#Graphics General
1 messages · Page 44 of 1
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yassssssssssss
just smile 
and i have world made of terrain atlaas
ok
Where is atlas terrain
I miss my ultra rtex sadar
i'm obssesed with it

i mean my Bet-tuh RTX sadar
Yuoray
i'm not too
Ty
Idk if it's right or no
Hmm
obssesed means you think about something all the time and can't stop
🗿
I didn't need this thing to be translated, but ok
Ok
u need to know that word 
just suggestion
Wdym
I mean I am about to remove vv from my game
How
it's just up to you 🗿 🗿🗿
Cool
Nvm, I don't know which material bins are made for vv

Now try to remove fancy, simple, and vv
Those i think
Thing that left is RTX
Can you share that file to me?
I can leave RTX bin files, so other things aare removed
Do you know what ForwardPBR maaterial bin files are for?
RTX stuff is easy to find
just like hybrid rendering
Interesting File
Metalness, nothing to do with roughness :(
Rtx seder forever 🔥
Copper golem metalness effect
Eyes are glowing too
You can clearly see copper golem absorpting sunlight.
Look at the difference
Same model, same texture
And iron golem with this 3d effect
Villagers without clothes hell yeah
AND FIX THIS FREAKING GRASS
:3
Eritexis
Rats are racing
Old image but I removed skylight diffuse contribution and it gave neat looking effects (RTX)
Eyes always glowed, btw, bcs of Bloom, but Bloom was so weak that it's more noticeable now, or did you add it?
Ts is good
Why doesn't Luminous "Lucid" Dreams have Godrays?
I didn't made the effect too strong, as it would make copper golem eyes completely white
Same thing but now the sky is actually contributing nothing color wise 
Sunlight GI puts in a lot of work lol
Terrain atlas is tracing
Rats stopped racing
Terrain is still atlasing
Well yea I was in release so
Water got into my internet cable from the rain out of nowhere gys☠️🙏
Lol
Happens sometimes ig
shadows are too dark here
i like it
why not
Fixing grass = writing 6 lines of code
oof
yeah but why
That's the point. Skylight contributes nothing
Normally skylight balances it out but I turned off skylight diffuse for funnies
ahh
Because grass stops looking ugly
that makes sense
what if someone likes ugly grass
Ok
oK

