minecraft:copper_torch"
which should work, but it outputted an error bruh
oh i thought it was through internal files
where that 😅
nice sunset/sunrise
Still waiting for Static lights to be implemented.
And they better interact with volumetric fog.
Why do reflections disappear when I use a custom texture pack with a custom deffered pack
your answer is you using a custom texture pack
I see
Thx
oof
cat vibrant
vibrant meows
hi, my name is dog
you can always go into files and increase the max yourself
whether it’ll run or not is a different story

ThatsDrDog
what is the code for btw
i've never seen temperature field in deferred
makes the scene warmer/cooler
what does the resource pack look like?
interesting
i'm gonna take a look at the docs
can't check cuz im in bed 
i don't think the updates even out yet on platforms
sleep well (or wake up well)
Gonna take a look in a few
1am
I think it’s just a point lights thing right?

ah
They added it in json but not in the game yet
bruh
what's the difference between static & point lights
ehm so like do we have example to look
Nope
:they are breaking my heart
We don't know exactly yet, but static lights will likely be similar to colored lighting via floodfill
so basically normal lights but with colour
Is it just me or do point lights look better than usual
ye
looks normal to me
How are static lights likely going to work?
What’s the difference between static lights and point lights anyways 
scroll up
Veka explained
Ah, mb. Accidentally skipped past those messages
they can take away point lights if we get these ngl
That’s interesting tho…
It’d be kinda weird if static lights were something that are confined to exclusively VV tbh
I hope not
i don't think it would that performance taxing for fancy graphics
I mean VV is supposed to be how “Minecraft is supposed to look” now right? I wouldn’t be surprised if that were to do that.
VV is supposed to be how “Minecraft is supposed to look”
idk about that i really hate VV color grading style
i would rather play with vv off then on
I hope static light doesn't make the glow lichen invisible
lmfao
We should kill glow lichen

2d blocks when light system updates
True, but I thought it was said that they were planning on changing it somewhat soonish?
idk why they chose generic over other options like Hable tho
yeah but truth be told
they are going for VV is the official look
when I see how they market and the trailers
Tbh generic isn't that bad it's just they are over compensating for hue-shifting
because like that they can control colour curves
it’s definitely not a good tonemapper tho lol, at least with its current config
The tonemap is as it says generic
They are just over compensating for an issue
That's less the tonemap and more their sun color choices
yeah
It feels like they are trying to make it look like the trailers but missed the mark big time
yeah
there’s definitely a bunch of weird stylistic choices all over the place in VV that don’t necessarily work the best
tbh i feel like caustics are too repetitive (replied to the wrong message 💀)

washed out visuals ✨
real
at least the MP packs are prob gonna be good
Prizma Visuals 2.0 or something like that
pov vv


hi alexa
hey alexa play never gonna give you up by rick astley /j

ah
COPPER TORCH GOT A POINTLIGHT???
they haven’t given up on RTX just yet 
don't ruin this for him 🙏
Hmm
I can only hope 🙏
Hello I don't know if pinging you is a crime here but I would like to bring up that it could potentially be an alternative solution to add it as a per-project toggle that can not be on by default? Like a config or something instead of a core component, that way it's an "optional" override
hii
hello 
Hello
hii
Although iirc the feature itself is already this way, I am mostly referring to if people want it to be to specific things in their project and not force people to turn it off completely
I think i know you 🧐
The twig
Mods, please ban the 3 above users.
Ban Smokey too he's complicit in our activities

vanilla pointlights no way
Crispytwig appeared!?

how did you export the image file from blender?
Imma be honest I couldn't figure it out and had someone who did know how do it for me
Well ok
Partly a lie
You render the animation into separate frames
Then with a python script and some other stuff you can fuse it into an animated texture
That's the part I didn't do
You can technically do that part frame by frame by hand but it's annoying
Blender does that automatically when you just select to render an animated scene so like yea
Look fucking awesome
thanks!
does anyone have a template vibrant visuals pack wanted to ask before i go thru the pain of setting one up 🙈
i have one thats mostly vanilla. it just doesnt have any per-biome stuff
pretty much untouched file with mostly vanilla VV configs. just missing per biome configs, but all biomes are tagged and linked to everything as necessary
thanks 🙏🏽
Where do you get the mod sorry I’m new
The mod?
Yes
which mod?
Yk like a realistic shaders
Because I just want my Minecraft world look more realistic
those aren't mods, those are resource packs
Oh
a good place would be curseforge or mcpedl
Okay thanks
np
What's with the cool new gradient on the BAO logo and the YSS logo?
halloween

oh color temp is still inverted
How so?
Lower color temperature result in a cooler image; higher color temperature results in a warmer image
ah yeah that's definitely incorrect then
it was just reverted to how it was before
whaaattt no way
now people can call it a shader and they won’t be so terribly wrong anymore
MLYX is my guess?
I think it's the one you have to buy off of youtube, I remember something very similar being talked about in the YSS server. I think it's called ADIN FE or smth
interesting
What's the shader called?
yep, found it
ADIN FE 4 is deffered pack combined with shader, more stable and optimtized
-fixed black sky at some device
-well reflection
-custom sky
-optimized
-unique color
NOTE/BACA
-refresh at first time installing, because loader still extracted (refresh dlu pas pertama kali pake)
-active Vibran...
New lighting!

