#Graphics General
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I will have to do the same thing but with 384x384 textures ๐ญ

the hell is going on
Ultra RTX sadar doing
rtex sadar
With ultra realism texturas

gimp
For ertiex
๐

Ive decided to go to the gym instaead of doing my ultra rtex sadars today ๐ฟ
Oh no block item PBR is rendering 
Entities with glowing effects look cool
Now add point lights.
I might at some point but its not a priority for me
end stone
Planks

that's life
Maybe we had the similar ways of creating heightmaps lol 

we're not
my method is really weird
Im listening :3
because i used to draw heightmap in every white and black block details
not just draw, i've changed the curves
Hmmmm
and i'm using GIMP, Blockbench is useless for me in this time
A lot of heightmaps in my pack are drawn at all 

i'm working on my Height again
for some specific blocks
I usually just use original texture, remove the colour, and invert it if i need to.
i used to desaturate the textures
Unfortuantelly, it cannot be used for every Minectaft texture
it could
As they have some kind of shading, or colour
I mean some textures have shading effect, enchanting table top has the entire shadow on its texture, and sometimes you need to incert the textire, thats whats im talking about
well, i did desaturate it before
i can do it but u can't so why
i have no knowledge about that too
Ive just explained :((
I did the same thing.
Also, what did you do for the enchanting table top
i have just do it
Bro did you just heightmapped a shadow? ๐ญ
nope
This circle in the center of the texture is shadow 
that's how GIMP works
i used GIMP to desaturate that texture
and i haven't done anything about the shadows
Just use Pixlr.
i'm not interested in that
What type planks?
that's pale planks of course
Ok
we said rtx lovers ๐ฟ
with desaturated method?
luminance of course
if i know anything i'll share (some)
-# vietnamese always saying: "The more you give, the more you receive"
New normalmap sandstone side!
test with ray tracing
i thought it was height before but never mind, this texture is really good
What slabs are those mixed with the copper slabs in image one?
i'm not sure then because those blocks came from BoB addon:)
Ah gotcha. I'm glad I'm not being stupid and forgetting an entire vanilla blockset.
Okay, I will admit RTX is cool when it comes to simulating light

I will admit VV is cool to when it comes to low end devices
Is today opposite day?
Also why the heck this video is just 1 frame
18 seconds of 1 frame for me
OH LOL
I have to paay 1$ to play this video
And I still cant do that because microsoft is a peace of trash canceling money from people who are from russiaa
Nvm I could just pirate this one
i feel scared
that's awesome
this end stone is really perfectโค๏ธ
Re-encode it to H.264 with DaVinci Resolve or Shutter Encoder.
RTX end flash animation WIP