poor thing


Don't need to fix, just delete and this warning is for you
I cannot use RTX even on stable lol
Because Mojang didn't learn how to do memory for their render dragon
Once I reload the world, the blocks or entities or environment textures are getting pink-glithed
I removed like 50% of resource packs and still this thing
Nvm I somehow fixed it
Because he didn't fix grass, ive asked him to do that 
Oh yeah this thing is now officialy in minecraft release in rtx
This thing is not added properly, so I use it as the end sun
It used to be the end flash
And it looks like that without modifying the texture and with using vanilla end fog
Good thing is thaat thing works just like sun object, making glow effect, but no light source is attached, becuase it will require mojang touching some shader code
Although the only thing why are those working is because the end flash is basically the sun, it just works like that
I am pretty sad this thing doesn't have any animations :(
Ts is looking so ahhhh
Js why 😭🙏
U had other ways and options to do something about this new feature, and you give me a sun at the end 😭🙏
Ts look so cursed
End sun is cool
I think it's very cursed.
Or do you prefer vanilla end flash texture lmao
Ya
Lmao
Limão
Lmao
Limão
Lemon in Portuguese gys
Do you really enjoy seeing this #1182091012177399809 message ?
Bro, but you went overboard and made a huge mess, didn't you-
Like, look at the difference in glow from here.
For that
What do you mean? That screenshot shows how this thing works in vanilla Minecraft, vanilla rtx, without any changes
No way
Mojang would never officially endorse this abomination.
This thing exists tho
Btw add a black hole to it, it will look nicer.
Looks ugly for me as it doesn't even have animation
Just a flying end sun with end flash texture
Funnt
Funny
Ahhhhh
The only thing that makes it good is using some volumetric fog imo
Why are you even worried about that? You don't use rtx, do you?
Ya u right
But it looks cursed.
Rlly cursed
But basically, thos happens becuase moajng have added end flashes to fancy
This*
My auto corrector replaces "this" with "thos"
Hate it
Btw some of JS and particles and u can do physical path tracing via software, so I don't care much about RTX.
Lmao some laggy Chinese shadows add-ons
Thx
You will not be able to use an add-on to make path tracing at this point
Holy crap, I thought that didn't exist in the Bedrock community
Bcs?
Becuase its not how shaders work
If you try to do this, tour device will explode
It's simple, particles
And also raycasting
And also Frustum Culling
Radius limit
Rendering millions of particles funny hell yeah
Batting limit
Lil bro, do you want me to blow up my phone? ☠️🙏
7 It's enough, at least I think so.
If you try to do path tracing with particles, that's what you are going to face lol
Hell no, just make a radius limit.
And also Frustum Culling
And also global illumination for the rest of the chunks outside the player's FOV.
Your phone will explode too
And also manual batch rendering of particles.
Just do a manual batch.
There is a limit to the number of particles that can be rendered each time we render.
Becuase you are still trying to render millions of particles. It will look worse than vv and your performance...
And why would you want to use VV with Path Tracing?
Because you are trying to do impossible things. Re-creating the entire path tracing with particles, this is just impossible
Impossible?
It's just a matter of opinion for me, btw
You will never get a good looking thing if you try to do that
Or try to render millions of particles :3
And also, you cannot do this because running commands in the script has some delays and linkts, so you will never get the stuff work
It's simple logic: create rays of sun across the player's entire field of view (FOV) from the sun, with 7 or more rays, the bounce limit (when hitting the final block, create new rays from the block's position). Reflections via blocks beneath the patterns, which are activated and deactivated, frustum culling, if needed to avoid rendering particles outside of frustum culling, batch rendering to limit performance.
In summary, a simple calculation of 7 x 2 (7 rays and 2 reflections) gives a total of 14 rays, for example.
Mobiles cannot run ultra rtex sadars
Just run the script tick by tick, which eliminates the delay.
Or not put it in real time either.
Btw
Why does Google Translate ignore the word "sun"? 😭🙏
And when you do that, the only thing you can get are those 7 particles
Bcs?
It will generate others based on the block's position.
And the limit of how far the radius will go will be at Frustum Culling.
By the way, the same logical idea applies to depth of field, motion blur, etc., only the way it's applied and the amount of things used changes.
PDOF actually btw
Pyhsically Depth Of Field
If we look into your logics, you create 7 rays. Those ray are going to be calculated very slowly or not going to be calculated at all because of scripting apis. The only thing you left to do is to dectect when the ray bounces. Okay, the ray is calculated, but nothing shows. You will see vanilla graphics
Or PDBF
Simply put, from the position where the ray is generated = particles
By the way, JS isn't that slow, only on a server.
Wherever it hits = shadows behind and in front of the block, and to the sides as well if needed, etc.
And you get weirdly looking 7 white (or whatever colour you choose) rays. 7 rays that can bounce and now what?
It's like calculating the depth of a punch.
Nah?
Yeah?
Adjusting transparency, color, etc., can make it seem like general transparent light.
So you get 7 weird looking rays made of random particles
Hell nah
Fancy world with weird lines
Hell nah
You get what you have said. Nothing more.
U visual taste is complicated.
Becuase I see you are trying to do impossible things
7 rays can't suddenly become 1000 rays or something like that
You can never get ultra rtex sadar using add-on
If you even manage to do so, your phone will explode
Is somebody describing software rendering but worse?
🗿
Ik
But 7 is enough to look good, and 7 is better than not opening it at all.
what are you suggesting here? Can you start from the top?
trying to understand what the VV/RTX experts are typing
@half nacelle is trying to simulate RTX via software with particles.
And it's probably not going to go well.
What are ya typin bro?
Ray tracing is meant to run through GPU acceleration with dedicated RT cores.
Not CPU acceleration.
And there's a very good reason why.
Vv?
yes
And learn
Not easy
everything always taking time
i have been working on my projects almost 1 year already
yes and strawberry starting from 2024 for Vibrant Visuals (previously called Deferred)
Yea, ik that strawberry deferred
Ray tracing traces millions of rays and calculates reflections, refractions, and diffusion until they hit a virtual camera, where the data is processed with a tonemapper and displayed on your monitor. All of the light calculations are done through RT cores that are dedicated for ray tracing and nothing else for optimal performance in ray tracing. However, that's extremely oversimplified, and there's much more to it.
Not hard 🗿


