#Graphics General

1 messages · Page 43 of 1

scarlet gust
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By the way, the new DLSS update uses FP8 acceleration, which my RTX 3080 16GB 150W does not have, so DLSS runs slightly worse now

tribal trail
#

that is not dlss blurring

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That is mipmap

rancid seal
#

Fr

tribal trail
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You never needed dlss swapper, you could just replace dlss files yourself

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Your opinion is wrong

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Heightmaps don’t work well in high resolution anyways

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It literally does

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Textures are broken but it does technically work

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You can turn it on

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And it „works”

tribal trail
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Partially

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I get now 90 fps. I was expecting a bit more but it’s much better compared to to 50 I was getting

scarlet gust
tribal trail
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In rtx yeah sure

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But in vv it’s important

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Just because your one pack doesn’t work with mipmap doesn’t mean it’s bad. World doesn’t revolve around you

willow needle
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Bamboo block side

scarlet gust
wise hinge
#

no need to ping him

scarlet gust
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Even when not necessary

scarlet gust
limpid sequoia
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10th cloud

scarlet gust
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Just wondering

limpid sequoia
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i don't care about it anymore

rancid seal
#

By the way, it was not possible to disable mipmapping in that case.

scarlet gust
rancid seal
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Server disables global resources

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And you want me to enable the addon wth

tribal trail
tribal trail
tribal trail
willow needle
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Mossy cobblestone

scarlet gust
willow needle
#

Better 256x

scarlet gust
#

Why are you manually drawing clouds

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Default clouds are fine

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(In my opinion)

limpid sequoia
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i used Perlin Noise

limpid sequoia
willow needle
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Better to ask :v

limpid sequoia
#

:V

scarlet gust
limpid sequoia
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everything has it time and it have to change

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like i have a high bridge S-line nose but i will change it in the future

wind pollen
limpid sequoia
blazing whale
rancid seal
# limpid sequoia

I hate that rtx clouds are fully affected by render distance, and cannot be seen from huge distance if you don't make render distance bigger then 24 chunks.

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Im currently working on add-on that makes clouds realistic in rtx, the situation is even worse, but I still can do smth

scarlet gust
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My clouds look like trash

rancid seal
scarlet gust
#

Z-fighting and everything

rancid seal
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Becuase I haven't made custom clouds logics yet

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Models are not ready to tho

rancid seal
willow needle
limpid sequoia
willow needle
limpid sequoia
#

Fathers, Sister in my church always teaching me that

wind pollen
limpid sequoia
polar comet
#

Is there any way to disable autoexposure for my pack?

limpid sequoia
polar comet
limpid sequoia
#

find average_luminance

polar comet
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thanks

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how do we turn on point lights? I think we used to have render dragon experiments but that's gone now

polar comet
silent zealot
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Nope.

polar comet
white willow
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That's mipmapping dawg 💀

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Nothing to do with DLSS

limpid sequoia
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yasss

blazing whale
limpid sequoia
limpid sequoia
pale urchin
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Surprised no one has been talking here since the update

limpid sequoia
rancid seal
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3 RTX bugs fixed

wise hinge
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fog keyframe :3

pale urchin
white willow
sonic canopy
#

It's too bad fog keyframes only apply to VV related fields, it would've bee cool to have keyframes for fancy graphics as well

vivid bolt
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They can also be used in RTX though

tribal trail
#

do we know if keyframes work with RTX?

vivid bolt
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The same volumetric fog settings are used with RTX, and the changelog didn't say anything about graphics modes, so why not

pale urchin
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oh wait, no

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the keyframes only apply to volumetric properties

rancid seal
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I wonder if it works for rtx or not. I mean I think its not, but if it does, would be 100% good

rancid seal
vivid bolt
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Yes 👍

rancid seal
# vivid bolt Yes 👍

Rtx was able to read vv sun configs in the past, sunlight angle was not changing tho, only sun texture pos. So idk, maybe we can use keyframes

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RTX also is able to use fancy graphics and flashes, the only reason they exist in rtx as end sun

vivid bolt
cedar pumice
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A bit extreme but we ball

pale urchin
rancid seal
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It works or is that an illusion?

vivid bolt
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Well illusioners don't exist in Bedrock so it just works

rancid seal
rancid seal
vivid bolt
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(plains biomes only)

rancid seal
quick beacon
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Lowkey a huge fan of keyframed vol fog. Waited ages for this

rancid seal
languid mirage
languid mirage
rancid seal
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Beta version of my fogs, I did them in 5 minutes

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Actually, using those fogs is absolutely insane! I always had troubles with making ambience good using not keyframed fog

quick beacon
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Since when were water block shadows removed from VV?

rancid seal
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RTX revenge

quick beacon
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Guess I never paid that much attention to it

willow needle
scarlet gust
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Minecraft Preview uses DLSS 310.5.3 instead of DLSS 2.1.16.