i think the "ultra" shadows for point lights probably could have slightly longer range.
point lights themselves actually render from quite far away now, but their shadows are still very short range
like you can see how far away i am and the point light is still visible, but for shadows you need to be 16 blocks away
this likely does help their performance, but i think "high" being this and "ultra" going further would be fine. (or even adjust it further or something idk)
How do I get better godrays
try increasing your fog density
I agree.
But there needs to be some fixes for shadow calculation first.
In lots of cases where there is 4 or more point lights - you get broken shadow and light propagation.
If shadow distance is to be increased - this issue needs to be resolved.
We are still hard at work on point light tech 🙏 Improvements will come in time.
Glad to know that players still want it. 😀
Currently my favourite feature.
Super excited to see what static lights are like too.
And how do I do that
Point lights are maybe the feature i'm most excited for because of how much more creativity they allow. Can't wait for them to be in stable (and really looking forward to static light)
What about refraction? 🥹

in your fog, under volumetric, turn up your "max_density" parameter
Here
ah, i thought you were referring to a deferred pack, not your base minecraft
i'm not sure how to do that by changing your base minecraft configs
Then what max density value would you recommend
values like 0.1-0.17 could work well
it depends on the sun brightness though, these values work well with relatively tame sun brightness
(or at least, these are the values i use in my pack)

playing with java shaders that make it so glass changes light colour, i really hope we can also do that once static_light is here...
especially since it seemingly doesn't actually impact the performance all that much
RTX did that didnt it or am I misremembering?
i think it did
maybe idk
my PC cannot run rtx so i can't check :<
but it works really well so i hope they add it to VV.
putting light source blocks behind stained glass to get coloured light :3

Ya it does.
RTX is truly the absolute best.
Point lights should be able to do this. And it would look a lot better because of how light spreads.
both point lights and static lights ideally.
this pack just uses colored floodfill and makes it work with that
For sure. But I think for static lights - the implementation needs to be just right for it to look good.
Like for example - vanilla style flood fill just coloured would look okay.
But not as good as a better floodfill like complementary, bliss or photon.
Until you realize by default that colored property doesn't show up in reflection
Somehow they forgot to make it so colored glass transmission also gets reflected
How does that happen bruh 😭
These images are from default RTX
I know betterRTX at this point is basically the standard but
BetterRTX fixes this though
However a mod shouldn't have been needed for basic raytracing features to look as they should have
I think the way this pack does it is good
it doesn't ever feel too far from what i'd imagine "vanilla with coloured light" should look like (especially given that this would be part of VV), but it does look significantly better than vanilla just because of the coloured light
i think slightly better than what we have now is actually good and would fit VV better.
I just think that the stained glass changing the colours of light looks odd with normal floodfill.
I’m not quite sure why exactly. It just seems odd.
The coloured floodfill for blocks on its own, looks okay. But when stained glass gets added and the colour changes it just doesn’t sit right with me.
personally i think it works well. Plus, more importantly, it allows for a lot more creativity because you have easy access to those 16 colours.
if anything, to me stained glass not changing light colour at all feels more odd.
I think I just need to actually play with a shader that uses it to get a better feel for it.
Just imagining it in my mind, and seeing how RTX works, I can only really see it looking good and working well with more realistic light spread - similar to Point lights or actual RT/PT.
Obviously it must work well in-game to some extent since a lot of shaders have the option for it. Even with basic floodfill
the shader i'm using here is "Just Colored Lighting".
made a server with some friends and we're all using it just to allow more fun stuff for builds.
I saw something that looked really cool
Lemme see if I can find it
It has to do with colored floodfill and glass
I'd imagine colored glass transmission would be done assuming translucents get added to the depth buffer/shadowmap
Why I say that is because in Java at least, you voxelize within the vertex stage of the shadow shader. Then you likely utilize the shadow color buffer to tint blocklight based on the source it's coming through
Probably terrible because of one reason
Irradiance cache updates
It would probably be very flickery and noisy
Basically what this does is it stores lighting information and dynamically caches it but reloads ok chunk data. But irradiance caching is cool because it basically simulates infinite light bounces and saves a lot of performance
Tbh a cache like that could be good for point lights
Mainly for caching point light shadow data and color info in large amounts
Also back to this. The IC in RTX is terrible
Is that not something that would be beneficial for the world lighting?
Maybe allow for ambient light. Instead of only direct lighting.
without global illumination its kinda pointless
🙏 Mojang please work on a high performance GI 🙏
Tinted glass changing light color is such a hard (but also fun) problem 😫
Especially when you have tight memory and performance constraints.
And can't ray trace
Hold up.. What?!? 😂😭
No way lmao. I completely missed this.
Hard in general or hard in the context and environment of VV and the devices it supports?
I assume device support.
Java shaders got it done really well in terms of performance etc no?
Probably something to do with mobile etc. lower end devices
Would be a huge W if you guys could manage to get it working.
Especially since default RTX doesn’t even support it lol.
Right, right.
If it managed to be done, on VV for block light etc. do you think it could be done for world lighting too?
grey water fix when
Right? See how hard it is when even RTX doesnt support it? 😜

Is that a Belgian Malinois? So cute. 😍
What about refraction? 😔
😂
Would be really fun if you do figure it out at some point, but yeah, i can see how it might be more difficult when you have to deal with mobile devices, (and the fact VV also has point lights while the java pack uses colored floodfill).
it allows for some very fun builds. It actually makes stained glass one of my favorite blocks in the game when playing with a shader that does this because of how much more can be done with it. This + stained glass having colored partial shadows (or whatever you'd call cloud shadows where you still have regular shadows under them) would do so much for VV if it could be figured out.
It could be a toggle in your settings that's off by default on lower-end devices? Not sure if this would work well though.
LOL!
I feel you though. Refraction effects for water is what I want most aside from the static light/lava etc. casting light.
I pray and manifest refraction every day
I may do tarot reading to know if and when they add it
what secrets have you discovered from your sacred reading
😂😅 might be a little much… but you do you lol
Since when did Mojang start using Copilot to communicate
Lol
well microsoft is their parent tbf
What about colored shadows?