I like the first image
thanks
I wish I could decrease the density of vol fog underwater. :((

@limpid sequoia did you fix grass
I know that one, but ray tracing traces million if rays? I thought it was Path Tracing. I thought Ray Tracing only traces one ray
Lmao
Lol we would have 1 line in out screen if that was truth
What line?
It is a form of anti-aliasing done at the level of textures. Progressively smaller copies of a texture are generated and then applied the further away the rendered face is from the camera, or when oblique to the camera angle. The smaller texture has less information, which aligns better with the reduced surface area on the screen that the face occupies. This notably minimizes Moire patterns


So
Being apart from Graphics general, now this is:
Cat general
Dawg general
Memes general
Emoji general
:Dawg_smurk: general
:CatSmurkW: general
Hi general



dawg

Not exactly. The explanation of path tracing isn't exactly the best but
Path tracing in most real time scenarios is only 1 sample - 4 samples. And usually only cast 1 ray. More rays of course give more accuracy but you lose performance with each additional ray
I'm not gonna be the best at explaining this since alot around PT still goes over my head
Ok, thx
For the explanation
But why Ray Marching and Ray Casting not very popular like Ray Tracing or Path Tracing?
Ray casts aren't really used for lighting
So it's like MSAA or FXAA?
Mc uses ray casts to detect what block your looking at
But diffrent?
And raymarching is used a lot. SSR is raymarched, volumetric fog/clouds are raymarched
Yes, i see the references on google it not about lighting
I searched it on google, but what i found only a random circle, what was that mean?
It's showing 4 different steps, and at each step it does something
So the first step is a big search, then each step after gets smaller and more precise till it hits something
Ohh ok i get it now
Thank you so much
In the case of fog for example, everytime a ray hits a scattered particle it'll add fog all the way until the ray goes out of its designated area
Usually the ray is just hitting everything in that case
For screenspace tracing (whether it's reflections or GI) the ray goes until it hits a solid surface then compared the depth of the ray, to the depth of the scene to ensure it actually hit something
It's very cool stuff
No; while both mip-mapping and MSAA are techniques to reduce aliasing in an image, these are fundamentally different concepts and take entirely different routes to get there. You can combine both techniques to great effect.
MSAA, FXAA, and other spatial anti-aliasing methods operate at the time pixels are drawn to the screen. Their goal is to make sense of the information that will be drawn to the screen.
(Whether that is as a post-processing effect or done earlier depends on the technique)
Mip-mapping instead has an effect on the information itself (the data that is to be pulled from); the textures on a given rendered face are a lower resolution, increasing the surface area of a given space of color on the face.
It does. In Plague's example, the checkerboard squares further from the camera are rendered with less detail; there is less chance of nearby pixels picking a different color. It should look homogenously gray in the back, since that is the average color of the checkerboard pattern.
Indeed, the mapped texture at lower resolution might look fuzzy and tend towards gray
MSAA is kinda like mipmapping in the sense of it blends different resolutions together, but instead of lower res, it's a higher res image blended multiple times into the regular image
But they are not the same
And instead of per texture it's for the current screen coords
FXAA is not related at all. FXAA does some edge detection and from there blurs the edges out to smooth the image. It's very simple and light weight and doesn't usually work that well but it helps enough. Mix it with some TAA and it's golden
Actually i might be wrong im thinking of super sampling. MSAA i think blends the same information into itself multiple times
MSAA takes multiple samples at pixels, right? That would make it a form of super sampling
From what I'm reading no it's not super sampling
MSAA does 3D edge detection and takes multiple samples around the edges to smooth out the scene
Super sampling afaik involves a higher res image, which MSAA doesn't do
So like if you're at 1080p for example, and you do 2x super sampling, it'll basically run the scene at 1440p
Errr I don't think 1440p is 2x
But you get the idea
But your primary res is still 1080
It's kinda the same idea as modern upscaling tech just upscaling runs the scene at a lower res and scales it to your main
why ertiex seder error

