#Graphics General
1 messages · Page 38 of 1
but some of it made it in
luckily for him the hardest part of starting all over from scratch is far done
though where you’re going is harder since he’s just releasing for vanilla graphics 
I am re-creating textures based on what I see in trailers
So I don't use any scripts to create textures
I just pick the colour and start drawing... It is more comfortable for me
Like, here is all the stuff we haave
Also 0 animated textures frames, so I have to re-create those
The first version of my pack is not going to be... a huge one? I don't know. I think I will make a script that makes my life easier lol
Playing around with colored lights and reflections in the RTX version of my pack!
From cinematic fog turn into pathetic fog
Looks good
Thanks!
Noice
So you aren't using the leaked trailer textures? Because if you go to help.minecraft.net/hc/en-us, click help-chat.CDXhepsc.svg, and use inspect element, the official Minecraft trailer texture pack is completely exposed and unencrypted.
Leaked atlas doesn't have entities textures and items texture, also 75% of textures in atlas are replaced with vanilla ones, that's what im re-creating...
So Mojunk didn't leak all of their trailer textures?
Exactly. They didn't.
Because they only need half of the atlas in their trailer textures. Like, why do they need entity atlas if they don't have entities in merl workshop location?
So they only need block textures. But the atlas is still not full
I found something weird when i use 3 resource pack RTX, it replace some elements blocks from education edition feature
I use 1. Defined PBR
2. Vanilla RTX
3. Kelly's conversion
Those who know
Emissive maps, I guess? As point light aren't fixed yet.
I haven't added emissive maps to the colored torches yet, only the base one. Does RTX use the old method?
Wdym old one?
Guess this shader
(Both are from one)
hmmm
complimentary?
Yes
Unbound one
1st one is water style set to default
Second one is water style set to Reimagined
Which one seems better?
1 or 2?
@limpid sequoia
1 ofc
Hm
the clouds looks weird 
The old pbr folder rather than the point lights one
RTX point lights are hard-coded, nothing you can do with them
So are those torch colors just hard coded
Minecraft 1.21.120 has broken RTX point lights system. They fixed 50% of point lights. The regular torch colour is hard coded, coloured torches should be fine.
Ok, sounds good
what happened to the clouds
the reason is i tried with rtx map so the clouds, lighting (only sunset at taiga biome) look like that
ah I thought you customized the vv code and make it look like that
though i like that

yeah! the clouds look great
i mean i'll try to make cubemap for that cloud with Blender
What is this map? Can VV be turned on there without mods? If so, whaat version are you using?
RTX map
Yes! without any mods
and i'm on 26.3
Wait......
Marketplace map?
yes!
WAAITTTTT
This one, i guess?
yep! it is
Uhh... I can't do that.
Turn on "Allow switching graphics mode bla bla" in video setting
Are you kidding me..?
I wouldn't ve be able to switch graphics mode at all if i had this thig off
im not that stupid
i'm having dinner and i can't open my PC so just wait a moment
I can't use release version sadly
Idk it has this infinite loading thing
Microslop
They don't let me run game at all
Anything in RTX can emit light if you give it an emission value. The torch colors aren't exactly hardcoded either. The color emitted is based on the color of the torch itself.
In an old pack of mine I made green soul torches and pink redstone torches and the point light on those was green and pink
But that was ages ago. I'm talking before VV was even in beta
Ah, that makes sense. So if I were to have a texture that had a blue portion on it, if I added an emissive map on that blue portion, then the light would be blue?
I should clarify that torches work different from everything else. Torches lanterns and end rods use point lights meaning they can glow regardless of emission levels
Everything else emits light based on global illumination emission
But yes basically if you made a block blue, and gave it emission in the MER, it'll emit blue light
👍
Example of this with candles
I'll try adding more maps and testing point lights when I get home
Those look good too
Bro who cuts the sky
Note that these candles do not use point lights. That is just raytraced lighting
Reality broke
Really?
But I've got no problems with the game
it loads perfectly on my phone.
Double check for any errors or smth similar.
He's using a hybrid between RTX and Vibrant Visuals so of course stuff like this will happen
Ooh
You right, im using Vanilla RTX opus, Kelly's Conversion, and Defined PBR. In one world
Huh?
RTX-VV hybird?
.....
.....
(Processing)
Actual RT capable hardware like my RTX 3080 won't have this issue
Oh ok
Interesting
Wait 4-5 years (maybe) until i get RTX irl
Because my PC only have AMD radeon rx 570
I'd probably have to wait 2 more years until i get bedrock rtx
For now i just stick to shaders and maybe radiance as well.
And my brother will go to college, and he will bring the computer. And he left old graphic card for me
It's GT 1030
🥀
Oh i remember, and my brother said i'll use intel core i3 that realase in 2011
Is it enough to play a game?
Hmm
Vanilla Minecraft = yeah
Light shaders= also yeah
Is it can run minecraft RTX?
No.
It doesn't support RTX.
The Minimum requirement is an RX 6600 or a RTX 2060
Oh
RTX Minecraft is at least RTX 2050 or not?
And you need windows 10 too (but I'd recommend win11 as windows 10 doesn't have support from Microslop anymore)
I think yeah
Thats minimum requirement for laptop
oh i just found out win11 can be used for minecraft rtx
both works
I thought that win11 can't minecraft rtx
But for security go with win11
(Ignore this message if you already have win11)
Yea i already have it
Then you only need to do these things:
Get an RTX GPU
have Minecraft Bedrock Edition
A PBR pack
Also I'd recommend having 16 GB of ram atleast
2050 or Radeon 6600 or any intel arc. Also a few AMD igpus can run RTX but not well
Hmmm
oh my screen tearing issue was fixed
not by enabling 120hz but enabling vsync again
and probably capping to 60

