#Graphics General
1 messages · Page 43 of 1
Fr
You never needed dlss swapper, you could just replace dlss files yourself
Your opinion is wrong
Heightmaps don’t work well in high resolution anyways
It literally does
Textures are broken but it does technically work
You can turn it on
And it „works”
That preview also fixes issue for me with poor performance
Partially
I get now 90 fps. I was expecting a bit more but it’s much better compared to to 50 I was getting
Mipmapping genuinely sucks
In rtx yeah sure
But in vv it’s important
Just because your one pack doesn’t work with mipmap doesn’t mean it’s bad. World doesn’t revolve around you
Bamboo block side
It's not my resource pack that doesn't work with mipmapping. It's @graceful iron's gaming RGB sea lanterns resource pack.
no need to ping him
I think I ping people too often
Even when not necessary
Why is it important in Vibrant Visuals?

i don't care about it anymore
By the way, it was not possible to disable mipmapping in that case.
This should force disable mipmapping.
Lmao, im not the owner of mob maze
Server disables global resources
And you want me to enable the addon wth
I meant your as a resoircepack that you are using
There is no antialiasing in vv and no mipmap makes it even worse
It won’t on servers
Mossy cobblestone
I hope Mojunk will add DLAA support to Vibrant Visuals.
i got u
Better to ask :v
Perlin noise works pretty well, but doesn't Minecraft already have cloud textures?
Just try make custom clouds
i see that, but i don't like it
everything has it time and it have to change
like i have a high bridge S-line nose but i will change it in the future


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.
Im currently working on add-on that makes clouds realistic in rtx, the situation is even worse, but I still can do smth
I need this addon
My clouds look like trash
Will be ready very soon
Z-fighting and everything
Huh
Sunset
smooth
Thank for support
my pleasure!
Fathers, Sister in my church always teaching me that

Mushroom Island
Is there any way to disable autoexposure for my pack?
u can edit in internal config mate
where?
thanks
how do we turn on point lights? I think we used to have render dragon experiments but that's gone now
Are you in Preview?
Oh they're not in stable?
Nope.
sad
yasss

Surprised no one has been talking here since the update

3 RTX bugs fixed
fog keyframe :3
can't wait to see Quirky use it. He's been asking for it for a while
with how little time i get, i may not have much to share for a bit but if i do anything, ill be sure to send. im quite excited for the potential with nighttime
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
They can also be used in RTX though
do we know if keyframes work with RTX?
The same volumetric fog settings are used with RTX, and the changelog didn't say anything about graphics modes, so why not
actually, if graphics mode wasn't a limit, then wouldn't it mean it could work in fancy/simple too?
oh wait, no
the keyframes only apply to volumetric properties
I wonder if it works for rtx or not. I mean I think its not, but if it does, would be 100% good
I think you know vv well. Can you use keyframes with sun angle in vv?
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
RTX also is able to use fancy graphics and flashes, the only reason they exist in rtx as end sun
It looks so good
A bit extreme but we ball
animated fog in RTX
Well illusioners don't exist in Bedrock so it just works
So, keyframed fog works in RTX, isn't it?
Can you give me the resource pack so I can test it rq?
yeah, now I need to download the preview, what a wonderful day
Lowkey a huge fan of keyframed vol fog. Waited ages for this
You can also use it with RTX... Although atlas issue is still not fixed :((
What did they fix?
Huge.
Now we can have beautiful thick fog during early mornings and little to none - during noon.
Not a lot actually, items something, snow golems something, and crashing something. And they added keyfraamed fogs which work in rtx
Keyframed fog showcase rtx
Beta version of my fogs, I did them in 5 minutes
Actually, using those fogs is absolutely insane! I always had troubles with making ambience good using not keyframed fog
Since when were water block shadows removed from VV?
RTX revenge
ages ago
Guess I never paid that much attention to it
Nice, I want to try the fog keyframe too later.
You forgot about the DLSS update.
Minecraft Preview uses DLSS 310.5.3 instead of DLSS 2.1.16.
So four RTX issues were fixed.
Implementation of keyframe fogs in Strawberry Deferred V4.0 Rewrite
- Time set 0
- Time set day
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.
because in fancy and simple mode the clouds can adjust to the light
14th already
I've spent my day just for cloud
That's a lot of clouds
yes
That's impressive I like how mojang added a new update to the Volumetric Fog Configuration for the new KeyFrame Feature.
RIP My speaker
Will there be DLLS 4 or DLSS 4.5?
310.5 is DLSS 4.5
Naming is weird but any DLSS titled 310.x is DLSS 4
i tried and it doesn't works