Why is the sky black?
Did you code it wrong?
bug from betterrtx when i used /daylock
Well,
Once VV had the black sky issue before version 1.21.123 if I'm not mistaken
that's GPU issue
Noise 
I think that is too much fog
my preference
I keep it low so that my view doesn't get obscured by the fog every 30 seconds (when I'm in the hunt for elytras.)
Strawberry Photorealistic (Gold block)
Great Design.
thank
Well i know the difference of both image now i know
Is mipmapping make more lag like anti-aliasing?
Yes i see it, clearly
Hm, broadly I would think not. Mip-mapping might consume more texture memory, and the engine has to assign the textures when needed, but I suspect this has become a pretty cheap operation with time
I recommend doing some research on it instead of taking my word for it
Alright, but thank you so much
You wasted your time to talk with this idiot, so your a good guy
Btw respect to all people on this server to explain all things to me
All learning starts with ignorance; it is my pleasure to teach
Tysm 🙏
It's quite possible, actually, the problem is that y'all visual opinion is the opposite of mine.
holy s
Yum RTX fix

):
i won’t lie that if i decided to go for rtx i’d be an rtx stan too
but only for betterrtx
I was showing that nicknames bug was fixed
Maybe we shouldn't have put prizma on the marketplace.
why
i love new heightmaps bug feature on entities
What the hell is going on in the background?
don't ask questions you don't wanna know
I love vv now
I don't know why, but that looks tasty
pool tiles
Got the new RTX UV changes implemented, still need to fix the heightmaps tho

Whats different?
Yeah it is, thanks
uh, looks like RTX is also affected by this
ig it probably depends on texture format

Instead of storing a black & white heightmap in the block atlas, bedrock now stores a colored texture, where the color of each pixel tells the slope towards its neighbours. 4 color channels (RGBA) - 4 neighbouring pixels. Quite an elegant solution to texture atlasing. On the other hand, mojang had to use 3 extra color components and they have no more available PBR texture channels left, so if they ever wanted to introduce another PBR texture layer, they'd have to add another texture to the atlas. Also, making POM with heightmaps in custom shaders now became much harder, as heightmaps don't store the height directly anymore but rather just store the slope of pixels and it's quite difficult to get back the height from a slope
I feel like there had to be a different way to implement this tho, while keeping the greyscale heightmaps. Like they already have a bias stored in the UV, why not use that to tell when a fragment is too close to an edge, and then clamp the UV 0.5 pixels away from it