Vibrant viusaaaaaaaaallll
i'll fix the colour soon
i think something wrong with my torch
whats up?
just like i used deep colour and it seems doesn't work
lemme check the identifier
173 is pretty good tbh
it should just be "minecraft:torch"
yea thats only underground
above ground it hits 80 
maybe 80
which is higher than rtx in that regard
but
my desktop gets much more fps in rtx than vv, but not the case for my laptop
im just really wondering where the bottlenecks are
im wondering if vv just really isnt built to take advantage of higher performing hardware
"minecraft:torch": {
"light_color": [125,67, 38],
"light_type": "point_light"
},
try this
see if it works
interestingly, the new game Marathon has a similar issue. It runs amazing on lower end hardware and just kinda mid on upper tier
although VV performance i wouldnt say is amazing on lower end either

@limpid sequoia thank you for making me understand how to bring back maarketplace maps PBR without better render dragon!
I had this idea in the past, but I somehoe didn't manage to do thaat lol
Let's ignore the FPS for a moment. Why is your CPU almost at the boiling point of water? That thermal paste has probably fully dried out. Your system is probably thermally throttling and near the point of shutting down. You should replace that thermal paste with Honeywell PTM7950 unless your laptop is still under warranty.
Meanwhile me averaging 140 FPS with 1% lows of 120 FPS on my anarchy server in 1080p with 24 chunks of render distance on my RTX 3080 16GB
When is Cat RTX 1.13 coming out?
Whenever I feel like it or want to work on CatRTX
Cat Visuals🥺 🥺
I just realized why Vibrant Visuals even exists in the first place. Mojunk wanted to make something similar to RTX, but for mobile players and people that have GPUs without RT cores. As an owner of a PC with an RTX 3080 and an iPhone 17, I've personally used RTX on my PC and fancy graphics on my iPhone 17, but I might consider that thing ARD9988 was talking about earlier, where he created a hybrid between RTX and VV that could run on his phone.
@severe grove when running a hybrid between RTX and VV, do I have to change the capabilities in the metadata folder from raytraced to pbr?
Mf you just realized this 😭
I haven't previously used VV because the tonemappers suck (except for Reinhard when the contrast is boosted to 1.572 and the saturation is boosted to 1.31), the shadow quality sucks, the reflection quality sucks, and the water looks like oil, although I have a feeling that the RTX and VV hybrid ARD9988 created earlier might fix those problems and I'll finally have good graphics on my iPhone 17 in Minecraft.
I tried the RTX and VV hybrid. First of all, the tonemapper is a bit washed out, but at least there's no hue shifting, and I'll fix the tonemapper later. Second, the shadows look much better than shadows in other packs. Third, the reflections look amazing, and water doesn't look like oil. VV pack creators really need to learn from RTX pack creators.
I'll try to fix the tonemapper as soon as possible.
Bruh
i'm wondering why Cluster Amethyst is not a block???
look
Check the wiki.
i didn't say this to you though...
static light?
i have just misunderstood, my bad sorry
Your obsession with tonemappers is scary


on preview without any bugs (although the effect is slight)
on latest official mc is working normal with static light @limpid sequoia
i see
I think you need check your json
nothing wrong with that
Because I don't have error
the problem is the log said cluster amethyst is not a block
Try reinstall your mc stephen

Sorry what?, i just running a hybrid RTX and VV and there you go just use it
So I don't need to change any of the metadata?
No
I even doesn't understand what is it
Wait
I'll take a bath
Too bright
More Mojunk bugs
Fr
Is this normal?
Is it true that we are not allowed to talk on that server? I want to download the latest version of MB Loader because the old one does not support the new Minecraft version that was updated yesterday.
Resource pack does something with chicken entity config
Scale component was removed from the entity code of animals, but custom resource pack have a config that still players big head animation and using regular chicken model
This boug is not connected to Mojang.
It is not their issue.
But shelfes yeah, moajng did something with them
For that it's Minecraft:magma
Yea it's not super obvious tbh
I think amethyst cluster is just "minecraft:amethyst_cluster"
lemme try
thank you!!!
Strawberry Vibrant Enhanced V2.2


So how to fix it
This in verification channel
But i didn't get any DM
Alr
Yea same
The newest version of MB Loader is not support v1.26.20.21
MB loader is banned
Then how did u get it
Remove entity config from custom rp lol
u can install it via APK 
you're welcome!
Change creeper to ghost entity 🗿
Minecraft bugs is Mojunk slop
(Do you know how I did this btw/atp?)


Uhhm..?
i don't know what are you talking about

Wdym emoji 50?
why do u ask me if i know your method or not?
🗿
when i'm not care about it?