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So four RTX issues were fixed.

willow needle
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Implementation of keyframe fogs in Strawberry Deferred V4.0 Rewrite

  1. Time set 0
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  1. Time set day
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3.Time set 12500

willow needle
# willow needle 3.Time set 12500

I like that Mojang added support for keyframes on fogs, but maybe later it can be improved how the nature of clouds that should be able to adjust to the light (not solid) instead looks like a solid block.

willow needle
scarlet gust
#

Sorry for bad video quality

limpid sequoia
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I've spent my day just for cloud

scarlet gust
limpid sequoia
brave schooner
brave schooner
brave schooner
wind pollen
#

Wowwww

limpid sequoia
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the last cloud

white willow
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Naming is weird but any DLSS titled 310.x is DLSS 4

limpid sequoia
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in latest preview

limpid sequoia
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From /time set 11000 to 18000

wise hinge
scarlet gust
quick beacon
rancid seal
rancid seal
rancid seal
quick beacon
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Yeah

rancid seal
# quick beacon Yeah

Oh, makes sence. I've been struggling to change moon colour in rtx without making sky ugly (and I failed)

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Pretty sad I cannot actually make sky darker in rtx without making moon look ugly at the same time

rancid seal
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Dlss update was not in this preview

limpid sequoia
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clouds shading cat_su

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that's my 25th clouds

rancid seal
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Still working on keyframed fogs

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They are insane

limpid sequoia
limpid sequoia
willow needle
limpid sequoia
wind pollen
limpid sequoia
severe grove
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Is making Depth Of Field possible in Vibrant Visual?

limpid sequoia
severe grove
limpid sequoia
severe grove
willow needle
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keyframe fog density + scattering + absorption

severe grove
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How to Install it?

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On phone?

limpid sequoia
severe grove
limpid sequoia
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:v

severe grove
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Lol im using phone rn and my pc doesn't have Mc

limpid sequoia
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i see

sonic canopy
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Then the only answer is custom shaders

willow needle
severe grove
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To make a VV Pack?

willow needle
severe grove
# willow needle vv pack not a shaders

Ik, but i can't make a shader because if i make it i can't use it because i on a beta version and MB loader didn't support beta version. So i can't test my own shader

willow needle
#

@limpid sequoia

limpid sequoia
rancid seal
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Keyframes on fogs are insaane

wind pollen
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Twilight.....

severe grove
#

Nothing, but thanks for the explanation. VV has so much limitation lol

limpid sequoia
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you're welcome

rancid seal
#

Continuing testing some stuff idk

limpid sequoia
blazing whale
limpid sequoia
blazing whale
rancid seal
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Sunset

limpid sequoia
rancid seal
limpid sequoia
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haha

rancid seal
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Terrain atlas extreme

limpid sequoia
inland vault
still zenith
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RTX atlas issue has been fixed and will be in the next preview. Sorry about that one. 😅

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"One does not simply remove the tile padding from an atlas texture" - Boromir

rancid seal
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Anyways, still pretty good.

silk badge
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I should probably make a mojira post at some point

still zenith
#

Eh, more like shader code was not touched when it should have been. We changed how UVs for the terrain are encoded and removed the padding around all tiles in the atlas. (75% of pixels in the atlas previously went to padding) But, we didn't update RTX to account for the new coordinate structure. 🙃

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Heightmap seams and other bugs have been fallout from that core change to the atlas

polar comet
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Can we make an entity not emit shadows/not block light?

rancid seal
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That's kinda sad.

karmic owl
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The list was here if anyone's interested in taking a look, LMK if I've missed something.

rancid seal
karmic owl
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I think the only new item to add is marketplace RTX worlds being completely broken.

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We're supposed to be able to use them, I personally miss them!