in latest preview
From /time set 11000 to 18000
Ray Tracing eXtreme Texture Atlas eXtreme
I haven't sent these before, but I am really happy we can tweak fog for night time as well
Dlss was updated in the previous preview, wasn't it?
And we can also count keyframed fogs as something new in rtx.
By the way, can you change the moon colour in vv?
Yeah
Oh, makes sence. I've been struggling to change moon colour in rtx without making sky ugly (and I failed)
Pretty sad I cannot actually make sky darker in rtx without making moon look ugly at the same time

Work?
yes!
"𝕎𝕠𝕨𝕨𝕨𝕨𝕨𝕨𝕨"
😊😊😊
Is making Depth Of Field possible in Vibrant Visual?
u can try to use ReShade
Where do i get that?
ReShade - Advanced post-processing everywhere.
Tyyy
keyframe fog density + scattering + absorption
i thought u asked for Windows
Bruh
:v
Lol im using phone rn and my pc doesn't have Mc
Then the only answer is custom shaders
just try create custom shader RD
What app should i use?
To make a VV Pack?
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
@limpid sequoia
huh
this
Twilight.....
so what can i help u
Nothing, but thanks for the explanation. VV has so much limitation lol
you're welcome
Continuing testing some stuff idk
Rtx sader
rtex sadar 🗿
Actually, VV is now gradually starting to develop and there is also the addition of keyframe support for fogs, which means it is no longer too rigid, you can also freely experiment with any theme you like as long as there are no additional elements of GI, refraction, etc. related to custom shaders.
Sunset

Ultra RTX sadar
Ultra TAX sadar
Terrain atlas extreme


RTX atlas issue has been fixed and will be in the next preview. Sorry about that one. 😅
"One does not simply remove the tile padding from an atlas texture" - Boromir
Shader code was touched, wasn't it?
Anyways, still pretty good.
What about the regular atlas issue
I should probably make a mojira post at some point
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. 🙃
Heightmap seams and other bugs have been fallout from that core change to the atlas
Can we make an entity not emit shadows/not block light?
That's kinda sad.
This is fantastic!! ❤️ I really wish the most-voted RTX issues on Mojira were paid a bit of attention to as well...
A while ago I compiled a list and put on here, it included some of the most voted issues, and some that had lost their hundreds of votes because of Mojira migration (ancient yet critical issues that are left behind/being forgotten, but still pain users)
The list was here if anyone's interested in taking a look, LMK if I've missed something.
The good thing that issues are being fixed in general for now. The amount of RTX fixes got increased suddenly
I think the only new item to add is marketplace RTX worlds being completely broken.
We're supposed to be able to use them, I personally miss them!
All because of a NoPBR tag I heard of
PBR system is absolutely destroyed because of Vibrant visuals
Mojang could enable PBR on entities with no issues for RTX.
There was a glitch iirc, it was working well!
Missed opportunities everywhere!
Minecraft refuses to load PBR if Vibrant visuals is disabled. All marketplace maps have vv disabled by default, including RTX ones :(
Some of VV's data driven rp files could also help RTX. They work.
The isolation is completely arbitrary.
Unfortunatelly, it looks like RTX never had entity PBR support added properely? RTX can only accept values for enttity PBR, not the entire maps. Also, iirc RTX doesn't load those values by default, so to use them, you at least need to change shader code.
Could at the very least enable it on blocks held by the player, minimal changes required. Existing PBR pipeline works.
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
That would be good for sure. I am very sad this bug was patched :(
That'd be insulting! Haha.
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 😭
-# Using custom end flash texture on that screenshot
That's how they look like by default
rip atlas tracing
Paper X Slightly visually stone
Fog keyframes? Does that exist?
I'm trying to do it via JS.
Btw everyone already knows, so I'm not going to talk about it anymore
Why y'all have to wait for Mojang to hand everything over on a silver platter gys?
u can make a black hole by duplicating that.
With a black version and an inline version "crushing" the circle.
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.
Nope
Duplicating what lmao
I was just replying to someone, goated Discord gys
Another person who has 99+ pings 🥀
I always have 0 pings moment
Youd say this be one of them