😭 😭 😭

Someone has very gud internet connection
I remember someone, probably one of the Mojangsters like aaj or Matt, saying that VV was born from a single dev messing with RTX code during a vacation, or something like that, but I can't find that message anymore. Does anyone else remember that or am I hallucinating? Does anyone know how to find that message? Maybe it was deleted
Wasn't it part of the QnA?
I think that was before qna
I specifically remember that it was about a single dev experimenting with RTX during a vacation, but nothing like that is in the qna
are you sure it was not a dream?
How do do it 🥀
Maybe if you right, maybe that's the reason why i can use RTX extension in VV
What do you mean by rtx extension?
Clear water, glowing terracotta, luminosity, gliwing ore, etc.
RTX Mirror addon (but it a bit bug since it desinged for RTX)
RTX resource packs can be used with VV yeah, they use almost the same PBR system and are generally compatible with each other
There is no mystery here, you are not running any ray tracing code or a combination of rtx and VV shaders, it is just vibrant visuals but with a texture pack designed for rtx
@scarlet gust you should see this as well
That just looks like VV
Real
I'm want custom shader with planar reflections for vibrant visuals💔
you mean Screen Space Reflection?
replace screen space reflections to planar reflections

i had no idea
Screen space reflections sucks
Yea I'm gonna be honest man, that's just not viable
There's so much water in mc
And planar reflections are not cheap
Like at all
oof

I assume that's limited to the game's water level
They kinda look creepy ngl
Like small glowing eyes staring at you
broken textures are back
it's very subtle i guess
the fog isn't very thick in your screenshot
or are you talking about something else
well yeah, but if i have to have insanely thick fog then it's pointless
Hard to light what isn't there
really
Maybe if they had a multiplier for block light
block light might be too weak to have the same effect as sun light
that's precisely why I said it's subtle
does your nether have thick volumetric fog? I wonder how the lava sea look
oh my god nether i so laggy for me for some reason
Nether does not run too well
5090 can't even handle it 
it lags terribly on my pc
my 5090 is dying in nether too
huh
pointlights are off but i can see heightmap
Almost looks like normal mapping is applying to block light
Not too well, but it's there
i thought it wasn't effected to the performance

It might have something to do with the static light movement to the GPU
my PC keep freezing, crashing
lord
it's only for blocks
this is bread.
block light has no effect on mob/item heightmaps
now if only we had colorful light blocks.
not a great example but like, you could make a decent batsignal using the fog and lights now if we had coloured light blocks.
Would be cool to have a multiplier property for point/static volumetric light. Some java shaderpacks crank it up above "realistic" values and it looks quite nice imo
The contribution is being scaled by a value in the internal jsons block_light_indirect_contribution_multiplier which is set to 0.05
I was scaling it to 200.0 when doing local development 😛 But that influences other parts of the lighting pipeline as well
I like the idea of introducing a dedicated multiplier and exposing it for resource packs. Can't make any promises especially while the core tech is still being worked on while under the Experiment
looks WAY better imo.
subtle or not
sure but issue is that pale garden has insanly thick fog
in any other normal biome it's invisible
oh.
yeah
that sucks.
yeah
Try vv pale garden fog in rtx
It is going to be even worse
Imagine my feelings when I spend hours to smth like that in rtx?
Rtx can get entity PBR, but it can load pbr values, not maps, iirc. Sad this cannot be controlled by resource pack. It is better to have limited version of entity PBR than not having it all. If you do care.
Old wip, posted it million times before
Bit it is cool for me
The gap in visual quality between RTX and VV is still very large, but at least I fixed the color grading, mipmapping, and water caustics.
I hope someone can build off this VV addon I created here. Maybe one day the gap between RTX and VV will completely close and they'll look and run the same.
I used the reinhard tonemapper, boosted constrast, added a bit of saturation, set the mipmapping level to 0, and fixed the issue with water caustics that made water look like oil in Vibrant Visuals.


no
Wdym no?
just no
What's wrong with fixing Vibrant Visuals tonemapping and mipmapping?
And also fixing oil water?
There's no hue shifting but it's still high contrast and mipmapping issues were also fixed.
stop with that hue shifting
Here's the source code by the way.

i also don't care about what is hue shifting, tonemapping or mipmap
because nothing is perfect so don't be perfectionist
What am I looking at?
That's a comparison of my anarchy server with Cat RTX and my anarchy server with Cat Visuals and my Vibrant Visuals pack that fixes color grading and mipmapping issues. It also fixes oil water.
After fixing the color grading and mipmapping, Vibrant Visuals still doesn't look like RTX, but it's a step closer.
I don't know what to say
Why don't you know what to say?
What about fixing mipmapping and oil water?
You didn’t fix mipmap
You removed it
And it’s not fixing, it’s making the game look worse
Mipmap is important
There is no such thing as oily water
Removing the mipmap made animated textures work at far distances.
If it wasn't for removing the mipmaps, the RGB sea lanterns in this screenshot would be stuck at frame 0, which is red.
How would removing the mipmap and allowing animated textures at a far distance make the game look worse?
Your whole screenshot looks washed out. There's hardly any vibrance
The sky is work in progress, right?
Real. How can there be hue shifting if there are no hues to shift
I set the contrast to 1.572 and the saturation to 1.31.
Yes.
And yet it still looks washed out
Well that's good to know
Maybe it's the grey sky that's causing all this
The sky is washed out right now.
Yes.
but textures at disatnce are very noisy and animated textures should work fine with mipmap
look at the blocks, they look washed out and too bright
I think it depends on the texture dimensions
While working on the Nerf map we came across the same problem
oh yeah, with high res textures it's an issue
That's because the sky is washed out, and that's the next thing I'm going to fix.
At least the bright areas aren't hue shifting like what ACES would do.
Hard to tell from the screenshot
I used Reinhard because it allows for full control over contrast and saturation, but blocks above a certain brightness desaturate and shift to white instead of hue shifting. It's the perfect Vibrant Visuals tone mapper.