When MC trailer are playable:
Currently developing my rtx resource pack for trailer...
I tried using this one with vv too, it doesn't work well :p
Preview version os already available tho
Hope it going well 🙂
Ty
Made grass blocks light absorption effect
Tungsten would be the closest option.
Btw it's good.
NOOOOOOOOOOO, THEY'RE GOING TO CHANGE THE WAY THEY DO HEIGHTMAPS 😭🙏
Goated
I love this highlighted Heightmap style.
I want to see the lighting and the 3D effect; I don't want to see the light on the heightmap go by completely flat😭🙏
POM is not for bedrock
they will still look the same, its just handled differently
What do you mean by new format
It's just how it is stored internally, don't worry about it
Not new vv feature :3
Also applies to VV
It was added there first a few previews ago which is what caused the atlas bug, RTX was updated only in yesterdays preview
@sonic canopy i don't get one thing I've been thing about for a while. Is that truth that rtx was able to read vv sun angle in the past?
I mean changing sun angle trough configs made for vv
Yeah, VV sun angle config influenced RTX. A lot of parameters in RTX are actually controllable and not hardcoded, they are just not exposed to resource packs. Same with VV
But only sun texture position was changed, wasn't it? From what I know, sunlight is not getting affected by loaded sun angle
Sunlight used to be affected, both sun texture and lightning was affected
I think there was some kind of bug like that in vanilla MCRTX, but we fixed it in betterrtx
this actually is kinda cool looking
too bad it doesn’t fit prizma
Helo, may I know, are you using vibrant visual graphic or RTX pack for this?
The thing that is hard to believe that when deferred sun angle was loaded to rtx, sunlight was never affected
Using better rtx of course will fix that
there was, sunlight would flip in certain time of the day
but sun angle and keyframes worked great
In what version this thing was working?
I will install it for sure
And keyframes on fogs are still in rtx
And why the fuck do they remove what shouldn't be removed, no one asked them to fix this thing
that was a thing long time ago
maybe before vv was released?
idk
It's like when they patched block item PBR loading
That was happening thanks to deferred
I really hope they don't patch keyframes on fogs
Before vv was released? I remember times when deferred sun angle was loaded to rtx, but it was working only for sun texture 😭
I liked the sun angle, but I didn't oile that the sunlight is not affected. This is the thing they patched I think
I didn't even notice how it was patched
But I am sad deferred wasn't available in fully vanilla unoatched minectaft, I always wanted to test it
it was a thing in 2023
cubeir made a few posts about it
I remember deferred sun angle being loaded to rtx I think in 2024
We never asked them to fix that
Mojang being mojang
Fixing stuff no one asked them to fix
As usual
If it was a new glitch and was patched recently, I would probably switch to java 😭
Or maybe not
This is kinda sad actually. When looking at the lack of features in rtx, it is always sad to understand that rtx can always look better, only if they allowed us to change those parameters.
hi! that was Vibrant Visuals
I'm finally making my own RTX resource pack!
Added roughness effect to mers on Emerald block (thanks to previous suggestion from QuirkyPlague)
in this case i will choose to use normalmap
What's the difference
First one is slightly greener than the second one
Canvas pbr 🗿
it’s so nice to be able to run VV in 4K without insane tanking
all medium settings 14 chunks makes sure i don’t go below 50fps
in heavier situations
why is rtx even still a thing 😭
Shut up
Rtx support was never over, it is being supported, looks good, and get bug fixes.
Basically a graphics mode designed to bring realism to Minecraft for people with devices with RTX graphics cards
There are 0 reasons for it to be removed
If RTX gets removed, I will switch to java
I shouldnt argue with a guy called RTX ON FOREVER about rtx 😭
RTX shows the full graphics capabilities of Minecraft, so people with high-end hardware can experience Minecraft in full realism while still keeping the Minecraft feel.
It was the product of many years of research and development at NVIDIA, and there's absolutely no reason to remove it.
True
You shouldn’t say that in a place with many rtx fanglirls
Don’t be mean to people here
🗿
Im noticing, the rtx warriors are at my doors already
😭😭😭😭 rtx fangirls
Yes

I do whatever I want 
skyblock and forrealium rtex sadar
Test Map color Light Rtx Shadow
lmfao
Rtx is cool imo, very easy to mod
I think rtx lovers blocked you :v
i've blocked him
i've blocked him
64 chunks render distance, classic landscape
Considering the stuff I've seen from you, yeah- absolutely incredible! My thoughts were more related to cost vs profit, as not a lot of people can use it and vv exists. But I'll be quiet
i've blocked him🗿
@pseudo pawn sorry for being rude, i just cannot prevent myself from becoming agressive when some "not good" stuff is being said about RTX
Nice
thank you
i decided to back to natural theme because the previous is too warm
yes but showcasing an unreleased version :3
Truly rtx lover 🗿
can you not ping me?🧐
you too, that message was sent a long time ago, no need to reply and ping me
ok wierd thing here, why is it when i set the sun angle in VV for a global effect at a certain degree in the sky, swamp biomes just ignore this and the sun goes back to default until i leave the biome again. Am i missing something?
make sure u have added the component for swamp in cilent_biome
but wait, that's strange
not entirely sure what that is but ill dig into it 😅
sorry, somewhat new to this stuff still
Inspired build by screenshot vanilla vibrant visual Cubecair
i see
I think you used the wrong block here
You used the redstone lamp
Use the copper bulb instead
Which image is better?
3
4
2
Image 2
Several of your blocks are the wrong blocks, and your FOV is completely incorrect.
Block me if you don't like smth. I know I am being rude, but I am too annoyed to say smth else
huh that was easy...
yeah!
2 imposters
For me, fill-in the blocked account list make me feel better than ever 
just one word then +1 blocked account
oh, i'm also making a streak
@pseudo pawn hope you get mentally damaged soon
japanese castle
it is!
What is this map called? I need to test it with rtx 
What is this map called? I need to test it with vv
lemme send u in DMs
Ok
Maybe you and me the only people who never try "Ray Tracing" lol
😌