& smooth point light shadows

And shader support 🙏 😭
I think we can tell judging from the material.json stuff
Hope to see it real soon
H?m
Probably referring to the fact that materials.index.json can now be loaded from RP
Maybe. But this content log error is definitely intentional, and it mentions material.bin files in resource packs #1182091012177399809 message
Honestly such a massive oversight.
They should change when you change the world shadows aswell.
(No Copilot for this one. I just have 2 Malinois of my own and have a soft spot for them. 🐕😀)
He's definitely AI
no question about it


From the looks of it, it just means you can change how the existing cubemap renders, but not the textures themselves
wait this is actually super cool
Someone needs to test if cubemaps still render with incorrect vertical offset
Has anyone properly tried using this yet?
i tried
So what's it like?
with furzide's sky overlay
second is uhh before the night
glad that we keyframe ambient light illuminance, I set it around 0.05 at night
So they might be usable now?
I still don't think I'm gonna ever use one
However at least they don't look terrible
That looks decent
holy directional
Someone should try an HDRI
How does auto exposure effect it in the night
I don't know
Not my screenshots
Where’d u get em from
It doesn't say where on the bottom of the forward message?
No.
It only does for discoverable servers and servers you're in.
I see

now it is working as it should
nostalgia shader style clouds
You have awoken me.
how did you get it so seamless? it doesn't even look like a cubemap
Literally the best Lava mer
actually lookin pretty nice
Auto exposure ruins it in some cases.
Way over exposes the texture, turning it white 😭
Day and night
sayama city -
what's the best way to make waves look less repetitive?
Really no good way. Lower frequency and octaves may help
I'd say higher sample width but that got nuked in preview
So um.. how do you even add keyframes to VV configs in the editor mode? I can move them around and change colors but I can't figure out how to add or remove keyframes
frfr
I use it when I do water
how? i thought the water was broken in the editor?
it used to work
ah
broken for roughly 7 weeks
istg the editor is just gonna get worse and worse isn't it 😭
https://discord.com/channels/1138536747932864532/1423022594411462767 is this vv thing
that's base & vv right?
I guess so
o i didnt even see that
Can someone explain why I can't turn on vv in a modded world but I can create a new vanilla world where I can use vv
some servers let you see them through forwarded messages
i think its public servers specifically idk
that shouldn't be happening
maybe the resource packs don't support pbr? but that's never stopped me from using vv
I can provide a screenshot if you want
that would help
how i can't wait to be able to do this in bedrock (ideally vanilla vv bedrock) instead of having to use java shaders.
soon (hopefully)
i do think that those could use a bit less saturation/more brightness
sadly vanilla VV will likely not do colored candles so i'll need a resource pack, which will be easy enough on PC, but is a problem when playing on console.
console players got it dirty when it comes to vv
yeah. We need the editor on console.
the marketplace isn't even a solution here, because i'd want most things to be the same as vanilla VV
do you maybe have "allow in-game graphics mode switching" off?
The first screenshot is of the world without any addon or anything
And the second one is from the world that has add-on, etc
try joining the world with vv on
it might just be a problem of switching, not it being disabled
tbh i like it being like this
makes the colours stand out more
fr
which is great when going for a specific color scheme
i mean it's just personal preference
definitely
the way this shader does it, they are stronger when you have more candles.
fewer candles will be more subtle
Just Colored Lighting
it also does colored light through stained glass
been playing with it recently on a server with some friends
so we can do stuff with colored light
There won't be any trouble for uploading a screen recording
wdym?
that's super weird
it could be something to do with the fact you're on mobile
Maybe an addon is conflicting with vv
vv could be auto-disabling because of the add-on for performance
could be that too
I have 20 or maybe even more addons in that world how do I know which addon is creating that problem
that's a lot of add-ons
could be you have a really old add-on applied that breaks vv somehow
Marketplace worlds and texture packs do not allow VV to be used
At least at this time
is that why vv doesn't work on lifeboat & other featured servers?
I didn't use any marketplace addons tho
I'm just pointing out that disables VV cuz people usually are and don't know that it disables VV
I think most of the addons i used were created for version 1.21+
Regular MP addons would be fine. But worlds/dynamic worlds/texture packs don't work
Is it possible to forcefully turn on vv
i don't think so
which, i mean it makes sense given that VV does hurt performance
but also, it will limit maps that rely on VV allowing for a lot more
especially once colored lighting is fully implemented
Then should I report this bug or is it not a bug
it's probably a bug
sounds like it at least
Heads up, if your manifest min engine version is 1.21.120, you'll need to add the pbr capabilities to your manifest.
you actually NEED to add pbr capabilities or it won't work?
Feel free to correct me if I'm wrong.
no, i was just surprised that it's necessary now
ig vv really is mc's new look
I'm guessing under the hood that we need MEV 120 AND PBR going forward since I know that older maps still disable it. I guess this is the method Mojang is validating.
i wish older maps didn't disable it if you disable the locked settings.
like, okay, if you're playing on the default settings yes.
if you're already going into creative and messing with stuff, i don't think it matters if you have vv enabled?
Quite disagree, particles for example can be more detrimental in VV than non VV.
yeah but if you're already saying "i don't care about the intended experience or if changing these settings might break stuff", why is VV the point where the game says no, that part cannot be changed?
at that point, that's the same as if you just went into creative and did that stuff yourself. Nothing needs to be designed with it in mind.
Stability/Performance is the issue here.
It's not about the intended UX, it's about whether or not it will crash your device.
in that case
we need a "reduced particles" option already
why does java get it and bedrock doesn't :<
Because then that would ruin existing content. 
i feel like you can ruin existing content plenty using the existing settings.
given that, even on console, you can have 4 chunks render distance with fast lighting, no clouds, fast leaves, and everything on minimum
or you can have 36 chunks with fancy lighting and everything enabled
that's a completely different experience
"So let's add more ways to ruin existing content" is not the argument you should be gunning for.
i mean, i think it's fine for maps to just recommend specific settings, or enable specific ones by default unless you disable the map-locked settings.
let locked settings be as accurate to the intended experience as possible (within limits of "leave people with some options to improve performance"), and unlocked settings do anything.
plus not having reduced particles option is annoying me in survival.
looks a bit like rtx
is it just me or does it feel like fog density is higher at sunrise?
It’s just you
aw man
I wish that was the case
Yes
That’s VV
Honestly insane, but the angle was good enough for some crazy reflections ig
actually it's called a deferred pack
Here a blue one
To lazy to call it5 the full name
you can call it a vv pack instead
Hmm sure
Is pretty funny making people confused
in other words
alr then
you do you
just don't expect to always be understood
doesn't bother me
that's very outdated name since deferred technicall preview is called vibrant visuals now
imo "vv pack" is better name imo
or visual pack
i prefer "deferred pack" because that's the name of the pipeline, for me vv means base vv
🤷
mb it was bc i was introduced to vv packs as deferred packs
same, but i try to use new names to make people less confused
as "deferred" name is not in a game anymore, and it make people more confused
let's just call it preview packs.
for maximum confusion
😵💫
i'd make the dark bits brighter (for gameplay, otherwise it looks awesome)
Working on it.
Stuck on an issue with something not loading proper.
Fog etc won’t work and color gradings are inverted. 😭 I’m using white balance and have checked my fogs 100x
are you defining the fogs through the client biome files or the biomes_client.json?
Second. I’m Pretty sure