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All because of a NoPBR tag I heard of

rancid seal
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PBR system is absolutely destroyed because of Vibrant visuals

karmic owl
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Mojang could enable PBR on entities with no issues for RTX.
There was a glitch iirc, it was working well!

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Missed opportunities everywhere!

rancid seal
karmic owl
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Some of VV's data driven rp files could also help RTX. They work.

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The isolation is completely arbitrary.

rancid seal
karmic owl
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Could at the very least enable it on blocks held by the player, minimal changes required. Existing PBR pipeline works.

rancid seal
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Also, recently we got keyframed fogs, that also work in RTX. Of course, they were added for vv, but they work in RTX. I hope it never gets patched, because it was not said in changelog that this thing was made for vv specifically

rancid seal
rancid seal
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And also I like "end flashes" in RTX. They were never added properly to RTX, so it is basically just a decoration, as this thing emits 0 light 😭

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-# Using custom end flash texture on that screenshot

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That's how they look like by default

primal girder
#

rip atlas tracing

half nacelle
#

Paper X Slightly visually stone

half nacelle
half nacelle
half nacelle
half nacelle
half nacelle
half nacelle
#

Btw it's possible to do this in a better way for The End as a particle; this is only for the game's standard emission.

willow needle
rancid seal
half nacelle
#

I was just replying to someone, goated Discord gys

rancid seal
half nacelle
#

I don't see all of my servers.

rancid seal
rancid seal
#

I see I don't have to say "just wondering", becuase people always start ignoring me after I say those two words wth

quasi trench
#

glued to the grass with dawn dish soap

silk badge
woven mauve
#

The above reports Minecraft's generated normals from heightmaps are 196×196, but somewhere else I read said 192×192, anyone happen to know the exact resolution of generated normals from heightmaps?

iron moon
rich sorrel
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My own vibrant visual pack, btw I made my pack inspired by rtx bedrock

scarlet gust
# woven mauve

I'm banned from that server that you forwarded that from.

willow needle
jagged badge
willow needle
# woven mauve

I hope that with this explanation as creators we can appreciate other people's methods in making PBR 🙏

severe grove
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Gimme some idea to do in Minecraft. Idk what should i do in Minecraft

severe grove
limpid sequoia
severe grove
limpid sequoia
quasi trench
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pretty

limpid sequoia
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Hand drawing for metal parts

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🥲

willow needle
limpid sequoia
willow needle
limpid sequoia
limpid sequoia
wind pollen
hallow garden
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Hello, i am new to creating particles and using snowstorm, i am wondering how do i create a emitter that is a single point, then the particles it emits go in a upward spiral direction while expanding outwards like a downward facing drill

severe grove
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Can i get it?

limpid sequoia
wind pollen
limpid sequoia
dense elm
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Beautiful

limpid sequoia
wise hinge
quick beacon
willow needle
quick beacon
limpid sequoia
willow needle
rancid seal
limpid sequoia
rancid seal
#

Love taiga villages stuff

limpid sequoia
tribal trail
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i like the sky

rancid seal
rancid seal
blazing whale
#

never argue about the creator's artistic references

limpid sequoia
rancid seal
tribal trail
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well not always

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when they are shitty i like doing that

rancid seal
#

Blue sky something something

blazing whale
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Appreciate every creator's idea, it's much better (even if you don't agree with it yourself)

rancid seal
#

Minecraft trailer is cool

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Idk ill just post some stuff from my trailer rtx rp

limpid sequoia
#

“When pride cometh, then cometh shame:
but with the lowly is wisdom.”

limpid sequoia
wise hinge
severe grove
#

Did someone see something wrong with my Manifest.json?

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Cause this the result when i try to import it

inland vault
severe grove
wise hinge
severe grove
#

So i need to add ]

severe grove
inland vault
wise hinge
wise hinge
#

something is missing bao_logo_bedrockaddons_old

wise hinge
severe grove
#

Smiliar

limpid sequoia
wise hinge
severe grove
severe grove
wise hinge
severe grove
limpid sequoia
severe grove
#

That's what i want, but at least it look good

true tree
wind pollen
limpid sequoia
wind pollen
#

Very vibranttttttt

brave star
limpid sequoia
quick beacon
#

I'm happy with the sky right now but I might tweak it a little bit

brave star
quick beacon
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I mean yeah. It's a bit too blue. I'm happy with the horizon, but I might just make the sky a bit lighter along with making the horizon a tiny bit lighter

quick beacon
#

Not yet. I am still considering it

tribal trail
#

oh, i think i forgot tot turn off the ping

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sorry

quick beacon
#

The sky by itself has a pretty big impact on world lighting. The sky's like really important