Are those custom blocks or what? Just wondering
I see I don't have to say "just wondering", becuase people always start ignoring me after I say those two words wth
flatstone lol
glued to the grass with dawn dish soap
Custom blocks
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?
Are you using the same normal map on every texture?
My own vibrant visual pack, btw I made my pack inspired by rtx bedrock
I'm banned from that server that you forwarded that from.
I make it different, but if the texture is a variation of the same block I change it in some parts (so it's not the same).
This does not surprise me in the slightest
I hope that with this explanation as creators we can appreciate other people's methods in making PBR 🙏
Gimme some idea to do in Minecraft. Idk what should i do in Minecraft
Building 
What building should i make?
Medival house of course
Aight i'll make it
pretty
you can use selection box tool
thanks for your tip^^
and i'm using paint net :v
i'm using GIMP 
nice

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
What is your VV pack
Can i get it?

thanks a lot


Good job mate
thank you mate
Love taiga villages stuff

Lmao people told me the sky was ugly when I made it blue like that in rtx what the heck
Taiga villages are cool
I didn't
never argue about the creator's artistic references
yeah
(I hope) but it is just funny
I like arguing about creators artistic preferences
well not always
when they are shitty i like doing that
Blue sky something something
Appreciate every creator's idea, it's much better (even if you don't agree with it yourself)
It was even more blue in Minecraft trailer
Minecraft trailer is cool
Idk ill just post some stuff from my trailer rtx rp
why?
“When pride cometh, then cometh shame:
but with the lowly is wisdom.”
Nah i like it
Coloring

Did someone see something wrong with my Manifest.json?
Cause this the result when i try to import it
The main issue is likely your min_engine_version. You have it set to [1, 26, 10], but looking at your game screen, you are on version 26.20.24 (or similar). Minecraft won't import a pack that claims it needs a version from the future!
But before i setting the mainfest, it was the same min engine and it working. The problem is i made this pack for Emissive entity for VV. But the pack isn't support VV (the VV button grey out so i can use VV), so i try to modificate something like description, adding "capabilities": [
"pbr"
i think a bracket is missing after "pbr"
] < this
So i need to add ]
Use space or not?
It looks like adding the capabilities section is what broke the formatting. In your screenshot, you are missing a closing square bracket ] and a closing curly bracket } at the very end of the file.
whichever ig
Like this?
@inland vault
something is missing 
add } in the last line 
Worked well
Smiliar


Even tho this is my expectation:

Thank you so much bro
you're welcome
what shaderis this?
Vibrant Realism PBR + Custom Skybox
Very vibranttttttt
I mean, its vibrant visuals

I was taking a nap when you sent this but thank you!
I'm happy with the sky right now but I might tweak it a little bit
i feel like its too blue, but thats just up to downloader's preference
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
did you show that?
Not yet. I am still considering it
imo that deep blue works amazing with overall lightning
oh, i think i forgot tot turn off the ping
sorry
The sky by itself has a pretty big impact on world lighting. The sky's like really important
If it looks bad, then everything could or will look bad
This image I think uses vanilla's sky color with low sky intensity
im fine with being pinged during a convo
Ping pong
looking at it again, and not just the sky, I guess you are right
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
I just wish underwater fog could be fixed 😔
personally I don't like when water is super blue
that blue is perfect imo most other packs have a very washed out blue but irl the sky can be that blue esp during summer
preference
just personally wouldn't like that, realistic doesnt always mean better imo
definitely a little on the darker side. but overall looks great
Breeze
Thanks
Need to try some of yall vv packs I haven’t tried in a while
\
Extremely thin fogs 
so many taiga pics today 
More
white

Hii
Taiga is the best biome
Ill share my taiga pics a little bit later
and it made me gonna be crazy 
nice orange
i've spent a lot of my time for that
I cannot use distance fog in rtx. But I hope volumetric is fine
i see
Fog keyframes made me go crazy
that's normal for me
because i've finished and i still use thin fog
some of my users said that they don't like too much fog
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.
i got u

huh

It's almost 1 AM
It's almost 3 PM
Ure far away from me
Yeah
I think there are places in Russia where the time ks 14:46 rn
Same

Any1 here has a rtx/vv resource pack that works irl?
I hate real life fogs, I need to change them

Legendary toe fish asked this same question on this server but got banned for spamming 67
Elite ball knowledge
It's 3 AM and I need to sleep now
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.