Thing that Java can't and never can do. That's why i love bedrock
Java proud of their "Ray Tracing Shader" meanwhile it didn't really need RTX gpu
Yay minecraft RTX
With refractions
Old version of my resource pack 😭
Should probably make a new video lol
Your last video is 3 month ago
Yeah, don't like to post videos a lot, and too lazy to edit them for hours sometimes
Oh
It's ok
Can someone tell me how to tell Java player that Bedrock is the G.O.A.T?
Yea the G O A T
R F L I
E L M
A E
T
E
S
T
PBR is very cool
:emoji_8:
Wait.... it should be an RTX map. How do you get that!?
You saying that?
Why did you respond to the same message twice and pinged me 😭
I finally understand why rtx is still a thing, else Mojang would've received a lot of spontaneously combusting packages in their mail..
What? I only reply you once
I'm planning to buy a PC. Using GPU AMD Radeon RX 6600 XT. To play Minecraft Ray Tracing BetterRTX. How much FPS will i get?
42
Who's gonna tell him
Let's clear up a misconception here btw, just because it doesn't need at HWRT capable card does not mean it's not raytracing or that it's "fake raytracing". The raytracing shaders on Java are very much real raytracing. It uses software acceleration rather than hardware acceleration like BRTX, but it's still path tracing. Path tracing is path tracing
Showcasing path traced global illumination in Minecraft shaders
Graphics Card: AMD RX 6600 XT 8GB
Resolution: 1080p
Patreon: https://www.patreon.com/c/Belmu
Like some of yall gonna look at this and say it's fake raytracing cuz it runs without needing an RTX gpu
The atmosphere was very smoky.
Possibly the cleanest Path Tracing I have seen yet for a Java shader
Yea Belmu is cracked
It's pretty damn smooth too
They develop on a Radeon 6600XT
And almost push 60fps
At 1440p iirc
not needing an rtx gpu is a plus lmao
Java can do this
You are unfamiliar with the world of Minecraft Java Shader settings.
Or rather, the underworld.
Or you know, you're talking about something else and I'm getting confused and I'm talking nonsense.
Ngl looks like chocapic
Anyone have a map for shader/vibrant visual review?
I've never seen a Java shader this beautiful. It's probably the only Java shader that can match BetterRTX Bedrock...
By the way, thanks for the explanation. I'm sure Java really has Path Tracing shaders, Because the difference is very visible from regular shaders. But I'm not sure Java has real Ray Tracing Shaders because their Ray Tracing Shaders look ordinary, the lighting looks normal, nothing special from my observation, but yeah I don't know maybe I'm just stupid or what, but Java's Ray Tracing shaders look 'fake'. that's my opinion, if you don't accept it, that's okay. everyone accepts criticism.
Yea Cubeir might be cooking when he make Vanilla Vibrant Visual
Can you share me a video about Java shader with refraction in the water? I don't really know since i only play Java once. I searched all Ray Tracing Java shader and i didn't found it have any Refraction
I like this pack
In regards to yesterdays question, are there other biomes that need manual configuration for sun angle?
Strawberry Deferred V4.0 Rewrite Vanilla Realistic 256x now can run on Iphone XR
With blocks
depend on your preference
I still cant seem to pinpoint the swamp sun angle issue. Yet, when i load into editor mode, the swamps dont always reset the sun angle to 90 degrees. I am at a loss here