Sadly not.
I gotta get an Ethernet cable for my laptop.
Currently using my Xbox 😂
I thought maybe I’m missing a damn “,” somewhere possibly. Visual Studio would help w that.
try changing your format version to 1.21.80
it's what i use and mine works quite well
(although i don't define my fogs in the client biome files)
I’ll check it out rn.
i think i've recreated the file:
{
"format_version": "1.21.70",
"minecraft:client_biome": {
"description": {
"identifier": "crimson_forest"
},
"components": {
"minecraft:fog_appearance": {
"fog_identifier": "hell:fog"
},
"minecraft:atmosphere_identifier": {
"atmosphere_identifier": "hell:atmospherics"
},
"minecraft:color_grading_identifier": {
"color_grading_identifier": "hot:color_grading"
},
"minecraft:lighting_identifier": {
"lighting_identifier": "hell:lighting"
}
}
}
}
vs code isn't highlighting any missing commas
Alright so, before - my warped forest/Soulsand valley would load my Color grading (even though thats inverted)
Now nothing works across all Nether biomes lol.
ah lol
definetely not that then
Atleast it’s finally consistent 😭 😂
and you're not getting any errors?
Oh, yeah.
Forgot to mention that. I have been getting the “at least one of your resource or behaviour packs failed to load”
So something is definitely wrong, somewhere.
nope, that happens to me every time i load into a modified world, nothing is ever actually wrong
Could’ve sworn that happens when there’s a syntax error
Prizma used to be fine - I would mess with stuff and sometimes cause that to happen
Imma test with Prizma glowing ores.
But I’m like 90% sure that error pop-up ingame is because of a syntax error.
idk because i've gotten that error for months without anything actually being wrong
you should compare your json with other packs, you might be able to spot the error
It just doesn’t read that .json any farther than where the error is.
And I have been with Prizma. All my format versions should be fine. Anything requiring to have a file name matching the biomes is correct etc.
The only possibility i could see now is just a basic syntax error
Alr.
I changed lush caves client biome to have an extra “,”
In the fixed classic textures pack. The pack has 0 issues or error pop ups.
If I am correct - there will be now.
Lemme create a new world for a second try
Syntax errors cause this…..
^ seems as though I am at-least a little bit correct lol.
yeah lol
idk why it happens to me without anything being wrong
🤷♂️ maybe something minor.
I know it happens with the latest Prizma v and I haven’t noticed anything wrong with that, either.
Imma double/triple check my color gradings to start.
There’s an obvious issue there. I’m using format v 1.21.9 which the docs say is the minimum. Also the same as what Prizma uses.
Yet even though I have a temperature type defined - AND the default if not defined is white balance (which I have defined)..
My temperature values result in inverted gradings.
That’s only supposed to happen if “color_temperature” is the type defined.
Are you doing 1.21.9 or 1.21.90? There is a huge difference. What is the content log?
“1.21.90”
Content log?
I’m editing the pack through my Xbox so I don’t get any logs etc.
Probably part of why I’m having such trouble pinpointing the issue.
No Ethernet cable for my laptop so it’s my only option atm.
you can edit packs through xbox?
Yup
that's really cool
You should.
The content log gives you live feedback for most errors that could occur while developing your add-on.
In Minecraft:
- Go to settings
- In the General section, select "Creator"
- Enable Content Log GUI
For more information:
https://wiki.bedrock.dev/guide/troubleshooting.html#content-log
Did yiu turn them on?
Ouuu.
Nope 😅
I guess that would help, huh?
yep. it'll tell you everything wrong with your pack (most of the time)
their life will be 5x better now
Easy fixes.
What is malformed input?
Another word for syntax error ?
value outside of acceptable range if i remember correctly
End dimension working fine now.
Just need to get hell fixed
What could be causing this?
I have the .json files.
Everything is exactly the same as end dimension now, as far as I can tell.
Except obviously the file names.
So why is it not finding/seeing them?
Ex. “Cannot find atmosphere definition “mypack:hell_atmospherics””
yet I have my hell_atmospherics.json and the
“Identifier”: “mypack:hell_atmospherics”
This can be when your atmosphericz file is malformed.
I am getting a malformed input error.
@silent zealot how would I go about fixing that?
Wait so its layout is just bad? Is that what it is?
Its hard to tell without seeing code.
Best I can do..
I’ll try deleting and downloading fresh atmospherics.json to re edit if you can’t notice anything from that.
Values shouldn’t matter. I just copied Prizmas values for horizon and Rayleigh because I had no idea of a starting point.
So I’m sure those are all within acceptable range.
Broseph your hbs start and mie start is wrong.
Is that a reflection on the screen or is the sun bloom going through the tree 😭
L. Boutta reference docs
Tbh I don’t know.
Very likely a reflection though.
Yea it's seen on your other images
Got this crappy thing behind my chair
So it's just some light
👀 yeahh.. lol a ghetto one
Lmao
That light switch powers it too
You know what would be really cool? If bedrock reported which specific value is out of bounds and what is the acceptable range of values, instead of displaying a generic "failed to read XYZ file" content log
They do so for Blocks as far I remember. Would be cool to see this expanded! Items are the worst offender too.
I'm struggling with this in VV, MS docs doesn't cover value range for all properties, so you kind of have to guess whether things will break or not if you used a specific value
Most of the value ranges seem to be sensible and you'd never exceed them in practice, but it'd be nice to know what they are exactly, without searching through all the possible values
Just like with how it told me I was missing “,” or “}”
Tell you a line and column and let you know it’s an unrecognized value or something.
i play in absolute darkness to avoid reflections 💀
Does anyone know if the blue channel of normals goes unused in bedrock? I've been working on new normals for my pack but in Java's LabPBR format which the blue channel isn't used and instead is used for texture ambient occlusion
Was wondering if I could just port them without issue
although I could just do the, f around and find out strat too
Cuz I've been working on some very crisp normals I wanna use in my packs
It's definitely sampled from shaders, so it depends on whether bedrock pre-processes normals in any way. if you are going to test it, make sure to check both entities and blocks in case they are treated differently
Haven't done any entity normals with AO in Java yet but I'll def do one and check