It might be a good idea to make better side by side comparison screenshots. Show some emissive blocks with other color grading configs vs with yours, just to quantify the difference in colors between the two, like the difference in hue shifting and such
Here's a much better side-by-side comparison, with Cat Visuals on the left and Better Vibrant Visuals Color Grading on the right.
That just looks like emissive desaturation
Better Vibrant Visuals Color Grading is the one on the right by the way.
Cat Visuals has ACES hue shifting.
On the left it just looks like it has emissive desaturation
That's because ACES sucks, and it's also the reason why I didn't use it. I used Reinhard, boosted the contrast, and added a bit of saturation.
But emissive desaturation is good
I like it
It make emissive textures more cinematic and better looking
If anything image on the right sucks
Not when it hue shifts to oblivion. Red is orange and blue is purple in the image on the left.
Emissive desaturation should be obvious, such emissive blocks look so bad when they are so saturated
It just looks wrong on the right
My main goal here is to make Vibrant Visuals look like RTX.
RTX is the image on the left by the way.
These blocks with rtx are less emissive
That’s why they are more saturated
mer textures with emissivity made for rtx doesn’t translate well to vibrant visuals and they are way too bright, you compare both wrong because you don’t use correct pack with vv lol
I'm using the same Cat RTX Glowing Terracotta resource pack in both images.
Please read my message again
Because you clearly didn’t read it
„mer textures with emissivity made for rtx doesn’t translate well to vibrant visuals and they are way too bright”
🫠
The brightness of emissive objects depends on the MER and the tone mapper
@graceful iron Prove me correct


RTX emissivity and vv emissivity is different
RTX and Vibrant Visuals have different tone mappers. RTX has Vanilla, ACES, Uncharted 2, Reinhard, Uchimura, and AgX, while Vibrant Visuals has Reinhard, Reinhard Luma, Reinhard Luminance, Hable, ACES, and Generic. I wanted to recreate the Vanilla tone mapper RTX has, but since there wasn't a direct equivalent, I used Reinhard, boosted the contrast, added a bit of saturation, and made it look almost exactly like the Vanilla tone mapper RTX has. By the way, the direct equivalents between RTX and Vibrant Visuals are ACES and Reinhard, and for other tone mappers, you have to experiment with contrast, gamma, saturation, etc.
I know they have different tonemappers, but they have emissivity too
why is it so hard for you to understand
even if you would make rtx and vv use same tonemapper, it would have different emissivity
it's a PBR thing, not tonemapping thing
And that's why I had to tweak some settings to get the same emissivity
you can't because it's a PBR thing
you’re incorrect
there’s a lot of factors that change how bright something is
What factors change the brightness of an emissive object other than the MER and the tone mapper?
the lighting configs and ambient light
Is my lighting config good?
(For Vibrant Visuals)
But you need to make mer less emissive for vibrant visuals
Or you can use Reinhard, boost contrast, and add some saturation
Like what I did
thats the worse option by far tho
RTX vs my Vibrant Visuals config
What makes that a bad option?
You can still see that emissive blocks are brighter on your vv screenshot compare to rtxscreenshot, not because of tonemapping but because they are glowing brighter and have emissivity brighter
it doesnt fix the actual issue with the textures and just hides them (and even then it doesn't necessarily hide the original flaws perfectly at all)
it's also counterintuitive to have to design your color grading just to fix MERs not made for VV when just changing the MERs is "healthier" and probably easier in the long run
Get your eyes checked
The emissive blocks are NOT brighter in Vibrant Visuals
If you ignore GI in RTX screenshot, yes they are brighter. You just made all colors cursed to hide it when you should make pbr designed for vibrant visuals
The colors are not "cursed"
They're perfectly fine
Here are those colors compared to RTX
We have very different definition of fine
that entire scene is absurdly bright
Because I would rather use fancy graphics than vv with colors like these
And I'd rather use fancy graphics than use ACES tone mapping like most VV packs do for some strange reason
Red becomes orange and blue becomes purple
You still don’t use pack with correct mers for vv
Lol
Let's compare that to my config
.
this is an issue with the emissive values
the emissive values are so high that they cause hue shifting
they should almost never cause hue shifting normally, but since youre using a pack designed for RTX with the goal of being overwhelmingly bright, of course there is going to be hue shifting
unlike RTX, you can (and should) actually use lower emissivity values
and this is still ignoring the fact that hue shifting is a more natural thing anyways
How is it more natural for red to become orange and blue to become purple?
color theory stuffs
Okay
Now how do you even explain this?
not even going to try to explain it but that stuff is genuinely just how colors work
i mean after, again, doing some small research, this is a very common phenomenon to happen to LED lights when they get hotter
so something red when cold, will be red but once it brightens and gets hotter, itll shift to orange
I already know. I learned that a year ago in science class.
Red -> Orange -> Yellow -> White -> Blue
what im literally saying here is red will often hue shift to orange IN REAL LIFE as it gets brighter
very common in LEDs
meaning, its not incorrect for reds to become orange
when really bright
and its the exact same case for blues
they shift to purple when really bright and intense
what aces does is not incorrect
I have seen a bright red LED shift to orange but I have NEVER seen a blue LED shift to purple.
have you seen the blue police lights on a highway?
those are not usually blue
but more purpleish blue
because they are REALLY bright
regardless of how you feel about the behavior, it is correct behavior regardless
aces has no way of knowing if an object is an actual light (like an LED) or just something kinda brightish. It just does that when something has super high luminance, which usually would be enough to account for something like an LED
That usually means the LED is degraded. It unfortunately happened to these lights. They're magenta now, regardless of color temperature, and they were expensive. Really expensive. My cheaper replacement light bulbs are not even close to how good these were. RIP $100 light bulbs 2024-2026
yea uh. the police lights on the highway are not degraded light quality
They randomly turned magenta one day, and they haven't been the same since.