i figured this cant be the only biome doing this, but it totally is
yeah it is
the sun angle always being the same with global config
right, yet, swamp doesnt seem to follow that rule
and that is with just basic global config?
nope
i've made config for the swamp
But without that config, what happens?
that's still normal
Ill show you all what im talkin abt lol
at this point im goinng to have to gut what i did i think and start from scratch to compare results with myself
like, wtf
just create a new map
i just wanna pull my hair out really

wait
i can help you
that problem happens in Mesa biome too
-made a new map in editor
-changed mode to test world, located swamp biome, and teleported
-behavior did the same thing, sun would move positions when entering and exiting swamp and mangrove
-changed back to editor mode
-TPed myself back to those swamp coords and suddenly its behaving like wtf
does it really? I haven't tested that one yet
??? What do u mean? haha
also this happens in regular Mc as well , when im not in editor version
like in my family realm, I see the swamp thing happen. Never noticed it until I fired up editor and started moving into a swamp. So I went back to regular Minecraft to check and sure enough it happened there too
yeah that's what i have just said
try with another map
I have
also check your config again
like 4 or 5 at this point, 3 brand new
nothing in config points to swamps, all global defaults
check your cilent_biome
see that's the part I dont understand, I know u mentioned it before the other day but no idea what that is 😅 im near noob level with vv

but everything always taking time
just try first
I dont think im using any sort of client_biome in my pack, not now anyway. Since im not modifying fog at this moment I didn't feel the need to get anything for client_biome
u need to have them
in biomes folder
in microsoft sample
even if i dont edit them from their default configs?
yes
huh, ok then, ill give that a shot in a few hours
its like 2 am here haha
doesn't matter if u have them or not, u still need them
i also don't have them before and i got really much issues
when I checked the swamp file for this it had no mention of offset angles for sun and moon, but had info for water colors and fog and such. Didn't think it mattered
but at this point ill try anything 😅
take a screenshot
it's not related
edit in lighting config
cilent_biome just for add components and more features for the biomes
ill get the screenshot and ping you tomorrow if youre ok with that 😅 just settled for bed
oh wow
in cilent_biome
top pic is lighting file, bottom is the biome file?
that's the structure
OHHH
yep
"lighting identifier"
Christ, thats gotta be it right there in the biome file.
This is definitely far from intuitive eh lol
ill try it in a couple hours and give you the good word if it works!
u can also learn from others
i'm also learning from a lot of creators
and they have brought me this far
their pack also really really good
I was taking apart a few vv packs I found online to get me this far, and you certainly have been helpful with this particular problem of mine haha. Sorry, didnt mean to make this all directed at you , you've just been the only one to respond and knows what im talking abt😅
i see
so thank u lol
now try to solve the swamp issue :))
lol I shall 🫡

Cute
I want Depth Of Field on VV so bad 😭😭😭
Well Tbf you have to mod it in for RTX


Who knows if it will be possible or not...
Even if it was possible, i am not sure about its impact on performance.
What is "tbf" mean?
To be fair
Maybe it will impact on performance
Oh, ok thx
Tbh i think the performance might fall by 10%
I agree
Plus
You said that you wanted some other things in VV earlier
If we think of that was well
The impact on performance could vary from moderate to high.
I think VV is good as it is now
We don't need any big changes anytime soon.
Depends on how it's implemented. But regardless something like dof would be a toggle and really only useful for screenshots anyway and if your goal is screenshots you already don't care about performance
If you use low samples for the dof blur, it's basically free
But it also depends on how you're doing it. A physically based dof would give better results but may be slower than an approximation (but physically based dof looks so good)
That lowkey sounds good
But i think I'd use the low samples for the blur
All physically based bloom does is use actual camera functions like f/stops, aperture etc
So it works more like a camera
That's why I'm doing it, but I took a break for a while because I needed a rest from constantly having block recognition issues, camera bugs, or the JS simply not working.
Wait, just wait
Btw i want too 😭🙏
It depends on the phone and how you do it btw
I show up here once every 3 years ☠️🙏
Ts project js killed my desire to code btw
@limpid sequoia YOU MAD LAD
Your tip worked! Thank you SO damn much
Sun is no longer doing the wierd position swaps. It was indeed the lighting config inside the biome file
Upon further inspection I saw that most other biome configs all used default, but swamp had its own lighting plus its own sun positions. Wierd.
stephenle19 is NOT madlad0
No no, it was meant as a title, like mad genius, or madman 😄
Stephen helped me figure out some VV issues
rats racing
... why is default color grading not applied by default in VV? Do I really have to specify it for every biome?
What do you mean
I have a RP with color_grading/color_grading.json only and nothing else, and it doesn't work. Only the tonemapper changes but everything else doesn't
For some reason, yes.
-# || :3 ||