Also alpha channel transparency wouldn't hurt anything would it?
Normals are only sampled as xyz I imagine
And not xyzw
Yeah
Can someone with latest android or ios devices check if you can see HDR and/or vibrant colors in any images below? Whether in discord or when downloaded locally
Even when viewer in full screen?
First 3 in which message?
Only in open browser.
Works well on my desktop in the app if that matters to you as well.
It's just mobile having issues.
That's good to know, being able to view HDR screenshots directly in discord is definitely way better than downloading or doing any other extra steps like to view .avif images
some started out as black, others were just super dark, some still greyscale-ish, some became vibrant
weird stuff
How does this one look like tho?
First image shows
All of these work
Only first 2 here
red birch
Early look into porting my custom sky model to raytracing (it's very broken and colors aren't correct right now)
still very interesting
Problem
The original sky model right
Uses a custom built keyframe system based on the world time
However I've done digging and I can't find anything in the RTX pipeline for counting the world clock
So I've been fighting with options to get it working but it's hard cuz quite frankly
I'm not that good with shaders
But assuming I can get these problems sorted out. This is what we will have for the most part
Plus it'll be very customizable
Yeah looks like you have to enable temperature in the default config and choose temperature type (white balance or color temperature) there and it'd apply to the whole pack. So you can't mix white balance and color temperature in per-biome configs, all color grading configs must use the same temperature grading type
Similar to how you must use the same tonemapper. Ig the game just can't interpolate between different temperature grading types when switching biomes
Question to you, were you editing the default or per-biome config? As that could be due to what I described above ^
I was editing per-biome config
Color temperature in the default config works as it should be
That probably means there is a mismatch between temperature grading type in default vs per-biome configs
got it sorted. Although I will say temperature type doesn't need to be defined unless you want inverted grading. White balance is type default when not defined as per MS docs
technically white balance is the inverted one
Color temperature in VV works in the same way as hot objects irl glow. The hotter the object is, the colder the light it emits
not what I read on docs? I swear I checked multiple times lol. My issue for grading was old format which didn't take kelvin values & was automatically inverting grading.
The docs are wrong, VV does the opposite of what the docs say
?. Docs say white balance = Higher value colder temperature just as typical home lighting... Thats also what im using now & observe the same thing.. so are you sure docs are wrong?
ex. 2500 k. Is a very warm color similar to HPS street lamps
genuinely confused
What temperature type do you have in global color grading config and in per-biome configs?
White balance in all.
What mc version are you on?
And do you have temperature grading enabled in the global config?
1.21.114 & 1.21.130 ...... And yes.. The temperatures I set - work as I expect them too
it works on preview. (80% sure, I was on last night and desert was warm toned)
i'll double check soon. But either way - it obviously is meant to work as docs say but was bugged.
On latest preview I see the following behavior:
- if you want to use color_temperature type (higher temperature = colder image), temperature grading must be enabled in the default config and it must be set to color_temperature. If you don't set color_temperature or don't enable temperature grading, it will use white balance mode which has the opposite behavior (higher temperature = warmer image)
And this is the correct behavior ^ if you google it, or go into your camera app or into image editing software, you'll see that color temperature makes the image colder while white balance makes it hotter when increasing temperature
Previous discussions on the topic #1182091012177399809 message #1182091012177399809 message
odd. Everwhere i look its the opposite IRL. Especially in home, produce & cultivation lighting applications
hell just a quick google search shows the exact opposite for me 😭😭😭😭
Your example here contradics the documentation
"color_temperature" will cause higher temperature values to result in a warmer image, while lower temperature values will result in a cooler image
6500 k is white, so if the docs are correct 2500 k color temperature should result in colder image
bruh.... One second 🤣🤣🤣 you're literally reading something different than me
and as it says... White balance behaves the opposite. in real life the kelvin scale works the same as MC white balance
thats what I said
i based it off real life & mc white balance
we understand eachother now?
search "kelvin color temperature chart"
scale/chart. Same thing
To summarise what I'm trying to say
- with "color temperature" increasing the temperature should result in colder image, while with white balance it's the opposite, higher temperature = warmer image. This is the behavior irl (blackbody radiation) and in most cameras, lighting, image editing software etc
- VV does it correctly as described above (at least in latest preview), although with a caveat - if you want color_temperature to work, you have to enable temperature grading in global config and set it to color_temperature, otherwise it'll use white_balance both globally and in per-biome configs, regardless of the settings in the per-biome config
- the docs are wrong as they contradict the 2 above points - both VV and irl behaves differently than how the documentation describes it
ahhh. I see. I've never recognized or seen white balance implementation in IRL just the normal k values and thought that's all it was.
Yeah tbf it's confusing that we have 2 temperature scales that are the opposite of each other, and color temperature works the opposite of how we'd expect (higher temperature -> warmer image) it to work
I'm gonna bump this issue again
Could we see a restoration in TAAU sharpness. The left image is taken from an older preview (roughly 1.21.70) and then the right image is from roughly 1.21.80. The TAAU blurs too much. This is at 1440p 75% res. The image should NOT be that blurry and should be as sharp if not sharper than the left image
Contrast adaptive sharpening would also just be your best bet here if you wanted it
yes it makes me use bilinear over TAAU cuz of this
Same lol
bedrock rtx with aura
Is there a way to use VVs cloud distance in RTX? Like the clouds aren't limited by the fog if you see what I mean
not that im aware of