Dry thunderstorms are epic with VV


Will water get their colours back.
What do you mean
i think vanilla vv still has colors
it's just water that is very transparent
because vv supports per biome water color
very transparent
Is the issue.
Aren't there water particle control settings?
I presume you mean this in reference to per biome water colour.
Does vanilla use them?
If that's the question, then I'm not sure, it's possible it does not.
idk, but would be weird if it didn't
Latest from the files. 1.21.120
So no, it's basically pool water
When I tested that first, it was bugged and just increased black fog (it still does)
Specifically what I am trying to do is since items don't support heightmaps but do support normal maps is to recreate heightmaps for an item.
Why would Items support normals but not heightmaps.
Can confirm, my swamp and mushroom fields water just blackens.
No idea but they only support normals for some reason
I don't have item PBR support in general
@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.
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
true
yes, there is no pom in bedrock
Do entities support height map?
I believe so, yes
they do
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
Probably just a simple bug if anything
Quite a fascinating one if so. Alas, I don't think there is confirmation from the devs nor a bug report?
biome_water_color_contribution would've been useful if they fixed underwater fog
wdym?
underwater fog is not broken
Or hear me out, remove underwater fog.
Fog in general is stinky. Except for the Pale Garden 
You can't tweak anything with them in the fog files. Not even the keyframe stuff works with it
you want that? what is wrong with you
i think that was by design
fog stuff in fog files are for rtx
and water config files are for vv
Only the Prizma creator would say: "I would love to have my vision restricted"
Oh wait Fog has keyframes now I forgot...
One step closer to everything having keyframes.
Morning dew 
I wear glasses, I have my vision restricted anyways
Oh, so you are a grandma. 👵
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.
yes
Texture meshes? So I presume then it's an issue with extruded textures.
Yeah, this wouldn't surprise me too much. I'm not sure what it does under the hood but I imagine texture meshes are a bit more sophisticated.
Don't remember which
I was using a texture mesh as part of an attachable
Speaking of texture meshes, @silent zealot do you know if texture meshes silently not appearing on block models is a bug?
I don't think they're supported in Blocks.
I'd assume so but I've never seen any documentation say they weren't supported.
Entirely fair, the geometry schemas don't separate things.
Might be worth for someone to make a bug report for it, worst case scenario it gets closed.
-# CC @rotund widget
Gah, no more bug reports! 
Where did you get this information?
I can't wait you to get pbr on ui in your vv 
Js that?
🥵
I'm back gys
Some of my godrays
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.
Fog like this is usually only suitable for certain biomes.
But I like Godrays btw
Especially when they come directly from the sun.
Instead of obstacles
Although both are fog
Btw the Cherry one gave the best results and produced the most intense fog.
Strawberry Deferred used to be like that
That's why I like strong fogs.
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.
Just edit your atmosphere
I've been doing some research
You mean “I asked AI”
AI?
No.
I got the information from Wikipedia and some other websites.
I also have been studying the game's engine.
"Hey ChatGPT, why don't height maps work on items"




I discovered something really annoying about Minecraft RTX's normal implementation. A perfectly flat normal is #8080FF instead of #7F7FFF.
What you replied with - looks like a direct copy paste of what the Google AI would say...
honestly I would confidently bet on that
Good color grading
thank you 
(Actually, its only Partially AI, the rest i collected information from different websites)
Currently I'm only looking in Bedrock, but soon I'll check Java
If you put the maps to #7F7FFF it would be slightly tilted
Even a small difference wouldn't be good
I know, and I find it extremely annoying that the actual center (#7F7FFF) is slightly tilted, but something that should be slightly tilted (#8080FF) is not.
Why did Mojunk do this?
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)
I think you're mixing up two different "centers" here, that could be why it feels backwards to you.
In normalmaps, the true neutral direction is (0, 0, 1) - perfectly straight out.
When that gets encoded into 8-bit colour:
0 vector in space - 128 in colour (not 127.5 exactly, because you can't store decimals)
So the correct flat normal becomes #8080FF
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.
Okay ChatGPT
AI quotation structure
It's not x it's y
Em dashes
Groups of 3
There aren't any in this text btw
So why is GPTZero saying it's partially AI
It could still be ai, just without the em dashes
So they manually replaced -- with -?
The text was likely manually typed, as there were typos that had to be corrected by editing messages.
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!"
The document was last updates two years ago. By the way, ItsDrCat is working on Cat RTX 1.13, but it probably won't come out any time soon.
I would love to see your old profile ngl
🗿
I know how to fix it
Install Clear Water
Make it better 👍
I've named it Vibrant Legacy RTX
So why lie when I called you out in the first place?
“AI?
No.
I got the information from Wikipedia and some other websites.”
LMFAO