Autocorrect be like

The colors here look really nice
awww thank you 
My phone launch in 2024, Samsung A16 5G 💀🙏
Wait and ask Mojang is a bit impossible
The 1st, and the 2nd pucture look like VV, but the 3rd was very good Ray Tracing, meanwhile the 4th picture looke like the combination of VV&RTX
The clouds are a little too dark tbh
cuz im using low skylight intensity at that time
And I don't think clouds being dark at sunset is bad
a bug from the lighting that should enter the cloud (penetration) but can't
Mossy bricks

Name map?
can samsung galaxy s10+ exynos version enable vv?
No
The Exynos version doesn't support Vibrant Visuals because it lacks certain architectural features compared to other Exynos CPUs.
Also, in the Exynos series, the GPUs that support VV is Mali-G68/G77 or higher. But your Exynos has a G76-MP12. It doesn't support VV.
Game name pls 🙏
Then what about my CPU?
Mali-G57 MC2
MCBE with LerianX Visuals (almost finished)
What is Minecraft? 🙏
What is Discord, and where i can download it?

Can you teach me how to speak in English?
Saya tidak tau cara berbicara menggunakan bahasa Inggris
🗿 hề
Just speak Eng
Yea

Malay or Indon.
Indonesia
Mayority of Malay people can speak English fluently
Spruce door (modern theme)
Look like Japanese Theme
good
i made japanese door (doraemon fan art style)
Yeee that's very good
This is still not very good, I'll tidy it up later
"This is still not very good"
I tell myself to do it ☠️🙏
yeah maybe i will do a normalmap reconstruction for that texture 🙃
Your phone will handle it btw, it has a stronger CPU and uses Frustum Culling and Batch processing.
I didn't think it was that good either, it lacks prominence, but btw it's still good.
It depends on your methods...
Guys is this okay to have a phobia of Minecraft RTX clouds?
normal way
Nah
Nah
vines
z
That one sits right below the official support threshold for Vibrant Visuals. In most cases, the option would be greyed out.
Thank god i can enable VV
Yo the notification
The main reason I don't use vibrant visuals is because im just not able to run it on my mobile. On pc, however, I have rtx, so I kinda don't need to use vv.
@limpid sequoia good job. I really appreciate this pack.
Whats your phone model (sorry for ping)
thank you
fact: i made this pack in 2 days
Whats the pack?
At the same time we don't have pom 💔
Never apologize for ping to me 😭
I love getting them
My current mobile is infinix something something

you can add pom with custom shader
I was talking about official support
complementary
hehe
Stephen want to ask how to become rtx lovers 🗿
REALLY?!
😆
i'm married with Vibrant Visuals and have 4 kids already

WHAT
I HAVE 2
HOW
I think this is how Vibrant Visuals should've looked like
i think so too!
🗿
ɴᴏ ʟɪᴇ
At this point you might be able to develop something for VV as a counterpart to BetterRTX.
yeah'
i'm also working on BetterRTX
Comparing to better rtx? You must be joking.
I mean
Like making a "BetterVV"
I know that there is already a Better Vibrant Visuals Pack, but by this i mean a complete overhaul of the feature.
That's what catgamer was trying to do lol 😭
Ngl that was funny enough
I don't think so
as i thought. Bringing a complete overhaul to the system would be challenging, and even if we got to do that, the other challenge is that how we install it in our Smartphones.
(It might not be like downloading a resource pack or an addon)
I guess Mojang is working now....
New folder for shaders gt added 👁️
so what's inside