Have POM?
No Pom. I have no idea how to actually implement Pom
have mom?
Have cat?
what does pom mean?
[RTX] is actually dropping support in Bedrock in the near future (in favor of Vibrant Visuals)
And I had so many cool things planned for RTX
This is heartbreaking
💔
bruhhh
ggs 🫡
Why is it that they remove every single graphical feature the moment I become deeply involved and accustomed to it
only one possible reason
this is all your fault /j
It's all your fault
Why are we so surprised?
Nobody is surprised, just disappointed. I thought we had more time
Interchangeable.
You are surprised you have less time than you expected.
I'm surprised that the Edu team support of all people.
Probably didn't want to allocate ai tokens manpower to removing a feature that was going to be removed soon from the entirety of bedrock anyways
Also this is exactly why forced auto updates suck #1019692489596215388 message
I might keep the last version with RTX around, but for that I'll have to bypass the forced autoupdate thingy that they added a few previews ago
Just manage a version switcher.
Have you tested if launchers can bypass forced update dialog box?
I feel like data driven materials are likely next on the chopping block of graphical features
Idk about current launchers, but ive been able to freely launch past versions GDK with no update prompt or the xbox game screen.
What update box then are you talking about?
Because I easily launched .20 and .22 side by side.
Like I said, #1182091012177399809 message
This has been introduced since GDK was a thing.