So why did my $100 85W LED light bulbs turn magenta after 2 years?
because THOSE degraded in quality
the ones on the highway are perfectly fine
they are literally bluish purple
NOT
MAGENTA
Like this?
I only see blue
mostly sane emission value vs rtx tuned emission value.
again as we've been saying, less agressive emissions is all you need
Okay.
I would never be able to Unsee it again.
tested catgamer's better VV color grading. its so... saturated. theres also some weirdness going on with the colors, especially in the fog which my guess is some mismatched contrast or something idk
sure might be my pack being a bit more saturated but, like its really saturated. overall the config isnt terrible but its saturation overload. the image on the left is my own color grading, and its not using aces.
here as well, you can really see the shortcomings and limitations of reinhard. the color just gets clamped off. its not able to fully pop.
this is why reinhard isnt super commonly used
actually wait may not be reinhard here
nvm this is caused by using very low highlights_min
What's the correct highlights_min value?
well i guess there isnt exactly a correct value, but most set it to 20
but yea your config here makes what should be a light orange, into a complete pee yellow
pee
with my hable and aces configs it is the correct intended color :p
aces just has really nice highlights and contrast here. thats why its popular. things literally just pop more
Is that also why Apple forces iPhone cameras to use the ACES tone mapper unless you have a Pro or Pro Max iPhone, where you can use aLog or aLog 2?
Is that also why Unity only lets you use the ACES tone mapper?
well for unity you can just...
implement your own tonemap
make a full screen shader and add your own tonemap
What about for Apple limiting aLog and aLog 2 to Pro and Pro Max iPhones while the base model iPhones can only use the ACES tone mapper for their cameras?
apple also does not use aces for its encoding
its a custom hdr tonemap
and that log encoding is ONLY for video shot with prores
the actual camera does not use it
So companies aren't forcing people to use ACES.
That's good to know.
also looking at the the source on the new log encoding
the log encoding is done with aces 
but the actual photo camera does NOT use aces
AgX and AgMax are clearly the best tone mappers, so why is ACES so popular?
and still requires prores to be used anyway
in YOUR opinion
Reminder that AgMax isn’t really a standard tonemapper given that it orignates from a paid Blender extension
also might i mention
the aces in vv isnt actually true aces
nor is the one in betterRTX
the one in betterRTX is the unreal 4 filmic tonemap, and VVs is a modified version of ACES known as ACES Fitted
ACES Fitted is a very simplified version of aces
time to make ACES Unfitted
it also gets around some of the aces licensing shenanigans
ACESymmetrical
but ACES 2.0 is quite the crazy tonemapper, but ive really seen nothing use it yet afaik
anyways i feel like this conversation happens at least once or twice a week at this point
I did some research, and I can't believe I'm saying this, but ACES 2.0 is genuinely good. Do you think ACES 2.0 will be able to be ported to BetterRTX soon to replace the older, far worse ACES 1.0 tone mapper?
Aces 1 vs aces 2 color output
And no. Probably not. Aces requires we include the ACES license within a project which we cannot do with betterRTX due to other reasons. Also again betterRTX does not actually use ACES. It's unreal 4s filmic tonemap
Still have no clue why it's called aces
Academy
Color
Encoding
System
That's...
Not what I meant
Ik what aces stands for 😭
I'm saying i don't know why it's called aces in betterRTX when it is not aces
So people avoid the filmic tone mapper at all costs because they think it's ACES and it will hue shift terribly
At least that's my assumption
Uh... no... nobody actually cares about hue shifting more than you
Majority of user presets use the unreal tonemap option
You are LITERALLY the only person that cares this much about hue shifting. Nobody else here does. It's only you
Then the majority of users must have been like "ChatGPT, generate me a preset"
Hold up I'm going to see what happens if I ask ChatGPT to generate a preset
Wait I was correct 💀
"🔥 Best overall (most people use this)
ACES
✔️ Natural, film-like colors
✔️ Good highlight handling (no blown-out whites)
✔️ Balanced contrast
👉 It's not just another tone mapper — it's the best default choice for most presets"
Why are people using ChatGPT to generate BetterRTX presets 💔🥀
Hold up why the heck is the BetterRTX team collecting telemetry
Trusting ChatGPT to generate a preset is diabolical
And the fact that the majority of people are doing that genuinely makes me question how much of a negative impact AI makes on society
Most of the installer presets were made BEFORE chatGPT even got big
Actually I don't even think it existed yet
And if it was out, it was literal straight garbage at that time (still is)
I'm done with this conversation after that one. Stop ping replying me. I'm going to bed
ChatGPT came out back in 2022 and it blew up a few months later because it was giving out free Windows 11 product keys to anyone who asked.
I agree. I can get better information with a quick search on Opera GX than I can get with a 3 hour conversation with ChatGPT. There's genuinely no reason to use it, and I haven't used it since December of 2025.
I think I'm also going to bed now.
Pale garden world
why is the flowing lava so bright
Because it is bright