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If it looks bad, then everything could or will look bad

quick beacon
# quick beacon

This image I think uses vanilla's sky color with low sky intensity

brave star
quick beacon
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Ping pong

brave star
#

looking at it again, and not just the sky, I guess you are right

quick beacon
#

I mean it does help with water too. This uses the same sky and it makes the water surface blue, but not sure if I like how blue the water surface is. It's really hard to tell based on 1 image

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I just wish underwater fog could be fixed 😔

brave star
#

personally I don't like when water is super blue

fluid holly
brave star
#

just personally wouldn't like that, realistic doesnt always mean better imo

languid mirage
quick beacon
willow needle
scarlet gust
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Ignore the terrible mipmapping config

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That's the server's fault

severe grove
#

Breeze

limpid sequoia
#

u did it

severe grove
limpid sequoia
wise hinge
deft cradle
#

Need to try some of yall vv packs I haven’t tried in a while

limpid sequoia
iron moon
limpid sequoia
#

Extremely thin fogs prayge

willow needle
limpid sequoia
#

Almost no fogs at noon

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and that is okay

wise hinge
#

so many taiga pics today joelooking

wise hinge
#

white

limpid sequoia
#

The Nether Waste

rancid seal
limpid sequoia
#

hi mate

rancid seal
#

Hii

rancid seal
#

Ill share my taiga pics a little bit later

limpid sequoia
wise hinge
limpid sequoia
rancid seal
#

I cannot use distance fog in rtx. But I hope volumetric is fine

rancid seal
limpid sequoia
#

because i've finished and i still use thin fog

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some of my users said that they don't like too much fog

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so i've changed and i happy with that decision

rancid seal
# limpid sequoia so i've changed and i happy with that decision

Right now, I am currently having a "trouble". I can make my fog look realistic (because ultra rtex sadar should be realising) or I can make them look - idk. Beautiful? For example, make jungle fog green, make taiga fog have leaves colour fog, and so on. O already have some of those fogs added to my resource pack - cherry ambience is completely pink, desert ambience is completely yellow-orange. The problem is I don't get a lot of feedback of people that uses my projects.

rancid seal
limpid sequoia
#

huh

rancid seal
limpid sequoia
#

go to sleep

rancid seal
scarlet gust
severe grove
rancid seal
#

It's almost 10:43

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Morning

severe grove
#

It's 14:43

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Noon

rancid seal
severe grove
#

Wait, your Russian right?

rancid seal
severe grove
#

Still Asia

rancid seal
limpid sequoia
severe grove
limpid sequoia
rancid seal
#

Any1 here has a rtx/vv resource pack that works irl?

#

I hate real life fogs, I need to change them

wise hinge
scarlet gust
#

Elite ball knowledge

#

It's 3 AM and I need to sleep now

sonic canopy
# woven mauve The above reports Minecraft's generated normals from heightmaps are 196×196, but...

The exact answer depends on your use case. Technically, the size of the slope in-between texture pixels on a normal map that was generated from a heightmap texture is 1/8th of a pixel (source - analyzing VV shader source code). So, the smallest resolution to represent heightmap features, for a 16x16 texture, is equal to 16*8=128x128. But if you were to try it in practice, you'd notice that the texture would need to be offset by half a pixel, in order to correctly align with the base texture. So the actual resolution to fully replicate 16x16 heightmaps via normal maps would be 256x256, with slopes in-between pixels being 2 pixels wide and slopes at the edges of the texture being 1 pixel wide. The 192 or 196 numbers that you've heard are likely approximations, to achieve something close to the look of heightmaps but with a minimal texture size.