Shoulda placed that bet. I’d be swimming rn.
Ray Tracing Shadow VS Vibrant Visual Shadow
Oh no better rtx
Why do you have a huge gap between grass and grass block in vv?
I've been thinking about it for years
shadow bias


Ask Microsoft buddy idk too
Minecraft Preview?
Omg that water reflection and refraction of light from water🔥
yes
Should be still work
There's only a very small terrain atlas issue

Not yet
You can try it if you love atlas terrain
This one I mean
Rtx is not cute with better rtx imo
That looks impressive.
thank you!
Please tell me, how did you get it to look like that?
I know this.
Bedrock's RTX, as you know it, is made to run on PCs. But Vibrant Visuals has to run even in a Smartphone. So the amount of detail is simplified.
But VV shadow way too blurry
And why there's a gap 💔🥀
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.)
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
Makes sense.
Bro i just open Discord
Me too
But, is there other way to make the shadow still good, but didn't need rtx?
Define good because in my own opinion sharper does not equal good
VVs shadows themselves are quite good quality.
Yes they get softer and blurry and it far away from the object
We can't go too sharp since that'd make it less realistic.
Also with shadow mapping you kinda want the softening. The edges of shadows will be jagged
Yes.
It works fine for the pixel aligned shadows but not soft shadows
The far as we can go the shadow become so blur
Yes I'm aware
While it's possible for VV to do this, they likely won't add it because of mobile limitations
This is pretty accurate, and this is what i would like to see in Minecraft, though i suspect that We'd have to put some effort into it.
There's an effect called PCSS, which is an extension of PCF which simulates the effect of variable penumbra
But PCSS is more expensive
What is its impact on performance?
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
Maybe ut will make the game alot lag. Maybe since it need very complex
Thingy
PCSS itself really isn't that complicated, it just does extra calculations
I think that increases the load in the CPU/GPU as well
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
But it still make a phone need more work right? So maybe it will increasing lag
I think so
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
that's my custom BetterRTX preset:)
I agree. The Pixelated shadows perfectly fits with the simplistic style of the game.
I somehow liked to see vv screenshots from you more than that 😭

@rancid seal
oke
Bro I have my internet duong every 5 secs
Dying*
🗿
I have to turn on and turn off VPN every 20 minutes or less
yeah i can tell
Ray Tracing Lighting is G.O.A.T
That is until you realize how much pressure your PC is going through

i'm undervolting my PC:)
Beautiful default RTX
The sky is very blue
i was js trying to make a meme there lol
aahh i see
But i prefer BetterRTX
i use orange fog for taiga, roofed, jungle

i'm not a huge fan of green

And none of java shader can make a refraction like this
Same, I don't use green rn
What the heck is your mipmapping level bro
Your villagers are broken
Idk, i get that picture from reddit
It's a normal issue from bedrock rtx
Do i see a Wandering trader in image#3👀?
I get fun working with default rtx, and as I worked with it for a long time, default rtx is always more beautiful for me then better rtx one
Yk i dint have rtx bro
I mean, I don't get why all packs don't fix them.
Is BetterRTX and Default RTX have a diffrent method to work?
Idk it's a issue from like 2024 until now
Better rtx is basically a custom shader for rtx
You are wrong this time
Overlay textures are not supported for rtx, so it was always there.
But it didn't use resource pack like Kelly conversion or Defined PBR. It use a installer and idk i see a BetterRTX installation tutorial on youtube it's using a folder like that
its really not that easy of a fix for most people
Oh
the only reason its fixed in my pack is because madlad and mr atlaz worked on a global open source bug fix pack
But pack like Defined PBR fix it
Oh. I kinda did all bug fixes by myself. Villager one was one of the easiest for me
good for you. you understand the system
most people do not
sorry that came out mean
it's much older issue
im in a bad mood
Hope you get better soon
Nvidia presenting rtx to bedrock since 2019, so maybe the issue is from 2019 till now
It was always in rtx
Even in rtx beta
Overlay textures were never supported
Oh, sorry i dont know abt that
yup
The only bad thing for me about thos issue is that banner patterns don't work. But other stuff is kinda fixable
Hiii
hello