because of static light

BTW, what do you think about this fog, mate?
that's bright
720p non-binaryming 
I have just stolen villager house
because i'm so lazy for building

I transformed a villager's house into a modern house
Pic?
How can I use volumetric clouds?
MB loader
Is 26.10 okay?
Just usual mojank, for every 3 updates, at least 3 graphics bugs.
Microslop own mojank who made minecrap bugrock
Yep
That says it all
"Minecrap bugrock"
Im Taking that for my dictionary
Then what about Lagva?

Just like the name
Lag
Why they keep needs optifine, sodium?
even in vanilla with just 32 chunk render distance
When bugrock has 96
Good Question
Yea
Mojunk js too lazy fux it
I've heard that Mojunk is switching from OpenGL to Vulkan for Java in future
That should fix it
i've heard that too
Maybe hardware rt could become possible then
(Even though there is radiance)
Yea you right
Idk, they already have path tracing
They use vulkan cause they wanna add VV in java
They are, but I doubt many of their underlying issues will be fixed, depending on how they implement it.
Radiance already uses vulkan iirc
I agree
And now, they (java) no more can use shader
Now all shader makers need make new version of their shaders so it support Vulkan
Apeture exists, and they don't plan to stop support the current pipeline for a while. They are having a transition period where both will be supported as they try and iron out issues with vulkan
Ooh
Hmmm
🗿
So i can't raost they because they still can use shader
Oh
Dictionary?
English language dictionary?
Nah,
A dictionary for cringy words
Oh
I js found out of dictionary for cringy words🥀
Ewww java

🗿
Am I crazy or is fog hue shifting on the second image??? It goes from red to orange, while on the left it is consistently orange and just changes brightness
Uhh ohh
Its not Java
Its LAGVA

agree
Does anyone know how I can make it so that only players with certain properties or tags can see the entities?
You're correct it is. It was due to a highlights min of 4 so the color was more getting hard clamped but otherwise yes

It's fixed 🎉
Why don't we have rough reflection in VV?
Cuz it'll have to be denoised. You can simulate rough reflections by using a very high resolution normal map with randomly oriented pixels and see how it would've looked like
that sucks, all my reflective textures suck cuz of that
why is it so hard for you to understand that people don't care about that hue shifting?
That raises a question
Which version has more grass in the plains biome?
When fix detect code for lighting in clouds? 🗿

Should be about the same as of spring to life
i'm not sure then
This is necessary so that the cloud color can adjust to the lighting.
yes i see
Does anyone know?
;-;
i have never heard about that
That's sad. I wanted to make a vision haki and add an aura, but all players would see entities through the blocks whether or not they had haki activated
Lol


"Colored block lights now influence Volumetrics"

nah, i'm genuinely getting fkn PISSED. why the HELL is minecraft running so shit on my PC
20 fps on preview - 10 chunk render. 1080p this is actually dumb.
(love that the R word is blocked... yet shit is not??)
i get 400 FPS on java bro what the actual F
and that's at 1440 with 30 chunk....
what gpu do you have
what is the R word
R etard 😕
and I have a R5 3600, and RTX 3070TI
this is Genuinley illogical
this is 1080!!! like BRO.
Its Primarily Preview too -- I get significantly better FPS on the release version.
FR! 😂
like, I love RTX but I wanna be able to play VV without using my damn Series X lmao.
and I love VV but I wanna be able to play RTX sometimes 😭
bipolar ass game
Volumetrics with Block/static lights.
heavier fog would definately make it so much better
i gets 55fps at ultra, max chunks in preview
because i've undervolt my PC 🗿
might have to undervolt my CPU, idk. i run it at 1.2v 3600mhz.
overclock doesn't change anything. GPU is default no OC
1.2V is too high 
normal MC with Prizma.
my PC always running at 0.850V
I don't know what that means
i meant Voltage
GPU can
u need third-party software like MSI Afterburner
my Acer sh!t can't edit Voltage Core but can use Curve to make PC run at lower voltage for higher performance
so undervolting improve performance?
yes of course! but it needs a sweet-point
ahh
because i set 2000 MHz at 850V and my game keep crashing
cpu at 1v is worse. more stutters.
.9 v crashes.
probably need to lower mhz.
BUT I SHOULDN'T HAVE TOO.... M O J A N G ! ? ! ? !
yes! lower MHz
it only got worse lol.
50ms render latency. 15 fps at 8 chunks
1080p
i'm not sure about your device but i gets higher performance with 1900 MHz at 885V
i went down to 2800. was only getting worse as I went lower lol
have u turned voltage to lower yet?
yup. got down to 8.5v with 2800 adjusted one after another. volt, test for a few seconds then mhz then test.
using Ryzen Master
increments of 0.5v & 200 mhz
bedrock is poop.
my moms Lenovo Flex that is ancient runs Java better.
(30fps MAX)
I mean, some perf mods too - but still 😂
bedrock supposed to better optimized no?
welp - back to java ig
8.5V = 0.850V right?
that's not enough voltage for 2800 MHz
-# sorry for pinging
smh..... 70 fps like nothing on yava
1440 - Bliss unstable absolutely maxed
no temporal upscaling either
im sending a MASSIVE F YOU - to VV.