Also note that the height maps are never stored as normal maps, so they do not occupy any extra ram or vram. Instead, normals are computed from a heightmap in real-time. So, if you have a 16x16 heightmap, it will only occupy as much space as any other 16x16 texture (possibly even less space, for entity and particle textures) and at no point will it be converted to normal map texture or stored at any higher resolutions. So, if you wanted to know the resolution to know how much extra space it will occupy - the answer is 0 extra space.

limpid sequoia
limpid sequoia
vivid bolt
#

Dry thunderstorms are epic with VV

limpid sequoia
cobalt valve
silent zealot
#

Will water get their colours back.

tribal trail
silent zealot
#

I never realised actually how "bad" water is.

tribal trail
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i think vanilla vv still has colors

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it's just water that is very transparent

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because vv supports per biome water color

silent zealot
#

very transparent
Is the issue.

jagged badge
#

Aren't there water particle control settings?

silent zealot
#

I presume you mean this in reference to per biome water colour.

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Does vanilla use them?

jagged badge
#

If that's the question, then I'm not sure, it's possible it does not.

tribal trail
#

idk, but would be weird if it didn't

silent zealot
jagged badge
#

So no, it's basically pool water

vivid bolt
woven mauve
silent zealot
#

Why would Items support normals but not heightmaps.

silent zealot
white willow
rancid seal
#

I don't have item PBR support in general

cobalt valve
#

@silent zealot
In Bedrock’s PBR system (used for Deferred Rendering), textures are defined by a texture_set.json file. While both blocks and items can utilize standard PBR maps, the engine ignores specific data for items:
​Blocks: Support the full range of maps, including Normal maps (for surface direction/lighting) and Heightmaps (for Parallax Occlusion Mapping or POM). This allows blocks to look like they have actual 3D depth and silhouettes.
​Items: Support Normal maps and MER maps (Metallic, Emission, Roughness), but they do not support Heightmaps.

#

Why Heightmaps don't work on Items

​Parallax Limitations: Heightmaps in Bedrock are primarily used to calculate Parallax Occlusion. This effect requires a fixed, static surface to "push" pixels inward to simulate depth. Because items are constantly moving, rotating in the player's hand, or bobbing in the world, the engine does not currently calculate parallax depth for them.

​UV Mapping: Item textures are typically mapped to a flat 2D plane (the sprite). Normal maps work here because they only change how light bounces off that flat plane. Heightmaps, however, require a more complex shader pass to create the illusion of depth, which the current item shader doesn't include.

​Performance Optimization: Rendering parallax depth on every dropped item in a high-entity area would significantly impact the frame rate, especially on mobile devices or consoles where Bedrock is optimized to run.

jagged badge
#

From what I understand, height maps are basically normal maps, no? They generate a high-resolution normal based on the difference in value of pixels.

#

Pretty sure there isn't any POM in Bedrock. But it would be cool if there was

#

Half-expecting this summary to be AI generated and thus completely made up

tribal trail
silent zealot
#

Do entities support height map?

jagged badge
#

I believe so, yes

tribal trail
#

they do

silent zealot
#

Because items are constantly moving, rotating in the player's hand, or bobbing in the world, the engine does not currently calculate parallax depth for them.
Then I call BS

jagged badge
#

Probably just a simple bug if anything

tribal trail
#

bread

silent zealot
#

That is not bread.

#

That is some sort of oak plank.

silent zealot
quick beacon
#

biome_water_color_contribution would've been useful if they fixed underwater fog

tribal trail
#

underwater fog is not broken

silent zealot
#

5036shrug Or hear me out, remove underwater fog.

tribal trail
#

ew

#

no

#

nuh uh

silent zealot
#

Fog in general is stinky. Except for the Pale Garden Fire

quick beacon
tribal trail
tribal trail
#

fog stuff in fog files are for rtx

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and water config files are for vv

silent zealot
#

Oh wait Fog has keyframes now I forgot... Fire One step closer to everything having keyframes.

#

Morning dew Fire

tribal trail
silent zealot
woven mauve
# tribal trail they do

With the exception of texture meshes on the entity model/attachable. Those don't allow heightmaps.

...yes that means a single model could have some parts support heightmaps and some parts not.

tribal trail
silent zealot
#

Texture meshes? So I presume then it's an issue with extruded textures.

woven mauve
#

No, I tested it myself last year.

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Or maybe January this year

jagged badge
woven mauve
#

I was using a texture mesh as part of an attachable

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Speaking of texture meshes, @silent zealot do you know if texture meshes silently not appearing on block models is a bug?

silent zealot
#

I don't think they're supported in Blocks.

woven mauve
silent zealot
#

Entirely fair, the geometry schemas don't separate things.

woven mauve
rotund widget
#

Gah, no more bug reports! aaAAAA

pale urchin
rancid seal
#

I can't wait you to get pbr on ui in your vv SCgatonaranja

half nacelle
#

🥵

#

I'm back gys

half nacelle
#

I think I'll have to significantly reduce the size of the forests, unfortunately, or maybe just change the sky color to something more vibrant as well.

willow needle
half nacelle
#

Especially when they come directly from the sun.