hi
hi hi
hi
Anyways
Back to topic-
What topic
RTX
i see what you did
dang im blocked i can't react to stephen :(
How r you
Is this graphics general or just some randon general now
:doggy_smurk:
This is:
CAT GENERAL
DAWG GENERAL
HI GENERAL
And you can add some
Am i right?
Im in the bus rn

I like this one
thanks
Russian bus.. oh i hate it. I know that joke 🥀
Now switch to default rtx 
Wdym? I am in the regular bus...
Nope, you don't need to understand what i'm saying
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)
i got it
Anyone who react my joke, pls you will regret it if you know that joke 🥀




Ok what
Now this is Emojis general
Should i tell y'all what im saying?
Ok now this is stickers general 
This is:
-CAT GENERAL
-DAWG GENERAL
-HI GENERAL
-EMOJI GENERAL
-RUSSIAN BUS JOKE GENERAL
/unblock nocturnemew /j :(((((((
@limpid sequoia
At this point this channel is just memes-general
Alr
This is:
-CAT GENERAL
-DAWG GENERAL
-HI GENERAL
-EMOJI GENERAL
-RUSSIAN BUS JOKE GENERAL
-MEME GENERAL
Nah im out of this chat
Bye
I don't see the point when something that makes no sense is discussed in a channel specialized for a topic.
From: "why VV shadow is way too blurry?"
To: "emoji, meme, idk"

dawg
doggy
You said you out from this chat

DoggySmurkW
:doggy_smurk:
my eng is not good yet, and my vocabulary too 
Me too
Wait, who us American of British here?
A bo'o o' o'er?
dawng
Dw
We have CatSmurk
woh-tuh
I think most of us from Asia

I will steal this emoji so I can use it later.
i'm vietnamese and i'm mixed
Ik it, i see from your server there's a channel called "vienam" yea, from that i know that you are vietnames

hehe
I have 18:26 
What
22:26
What's going on
Yay bro let's go to the bed at 3:00 together we don't need to sleep
and my uncle won't kill me 
Oh you just arrived huh?

agree
Ur lucky
My something won't kill someone
But i go to school in 9:15 so there's a chance my mom will let me go sleep in 3 AM

Ure lucky lol
i usually go to college at 5h30

5 PM?
Why don't you try sleeping more?
5 AM of course
Our seniors having a exam so i go to school 9:15
i can't
Normal time i go to school is 7 AM
Bro ure not lucky
Wait
Why are we talking about life things here?
Maybe i'll not talking about it again
Cuz it
But
Who started this?


You have a point, it would even be easy to create an atmosphere for the forest, skill issue srry
My VPN crashes every time I try to test Shaders in Minecraft Java on my cellphone.

Wait, is that actually rtx? I don't see enough Global illumination
that's vv
I assume that is his pack
right
ok


I'm from USA
This is:
-CAT GENERAL
-DAWG GENERAL
-HI GENERAL
-EMOJI GENERAL
-RUSSIAN BUS JOKE GENERAL
-MEME GENERAL
-SIX SEVEN GENERAL
-BEDWARS GENERAL
🔥
Where's the graphics 🙁
this

-DOGGY SMURK GENERAL


Ertiex
sadar
Ultra realistic Ertiex Sadar
no lag no clickbait

yassssssssssss
VV 
yassss
rtex sadar with vanilla woh-tuh texture
yasssss


release day: next day or thursday after i finished the end and the nether
Fog

such a beautiful leaf

Better rtx and rtx are two different styled things
@limpid sequoia do you need free villagers fix configs for rtx? :3
i don't need
Did you enjoy being broken villagers not wearing clothes? 
yes!
I've sent thos screenshot million times, but enjooy not broken villagerr
Idk why my auto corrector types the word "thos" instead of "this"
i prefer villager without clothes
What
Why
10 mins of coding and they are fixed

i don't need to fix anything are not related to graphics
"graphics" of course
lighting, fog,...
Bro it's already 2026 🥀
First people from USA i know here







i'll fire my PC