started on it back in like 2013/14. xbox 360 and PC.
honestly - never would have touched Bedrock if I ever had much of a choice.
(sorry bedrock RTX)
"1.5 "Redstone Update" (March 2013): Introduced Hopper, Dropper, Daylight Sensor, Redstone Comparator, Block of Redstone, and Block of Quartz"
definitely played before this.
I remember even playing cracked versions where there was like 0 creative blocks 🥴
from that to this is insane 😍

Quite a bit more performant iirc.
Don't undervolt your cpu, either over volt it or get a new one because that is a major bottleneck
Undervolting means it draws less power and if you get the voltage right then it gives same performance as normal. The best way, imo, is to over volt as much as possible then try and lower your voltage while keeping the same speeds and performance. If you really master the art you can get a minimal voltage with the same performance as over voltage. It's rather tricky and requires a lot of testing.
I'm going to fix my config right now.
I fixed my config.

yeah, I was running 1.2V 4200mhz - perfect for every other game. (dropped to the default 3600 to see if it helped, but obviously not)
get 100FPS in Red dead maxed out.
my cpu is kinda poop tho bc my cooling is shit
still doesn't make sense that preview performs so shit and Official release is at-least playable
Vsync is off on both
profile 1/2. usually use the 4200
Do you like my Vibrant Visuals config?
no
Why not?
things that were white - now yellow tinted.
how tf did you make a red glowing blockl - blue ? better not be your tonemap istg
I disabled mipmapping
The colors seem almost forces upon. ESPECIALLY that blue on the right
why?
Because when mipmapping was enabled, the RGB sea lanterns were stuck on frame 0, which is red.
ah, i see its that pack.
Mipmapping creates a lot of problems.
either way - wouldnt be bad but you hue shifted white/grey to yellow. unnatural
like piss yellow
Warmer lighting is yellow.
......
it's night. the moon doesn't reflect any VISIBLE yellow light
white/blue
it doesnt look right
better off with the neutral 6500K
but - you wanna feel like you got invis HPS lamps in the game - you do you
There was yellow lighting behind me in those screenshots. By the way, those screenshots were taken on my anarchy server.
not unless you added them in the second image.
if they were actually yellow - you wouldnt need to use a warmer temp to make it visible
soooo......
Yeah I didn't add them. Someone was griefing my server with yellow terracotta.
right.
Hold up. I'm going to check on my server.
genuinely dont care.
you're not even grasping what i'm saying anyway - lost interest.
And now I have to do an update.
Nah that's a lie. I'm genuinely mind F'd.
how do you not grasp that yellow lighting - will be yellow no matter your color temp. (unless its like super high, then ig the yellow would be off. but my point still stands)
so it doesn't make sense to say there was yellow lights in the first image - when White is very obviously WHITE.
🥴
🤔
Griefers are once again ruining my server.
literally just you doing it. this is childish
This reminds me of the time that the griefers flooded my server with water.
I knew running a server 24/7 was a bad idea.
Too cool!
wait! are u using CPU and not GPU?
And glowing blocks are looking fried
no!
Cat RTX vs my Vibrant Visuals config.
One step closer to making Vibrant Visuals look like RTX
I might want to fix the sky though
Do you think the RGB sea lanterns aren't bright enough and the sky needs to be fixed?
i don't care about that
🗿
Better Vibrant Visuals Color Grading v2
Do you hate hue shifting, mipmapping, and Vibrant Visuals genuinely looking like absolute garbage? Then this add-on is for you. It disables mipmapping for animated textures to work at a distance and uses the Reinhard tone mapper to ensure there will be no hue shifting. With Version 2.0 of Better Vibrant Visuals color grading, I made some improvements to the highlights and shadows.