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Instead of obstacles

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Although both are fog

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Btw the Cherry one gave the best results and produced the most intense fog.

willow needle
half nacelle
#

Btw I also don't want to leave the sky with the standard blue color or anything like that; I want the forest atmosphere to be dense but not with a black sky, etc.

limpid sequoia
willow needle
cobalt valve
languid mirage
limpid sequoia
cobalt valve
#

I also have been studying the game's engine.

scarlet gust
cobalt valve
#

ChatGPT?

||it sucks||

#

||in fact, All AI sucks||

limpid sequoia
wind pollen
limpid sequoia
wind pollen
scarlet gust
#

I discovered something really annoying about Minecraft RTX's normal implementation. A perfectly flat normal is #8080FF instead of #7F7FFF.

languid mirage
#

honestly I would confidently bet on that

limpid sequoia
blazing whale
limpid sequoia
cobalt valve
#

Currently I'm only looking in Bedrock, but soon I'll check Java

cobalt valve
#

Even a small difference wouldn't be good

scarlet gust
#

Why did Mojunk do this?

sonic canopy
#

Numerically, neither of them is exactly in the middle of the value range. 127.5 would be the actual center, but we can't store that in the texture, so it has to be rounded to either 127 (0x7f) or 128 (0x80)

cobalt valve
#

You're probably thinking in terms of 0-255 midpoint:
• Middle of 0 and 255 is 127.5, and hence it appears to be the true center.

But there is a catch:

Normal maps aren't centered around 𝘝𝘪𝘴𝘶𝘢𝘭 𝘔𝘪𝘥𝘱𝘰𝘪𝘯𝘵𝘴, they're centered around mathematical zero. And when you quantize 127.5, you choose 128, not 127.

#

Also
You're not wrong to feel it's weird - it is a limitation of 8-bit precision.

scarlet gust
#

AI quotation structure

#

It's not x it's y

#

Em dashes

#

Groups of 3

sonic canopy
scarlet gust
sonic canopy
#

It could still be ai, just without the em dashes

scarlet gust
sonic canopy
#

The text was likely manually typed, as there were typos that had to be corrected by editing messages.

scarlet gust
#

Anyway, when I was first learning how normals worked and how to make them, I couldn't find anything useful. Why are normal maps so under-documented?

#

This GitHub page about how to make normal maps only says, "ItsDrCat is Cooking!"

cobalt valve
#

I guess he is working on it

scarlet gust
rancid seal
blazing whale
#

🗿

severe grove
#

Install Clear Water

#

Make it better 👍

limpid sequoia
limpid sequoia
#

I've named it Vibrant Legacy RTX

languid mirage
limpid sequoia
languid mirage
#

Shoulda placed that bet. I’d be swimming rn.

limpid sequoia
severe grove
#

Ray Tracing Shadow VS Vibrant Visual Shadow

rancid seal
#

Oh no better rtx

rancid seal
#

I've been thinking about it for years

limpid sequoia
severe grove
limpid sequoia
#

@rancid seal does rtx work in preview?

severe grove
severe grove
limpid sequoia
severe grove
vivid bolt
#

There's only a very small terrain atlas issue

limpid sequoia
rancid seal
#

You can try it if you love atlas terrain

#

This one I mean

#

Rtx is not cute with better rtx imo

limpid sequoia
#

nah

cobalt valve
limpid sequoia
cobalt valve
#

Please tell me, how did you get it to look like that?

cobalt valve
severe grove
#

And why there's a gap 💔🥀

cobalt valve
#

I don't know why
It could be bug that would be fixed soon (atleast that is what i am hoping for since RTX is probably going to get some bug fixes so VV should get it too.)

white willow
# severe grove Ray Tracing Shadow VS Vibrant Visual Shadow

Shadows here use 2 COMPLETELY different methods to render. RTX shadows are of course ray traced. Meaning they are accurate. VV shadows are not and use shadowmaps which have issues like the disconnection (Peter panning). RTXs shadows since they are raytraced they come with a non-uniform shadow softness, meaning they get softer the further the shadow goes from contact. VV shadows don't do that, they use PCF filtering which applies a uniform softening (the blurriness you speak of). It's not that VV shadows are lower quality or blurry, cuz RTX shadows could be blurry too. It's just very different techniques

cobalt valve
#

Makes sense.