Tragic
but rtx still does things VV doesn't at the moment :<
like fun stained glass stuff
mojang pleas add all the fun stained glass stuff to VV
and vv does things that rtx doesn't
well yeah but they aren't dropping VV support in favor of RTX
the replacement should do things the thing it replaces didn't
vv is not replacement to RTX, it is replacement to fancy graphics mode, vv is just a convenient excuse to drop RTX support
i mean, fancy will coexist with it and continues getting supported.
Don't forget that VV initially started from RTX. If there wasn't RTX, we wouldn't have VV today
RTX is very broken so they would have to fix it and they clearly don't want to do that so (maybe sad but) logical is that they will remove it
it does still feel weird as like
i feel like RTX would make sense at some point.
they did it too early, at a time where most people's devices couldn't run it
Would've been dope if they open sourced RTX or did something similar and let us, the community, maintain it while they focus on other stuff. Just my opinion though
but eventually most people will play on something that could run it.
and at that point, it'd actually make sense to have it there
Average mojang L
Unfortunately this isn't Java.
Yeah 😔
how will this affect the marketplace RTX worlds
will it just be a version locked thing
Probably taken down.
They could technically open source all the shaders, but there are still a lot of things in RTX on the CPU side that are just as messed up and need to be fixed and maintained, and those can't be open source unless they add custom shader support and rewrite RTX pipeline in scripting
This RTX scenario just reminds me of HCF and people not wanting to move on and use the new API and give feedback to strengthen it.
Damn now I'm gonna have to play with shitty vibrant visuals
Exhibit A:
I don't think having graphics mode that can work only on specific GPUs with different art style to their other fancy modes (vv) make sense. I think it would make sense for them to add toggleable ray traced world space reflections and RTAO
Agree
That's right, I don't want to use the new API because it doesn't replace all the features that we've lost. In particular around shader modding. RTX is so easy to mod and it's "stable" (in a sense that it doesn't break with updates because it's never updated). It also uses a superior shader language. While with VV it's getting worse and worse. Not only does it change with every update, but they also removed readable shader source code so now we have to go through extreme measures to recover it back from obfuscated shaders. RTX is also much faster when it comes to ray or path tracing (obviously).
VV is in its infancy very much akin to when HCF was phasing out. It took time but we're getting all the replacements back and more.
i am really looking forward to where VV will be in a year.
They can't ever replace RTX in terms of the things that I mentioned, unless they literally add it back later in its entirety. Whatever we might be getting in the future as a replacement will not be as powerful
If Mojang wanted to support RTX and keep it in the game they would have to change it a lot and update it frequently, it completely ruins your point about it being stable 🧐
Fixing bugs and adding minor features is different from adding major features and overhauling rendering pipeline. Fixing RTX bugs wouldn't break shaders
The foundations of RTX are "stable", while VV is constantly changing
Really, are you kidding me. After just getting this new thing for Raytracing built
Emerging new tech that will be supported for a long time vs abandonware that worked for like 5 people.
I hate it here
Fixing RTX bugs is not enought to keep it in a game and make it worth it. Vanilla Ray tracing is shitty asf
welcome to the club
I would be more symphatetic if VV and RTx was developed together and they chose VV over RTx...but VV is in its infancy.
I'm talking purely from the perspective of shader developer. This move sucks as we have no replacement, official or unofficial, I might have to switch to java shader dev after they remove rtx because of that. How long ago did they remove shader support? And where is the replacement for it? VV is not a replacement from the creator perspective, as it doesn't offer nearly the same level of customisation
I see that but RTX was not made for shader developers
I mean it’s not “very broken”. It is broken in a few places but it’s not very broken
and just fixing bugs is not enough for normal players
adn they won't keep shitty mode just for shader developers to modify it, especially since not everyone would be able to use this shaders, only players with very good computers
I think Veka's argument about replacement holds weak waters since it was unofficial. If it was an official support that got taken away then it would be stronger.
53 thousand people joined the MCRTX server for BetterRTX, so its not as microscopic as you might think
All 53K users are able to use it or is this just people who are interested?
congratulations, that's still probably 2% of bedrock players
I loved RTX, but I wouldn't want them to keep the broken mode, especially since we know it wouldn't get any major update
That idk, but at least 6200 have sent at least one message. It’s probably closer to 9k have talked in some amount
All 9K users are able to use it or is this just people who are interested?
Maybe they decided to call it unofficial they moment they decided to get rid of it. Shaders were being loaded from resource packs, someone took the time to explicitly implement this feature. Where is the list of all the official features so that I can make sure the functionality that we can use is official, and wasn't "unintentionally" intentionally added
I mean like y’all are saying, if it’s too niche to have people build on it, then what’s the point in removing it? They aren’t doing any bug fixes so what does it matter if it breaks
Shaders are still usable on china edition, even published on their marketplace. Must be unintentional for them as well
Leave it for the people who want to use it
You cannot be using China edition dude.
China edition is maintained by an entirely different team.
Again that’s people who have actually sent a message, there have been plenty more who haven’t joined and just installed it and there’s probably some who joined but didn’t
If it's documented by Mojang on MS Docs, Dev Word, or other official channels.
This is like saying "Using sonic uuid was an official method bc someone took the time to allow that uuid to override block geo"
No, it's maintained in collaboration with a different team, as evidenced by HAL making a come back in one of the prior versions. Shaders are still available in bedrock source code, they are just reserved for china edition only
I never setup logs in the api to count how many installs have occurred but I’d imagine it’s more than the server member count
Actual evidence from the corpo or just speculation based on files?
What part of it is speculation?
Do you keep spoiled food in the fridge or throw it away? 🧐
No, it's maintained in collaboration with a different team
I wonder if MC China edition is available on HarmonyOS 👀
Spoiled implies it’s completely rotten and worthless
And RTX doesn't rot? Sure they could fix it and imrpove how RTX works/looks, but I'm just saying it's not good to keep it in it's current state
does its existence harm anything else about the game in any way?
It could be internally in the codebase.
fair point
I think it's stupid to just throw it away when thousands of people are still using it and modders supporting it
China edition pulls features from bedrock edition. HAL is available in bedrock edition. There must be at least some level of collaboration involved, clearly bedrock devs are still maintaining HAL to some degree, why would they do that if china edition was a separate game fully handled by a separate team
So still speculation unfortunately.
Reputation
It's a logical conclusion. Bedrock devs aren't keeping HAL in the codebase for the fun of it
It's unfortunate yes. But at most lets say 999K, thats still less than 1%
But no concrete evidence. That is what Im asking.
Unless everything is so spaghetti’d that they just don’t want to remove it
in what way?
Mojang likes to abandon things and kill fun.
Reputation of Bedrock being buggy mess
Ok so what I'm getting here is that message on the Microsoft page was a lie? Yk, the one that said raytracing will continue to work on supported devices
Well if you can explain the existence of HAL in any other way which supports your theory of completely separate teams with no collaboration whatsoever, then I'm listening
Didn’t they take that down
i feel like there's a lot more about bedrock that harms the game's "reputation" than RTX, then.
being able to fall through the world when you get far enough out, the random deaths, the marketplace content quality (and the way it's handled in general, from how buggy the marketplace UI is to the lack of refunds or confirm purchase), and all the little things about the bedrock version that are just slightly off for seemingly no reason.
that was there for a long time, since vv release
Ok no that still exists
Actually it’s still up
Ray tracing for Windows will continue to perform on all supported devices as before, even once Vibrant Visuals is released.
Technically they weren't lying, this at least confirms that RTX won't be removed until 28th (if you count introduction of VV to marketplace as "release")
It says it’ll keep working even once VV is released
I still really don't count VV in a release ready state and here we go getting paid content with it
Right yeah, I misread. Ig they did lie reevaluated their priorities then
Unless the plan is to just keep it and eventually remove it but the edu support person misunderstood
In what way? Creator support or Vanilla VV?
Mojang employees are probably gagged with relation to future plans with RTX
You never know until you ask
We didn't get that refraction, then it will be release ready
Im out of the loop really. When was refraction promised?