Hmm
….
Yknow what - I highly doubt it. - but that actually could be the issue considering GPU utilization doesn’t go up past like 20 on preview.
Lemme check

I used AMD to play Java with shader and... FPS ~ 2
my PC have 2 GPU
Yeah, I don’t have An Igpu lol. R5 3600.
And just my 1 Graphics card
Also, imma load up again - but I think it’s literally ONLY vibrant visuals that I get the bad fps.
1s
ur specs really good mate
but that's make sense when you're getting lower performance at VV
Nvm.
15 FPS in fancy graphics on Preview 😭 😭 😭 😭 😭
How
You should try going to the nether on the latest preview
With vv on
It is destroying even my gpu
It’s crazy when you fly around for a bit
Was boutta say - because of chunk loading but NVM.
Set chunks to 10 - I’m still hitting 15/13
1s
i get VERY brief spikes to 60.
but absolutely any chunk loading destroys perf.
Ignore NVIDIA overlay Statistics - only reporting correct FPS
forgot my music gets captured through Nvidia too....lmao
oh - with VV on.... Well - I dont think I need too, considering my FPS was so bad with Fancy graphics 😂
how is it possible mate 
🤷♂️ I'm just as mind F'd as you dude.

exactly the same with VV.
lemme try RTX

even RTX
0.3 FPS 
I hit 20 - But i got a SUPER bad frame time drop Right before I took the clip
idek. But normal MC is perfect. (arguable in terms of VV - But it's actually playable)
Normal MC - RTX
preview is just broken ????
24 chunk render @ 1440 too
preview cant even do 1080p
60 fps at 48 chunk render with Fancy graphics...
Preview is 100% broken
do something pwease Mojang

i thought it was higher like 100

what? my fps? nah. levels out around 60 fps. game was having issues loading chunks tho - so that could've been part of it.
I've done the 96 chunks and it leveled out at 40 FPS with everything completely rendered in.
like 2 months ago or something. When i zoomed in with a spyglass my fps would hit 100+ because it wasnt' actually rendering everything on the screen at once
@graceful iron @rancid seal @languid mirage @tribal trail @long ruin @limpid sequoia @willow needle @quick nymph Why don't you guys like my config? What could I do better? Does the sky need to be fixed? Did I use too much contrast? Do you not like the performance loss that comes with disabling mipmapping? Is the color temperature incorrect? I genuinely want to know what precisely is wrong with my config.
First, i have never cared about what is "Hue shifting" .
Second, i'm not a perfectionist and nothing is perfect so i don't care.
Third, i also don't care about Tonemapping as much, if it's fit to me that's completely fine
Done!
I like aces and I don’t care about hue shifting
Agree
I fixed my config.
The highlights_min value is now 16 instead of 4.
Damn this looks so good
emissive things should not be absolute red, or green, or blue. You’ve completely gotten rid of any emissive desaturation and removed all hue shifting (which yes is a bad) and that just makes the bright colors look terrible.
Is emissive desaturation without hue shifting possible in Vibrant Visuals?
I know it's possible in RTX, but what about Vibrant Visuals?
Additionally, your saturation is probably too high and that causes other color issues
man hue shifting is a natural thing.
There should just be a setting in one of the lighting configs called “emissive desaturation” tho
idk which one it’s in tho
I thought that setting was only in RTX.
It's also in Vibrant Visuals?
yeah
I'm going to experiment with my Vibrant Visuals color grading config.
I heard that Reinhard Luminance allows for emissive desaturation without hue shifting, but I guess we'll find out.
No, i love it
Wait, what the heck happened here when I was sleeping
notfink
First, I tried to create a Vibrant Visuals config designed to make Vibrant Visuals look like RTX, and I failed.
I'm planning to experiment with different tone mappers and different levels of contrast until it looks like RTX.
Then, the Minecraft Preview came out, and it was incredibly broken, unoptimized, and unplayable.
After that, the BetterRTX team fixed BetterRTX.
At least noone cut the sky again...
Oh no, /time set noon

yeah
Noon time sucks in rtx a little bit
Set time to day
i want betterrtx
Maybe i will try to replicate it on VV hope this will work
Set time to day mate
i have just installed preset and my game keep crashing

Because material format was changed, so brtx was destroyed
cry
Yaaay
No, I don't use brtx

Uhh.. ?
What do you mean by saying emoji 50?
i meant i have just commenting

🗿


Lmao man you have just disabled ray tracer
Ray tracer is disabled, you can see it by looking at fps
How is this possible? Like over 2 thousands minecraft texture eappears on my gallery
Do you have any kind of app that allows you to edit rp-s/bp-s?
Nope
Can you somehow see where are those texture from? Like path
Now enable it
nvm
back to my lover
You are the same as me: using different graohocs mode for 5 mins and returning back
i have just tested RTX after Undervolted my PC
it appeared today, it happened when I was coming home from the mosque. I don't know where it's come from
I think I know what happened. I think those textures are comming from custom resource packs
Maybe it's coming from Defined PBR
I think it is comming from pack with vv support? Especially if you see mers textures
No, i only use 1 VV texture pack and no trouble found
But i found a Defined PBR texture pack
Is this rtx pack?
Yea, i found the RTX pack texture on my gallery
Huh? It shouldn't do anything with particles or items texture, as they are still vanilla, should it?
Yes.
Lol bro im confused
@limpid sequoia will you be able to check out my rtx pack when the new update is ready? Pwss

Should be cute enough!

Same happens to me lol
And you still use a pack with incorrect pbr even tho the creator of that pack said it’s incorrect to use it with rtx
SolaceV
glass
That's why v26.20.22 is suck
Btw i hope your project success, after it realease, can i try it? Because you know i was always try to make my VV look like RTX.
Hm maybe i should change my name, my current name is so ahh 🥀