white willow
#

Me too

severe grove
white willow
#

Define good because in my own opinion sharper does not equal good

#

VVs shadows themselves are quite good quality.

severe grove
cobalt valve
#

We can't go too sharp since that'd make it less realistic.

white willow
cobalt valve
#

Yes.

white willow
#

It works fine for the pixel aligned shadows but not soft shadows

severe grove
white willow
#

Yes I'm aware

#

While it's possible for VV to do this, they likely won't add it because of mobile limitations

cobalt valve
white willow
#

There's an effect called PCSS, which is an extension of PCF which simulates the effect of variable penumbra

#

But PCSS is more expensive

cobalt valve
#

What is its impact on performance?

white willow
#

Can't say for sure since I haven't done it myself yet

#

But it could be up to a -15%

#

Which for mobile is bad

severe grove
#

Thingy

white willow
#

PCSS itself really isn't that complicated, it just does extra calculations

cobalt valve
#

I think that increases the load in the CPU/GPU as well

white willow
# white willow Which for mobile is bad

Now again they have a memory tiering system, as well as the configs so they could very well restrict other platforms from just using PCSS if it's too much

#

But I don't think VV needs it imo

#

The shadows are fine as is

severe grove
white willow
#

Extra calculations means more for the gpu to do so yes

#

Either way, VV shouldn't go the direction of realism

#

That goes against its purpose and design

limpid sequoia
cobalt valve
rancid seal
# limpid sequoia

I somehow liked to see vv screenshots from you more than that 😭

rancid seal
#

Dying*

limpid sequoia
rancid seal
limpid sequoia
limpid sequoia
severe grove
cobalt valve
#

That is until you realize how much pressure your PC is going through

limpid sequoia
limpid sequoia
rancid seal
#

Beautiful default RTX

severe grove
cobalt valve
limpid sequoia
severe grove
limpid sequoia
#

i'm not a huge fan of green

cobalt valve
severe grove
#

And none of java shader can make a refraction like this

rancid seal
rancid seal
rancid seal
severe grove
severe grove
cobalt valve
rancid seal
severe grove
rancid seal
severe grove
severe grove
rancid seal
rancid seal
#

Overlay textures are not supported for rtx, so it was always there.

severe grove
white willow
severe grove
white willow
#

the only reason its fixed in my pack is because madlad and mr atlaz worked on a global open source bug fix pack

severe grove
rancid seal
white willow
#

good for you. you understand the system

#

most people do not

#

sorry that came out mean

tribal trail
white willow
#

im in a bad mood

rancid seal
severe grove
rancid seal
#

Even in rtx beta

#

Overlay textures were never supported

severe grove
#

Oh, sorry i dont know abt that

tribal trail
#

yup

rancid seal
#

The only bad thing for me about thos issue is that banner patterns don't work. But other stuff is kinda fixable

rancid seal
tribal trail
#

hello

limpid sequoia
#

hi there

wise hinge
tribal trail
limpid sequoia
cobalt valve
#

Anyways
Back to topic-

severe grove
#

There's a 6 "hi" here

#

And it 7 now

severe grove
cobalt valve
#

RTX

tribal trail
wise hinge
rancid seal
cobalt valve
#

Is this graphics general or just some randon general now

limpid sequoia
rancid seal
#

:doggy_smurk:

severe grove
tribal trail
#

how are you?

severe grove
limpid sequoia
#

the last pic

rancid seal
limpid sequoia
cobalt valve
limpid sequoia
severe grove
rancid seal
rancid seal
severe grove
cobalt valve
# limpid sequoia thanks

Though i think there should be some tweaking done to make it look better, like the sun being a little smaller and the sky having a softer gradient. (Im just suggesting, its your choice afterall)

severe grove
limpid sequoia
cobalt valve
limpid sequoia
tribal trail
rancid seal
#

Bro what the heck is thos guy saying

limpid sequoia
rancid seal
cobalt valve
#

Ok what

Now this is Emojis general

limpid sequoia
severe grove
#

Should i tell y'all what im saying?