I still wait for that
The mode as a whole. Creator content is fine and pretty solid, but, the core of VV to me still feels like a tech demo. Very odd issues with directional light shading, no shadows for transparent objects, issues with auto exposure, over-blurred TAAU without any sharpening. No anti aliasing option on native, consoles having rough configs. It feels rushed and more like some management person said, release this now
I don’t wanna randomly DM a mojang employee especially considering I have no real standing or communication with them
i NEED refraction to be happy in life
Tell AJ to keep delaying refraction.
me waiting for ssao or gtao (maybe ssao is cheaper)
that would be cute too, but refraction first
To me vv feels like deferred technical preview but they were told to slap a name on it cuz it looks fine enough
Doesn't mean there is no collaboration whatsoever. And bedrock team running unit tests with HAL for china edition to me is evidence to the contrary. But it doesn't matter anyways, I'm not here to argue about china edition, I only mentioned it as an example that there isn't a line of what constitutes an "official" feature. The feature is official until it is no longer convenient and then it is labelled as unofficial and doomed for deprecation. Json UI, shaders, blockshapes and blocks.json in general, entity materials. They are all "unofficial", I guess some dev must've slipped on a banana and accidentally coded all of this amazing functionality into resource packs
vv is deferred technical preview, don't get what you mean
I'm not exactly on the first name basis with Microsoft CEO either. Was just saying that it might be worth to ping kayla or aaj here for clarification
What I'm saying is that VV FEELS like a technical preview and not the release ready product that it should feel like. It feels un polished
You quite...literally proving my point. They're not properly supporting those 4 you mentioned and can be deprecated at any time.
it sure is unpolished but even if it was polished It would look similar and simple, simple/flat and very close to vanilla look is their art style
The questionable art direction designs aren't what I'm targeting here
I'm targeting the literal core of VV
Blocks are shaded so weirdly in direct light
Like one side of the lighting looks ok, then the other side is a weird greyer more dull shade and then specular on forward facing objects looks awkward and causes blocks to just... look like plastic
Yes, so we agree on this. The question is, what is proper support. Is a feature only properly supported once it's documented? Would you be fine if they removed all custom materials tomorrow, with no replacements? Will that break all your content? Ig you shouldn't have used unofficial features
Yes.
And yes I agree.
Btw there is evidence that materials are next on the cutting block, custom materials are already working poorly with VV
I would be pissed because they allowed it in the marketplace
I would not be surprised. Theyll likely use the new MEV 120 and PBR capability, if you have this you cant ise custom materials.
The point was to refresh the graphics and at times, VV looks like a visual downgrade with its oddly washout visuals. Default VV looks smeared in Vaseline and ngl the generic tonemap doesn't help with that. And people being (very obviously) upset that VV at times doesn't even feel like it's enabled. That's just a big issue no?
Whats your next move?
cry
Yeah no point of arguing with literal walls lol
Then you can imagine what it must've felt like for shader devs outside of marketplace who had no idea these features are "unsupported". There is still no official confirmation that stuff like entity materials are unsupported btw, I imagine it would be quite a surprise for marketplace and hobbyist devs around the world once those get removed
Keyword is outside the marketplace.
Right, non-mp devs might as well not exist, why not remove all modding entirely and just gatekeep it on marketplace only.
Please don't loose your connection to the community and don't forget where you started from, I understand that being on marketplace changes your perspective, but I think it's important to keep an open mind and consider alternative perspectives
Congrats on misinterpreting what I said.
The hobbyist in me is of course pissed but the marketplace in me says they cant gut materials because they ALLOW it on the marketplace. They are not stupid enough to kill 90% of content from their biggest money maker.
So this means if a feature isn't money maker just remove it right
it would be more morally wrong to kill the content that people pay for
Congrats on misinterpreting what I said.
Well some people bought xbox and rtx GPUs just for Minecraft ray tracing if I remember correctly
We are discussing official api.
Yeah I'm little stupid
same probably applies for the PS VR, too.
this is why bedrock really needs a version select.
My bad, I thought you were responding to my comment about feelings of shader devs outside of marketplace so I thought that you, whether intentionally or not, basically said that their feelings don't matter because they are not on marketplace
Ngl I think VR was more niche than raytracing
if a feature is implemented or announced for specific things that people have to spend a lot of money on, that should not just be completely removed at some point.
RTX being removed from future versions, sure, but let people officially download older versions that have it.
PS4 VR support is removed? sure, but let people download the version that has it as a separate app, or use it on old version worlds and let us create old version worlds in-game.
Doesn't excuse its removal tho
yeah. Same issue of "well, people spent money thinking this would be in the game forever, and now it's just gone and there's no official way to use it"
when the solution to this exact problem is already present on java
Hi everyone
i don't care if it's done through baseGameVersion or an external version select, but features that people spent money on shouldn't just be removed completely with no way to use them again officially.
I mean yeah of course they won't just rip it out of the game overnight. But it starts slow, first don't allow custom materials for VV, then phase out materials with a format version, then raise MEV on MP and eventually when MEV crosses the threshold of where materials were last supported, remove or modify content that didn't get updated
No of course not. It absolutely sucks from a hobbyist perspective any of this is happening. It's not surprising but it still blows.
But the marketplace in me knows which api to utilise and which will have longevity.
If I'm remembering this right, wasn't there a bugfix that focused on VV's interaction with custom materials?
Fair point, but there are still more bugs that hasn't been fixed, and they are kind of on the edge between being a bug and being intentionally left out or unimplemented. For example, material variants not working or custom materials breaking in general and only vanilla materials working properly despite them having the same or very similar functionality
Feels like they might've hardcoded some behavior for certain vanilla materials specifically
minimum engine version
Materials are a really important part of marketplace products. If they're deprecating it, then they will develop an alternative. Just like what they're doing with in game JSON UI elements
I agree but there is still no replacement for json UI despite a good chunk of UI screens in the game being Ore UI-fied already
They appear to be working on one according to new internal files
My main concern though are out of game screens
If the focus is to maintain marketplace support, then they have no incentive to make screens like the play screen data driven
Priority
In-game UI has more priority than out of game.
Well of course. I'm just concerned that they won't data drive it at all
Hello! Wanted to jump in quickly to say I followed up on this since this was a surprise to me this morning as well 🙂 We do not currently have any plans to remove RTX, and there was an unfortunate misunderstanding from our lovely support team on this response. The post has been updated to reflect this!
I know there have been some bumps with RTX over the past couple years as we've made big changes with VV that we are continuing to work through, but to remove support was never the intent. Any changes to RTX support will come through official channels!
Yay
It's awesome to hear officially that removing RTX is not in the plans currently
i can continue to safely work on my current rtx project
Likewise
I’ll choose to neglect my RTX pack for one less day
i was like. going insane cuz i JUST started this new project.
dont tell me iridescence was dead before it even began 🫡

can't find animation riding.root
shhhhhhhhhhhh
This looks very... fruity. It's how I imagine taste of a peach, but in a visual form
same
We're saved 🙏
What is taht
hazy desert
What is what?