wise hinge
rancid seal
cobalt valve
#

Ok now this is stickers general bao_doggo_blank

severe grove
#

This is:
-CAT GENERAL
-DAWG GENERAL
-HI GENERAL
-EMOJI GENERAL
-RUSSIAN BUS JOKE GENERAL

wise hinge
rancid seal
#

@limpid sequoia

cobalt valve
severe grove
#

This is:
-CAT GENERAL
-DAWG GENERAL
-HI GENERAL
-EMOJI GENERAL
-RUSSIAN BUS JOKE GENERAL
-MEME GENERAL

rancid seal
#

Nah im out of this chat

severe grove
cobalt valve
#

I don't see the point when something that makes no sense is discussed in a channel specialized for a topic.

severe grove
#

From: "why VV shadow is way too blurry?"
To: "emoji, meme, idk"

limpid sequoia
limpid sequoia
rancid seal
#

doggy

severe grove
limpid sequoia
cobalt valve
rancid seal
#

:doggy_smurk:

limpid sequoia
#

my eng is not good yet, and my vocabulary too emoji_1

cobalt valve
limpid sequoia
#

i've learned some new words rug, lamp, cupboards,...

rancid seal
#

I lost the access to doggy smurk

#

Oh no my VPN isdying, what do I do

severe grove
#

Wait, who us American of British here?
A bo'o o' o'er?

limpid sequoia
cobalt valve
#

Dw
We have CatSmurk

severe grove
#

I think most of us from Asia

limpid sequoia
rancid seal
limpid sequoia
severe grove
severe grove
#

The only thing thats left is

#

Me

limpid sequoia
#

me too

rancid seal
severe grove
#

Alright

#

Time to go bed

limpid sequoia
rancid seal
#

I have 18:26 emoji_1

severe grove
limpid sequoia
#

Just gotta bed at 3AM like me

severe grove
severe grove
#

If i do that

wind pollen
#

What's going on

rancid seal
limpid sequoia
severe grove
rancid seal
#

My something won't kill someone

limpid sequoia
#

i'm almost 19 now

severe grove
#

But i go to school in 9:15 so there's a chance my mom will let me go sleep in 3 AM

limpid sequoia
limpid sequoia
severe grove
rancid seal
limpid sequoia
severe grove
limpid sequoia
severe grove
#

Normal time i go to school is 7 AM

rancid seal
severe grove
#

Wait i need to pee

#

Wait a sec

wind pollen
#

Wait

Why are we talking about life things here?

limpid sequoia
#

Graphics General 🥀

#

where is graphics

#

bao_icon_particles i'll fire my PC

severe grove
#

Russian bus

severe grove
#

Cuz it

wind pollen
#

But

Who started this?

limpid sequoia
wind pollen
limpid sequoia
#

that's fine

#

it has nothing to fix

half nacelle
half nacelle
limpid sequoia
willow needle
#

Strawberry Cloudy Visuals with horror theme (available later)

limpid sequoia
cobalt valve
#

Wait, is that actually rtx? I don't see enough Global illumination

wise hinge
#

that's vv

cobalt valve
#

I assume that is his pack

wise hinge
#

right

blazing whale
#

ok

limpid sequoia
limpid sequoia
limpid sequoia
scarlet gust
#

This chat is also Six-Seven General now

#

It's also Bedwars General

scarlet gust
scarlet gust
cobalt valve
#

Where's the graphics 🙁

limpid sequoia
limpid sequoia
wind pollen
#

Ertiex

limpid sequoia
wind pollen
#

Ultra realistic Ertiex Sadar

limpid sequoia
#

yassssssssssss

#

yassss

#

yasssss

wind pollen
limpid sequoia
limpid sequoia
wise hinge
#

such a beautiful leaf

cobalt valve
limpid sequoia
#

Back to VV

#

i may have rest before back to RTX

rancid seal
#

Better rtx and rtx are two different styled things

#

@limpid sequoia do you need free villagers fix configs for rtx? :3

rancid seal
rancid seal
#

Idk why my auto corrector types the word "thos" instead of "this"

limpid sequoia
cobalt valve
#

What

rancid seal
#

10 mins of coding and they are fixed

limpid sequoia
#

i don't need to fix anything are not related to graphics

#

"graphics" of course

#

lighting, fog,...

severe grove
#

First people from USA i know here

limpid sequoia