/summon
~~~

What can i help you today


:doggy_smoke:
Is there a mod that edits the brightness and contrast?
edit brightness and contrast for?
Shaders
I think that
just use file editor
Kinda fixed end flashes in Minecraft RTX
And it all started like that
yeah
because i used glowing mer for that
The hell is that format? I couldn't even get it to load in VLC Media Player, and that thing loads everything.
Why shouldn't it be glowing?
It seems fine to me.
Bro im not asking you
My honest reaction:

lava really needs glow ๐ฟ

If lava doesn't glow it'd just look like hot sauce
This texture could have heightmaps, it would look really nice ngl.
Hell the f no, It couldn't
Btw I remade it to create the grass for Bare Bones without any idea of what the texture was like, etc., and use's Heightmaps (curiously, it turned out extremely similar).
I made my own trailer park-style grass, like Bare Bones, added height maps, and it turned out well btw
You just need to know where to put it.
My grass top texture has heightmap, made in trailer style
It practically doesn't appear.
Becuase there is no sun light in that location
Its logical
Tell that to the owner of Complementary btw โ ๏ธ๐
Ts isn't texture?
Again, I can even see the heightmap.
Now it's explained, btw the lines are the Heightmap.
It fits the trailer style almost perfectly
Btw during that time I worked on the PBR of my Java Shader (more optimized, yay! Now I'll have to solve the problem of the ground not appearing in DH-) so I haven't been around here lately for that reason.
Btw this isn't a Java Minecraft server, so ignore it if y'all wanna
@rancid seal TS IS PBR- (i'm js joking)
It's just a black screen.
no it isnt
Where is a joke? I see texture + normal map applied, pbr.
I don't mean to criticize your PBR, so i tagged you in this as js a joke, but i didn't mean that seriously.
My English is committing crimes-
I mean, it couldn't even look as the attempt to harm, for example. Like, comparing two different styles would be kinda funny actually.
I somehow see it
Btw i believed that Patrix only use heightmap-
I had an RTX resource pack with the similar style in the past. Now I don't have it
||Normal maps shouldn't provide depth, should they?||
They can, especially if you use POM
I use normal map + Hight metalness and roughness values both to simulate the depth.
For high resolution resource packs
Btw Basically, I removed the trick to optimize shadows by rotating the shadow like a sunflower from Mellow in PBR and kept it everywhere else, redoing the way shadows are produced in the entire PBR systemโbasically, redoing it entirely.
Wow, i believed that the normal map only gave a "taste" of the material's texture.
Uhh that's kinda what they do. I might have misunderstood you. Normal maps simulate that the object is detailed, but it's still the flat surface.
Ohhhh, so that's how they can generate depth? Basically providing texture details for PBR? (In case it has POM)
(This is just a way of speaking/explaining what i think; don't assume I think PBR is AI now.)
Well, if you use normal map without POM, it controls how light behaves when touching the surface. However, you will see that the surface is flat. POM makes it way better by making some details disappear based on your view angle. It is hard to explain via text tbh
The depth isn't real, it is simulated on the completely flat surface
This literally changed my perspective on the PBR โ ๏ธ
Literally my whole perspective.
Whaat was your previous perspective?
Like, I knew he was good for details, but I believed it was only for flat details and texture. If the texture itself was already there, it wouldn't change much; it would only help in certain situations, like with stones or grass.
But now I've discovered that it controls how the light reflects on the block, how it reflects, and where to show or remove depth in the block.
This is like 30x better than just applying the texture directly to the block normally.
Truth. The problem is normal maps are kinda useless when there is no light, if you have auto-expose, fore example.
Yeah. Your color texture should have some semblance of innate shading, as like some form of AO, otherwise it will look incredibly flat.
Fun fact - sunset in minecraft live 2022 trailer is nearly the same as Minecraft RTX sunset.
Yes, but you can trick it so that it looks like there is depth (even though there isn't), for example this pepper texture
I don't see the depth on this texture?
Idk
I mean fake depth
most clearly perhaps this is for falke depth (still normalmap)
I see it btw

CA
Pretty
Strawberry Deferred HDR P3
good then 
Thank you and we are perfecting the old Strawberry concept on HDR P2
Yellow
yeah
These are fire, I love it
Nice
thank you very much
i have really much motivate to rewrite my configs 
Nah dont change again later
Yes
Cat RTX and Cat Visuals are finally getting updated soon!
ItsDrCat has been recently making significant changes to Cat RTX and Cat Visuals, such as a lamp rework for Cat RTX, bug fixes related to animations for Cat RTX, and switching from ACES to Hable for Cat Visuals.
ItsDrCat is genuinely cooking with these changes.
Rtx packs made by rtx haters suck, vv packs made by vv haters suck too
Just chill bro ๐ฟ
The work is only goid when the creator loves what they are doing.
Thats my point

Iron block
Ok
raw gold normal
Raw gold

.
I am sorry, but this one doesn't look good. My opinion
I'd say both my packs are great :p. I focus primarily on PBR effects and I just love how RTX handles PBR over VV
Path traced specular >
But I love the other customizations that VV has because I'm also a lighting geek
But if I had the option, I'd just make a custom shader
I've been thinking about it for RTX
But that's a giant hurdle I have to cross
Rtx packs made by rtx haters? Is there pack like that
I really wonder if there are some of those
My face reveal (maybe)
RTX could be better
Unfortunaatelly, this future release is still not out, after entire 6 years :<
And this becomes even worse since mojang have ruined block item PBR loading in RTX
I love how Editor Mode can easily switch tonemappers...expose this feature in Resource Pack pack settings please!
that's our texture style, I don't really care about other people's assessments
Are these all hand map or generated?
Other people's assessments or other people's assessments? Interesting
Ok ig
Why do mobile gamers like grassy floors as mirrors in the Minecraft Patched shaders so much? ๐ญ๐
Good evening gys
Hell ya hable
The bad thing is that the floor gets too dark.
normalmap is a set of mathematical codes, so it is irrelevant if everything uses handmade methods (unless there are certain conditions)
When i started using rtx, i loved reflective floor too
A bit relevant in figuring out how much effort ๐ Handmade takes more time than generated.
Seing a nig amount of reflections that you have never seen in minecraft is alsways exiting, and you usually prefer to use the more
yes sometimes
but not always
Ok ๐
16x can be tried using the handmade method but you have to understand the vector direction ๐
Reflective floor kinda similates floor being wet. Like a heave rain was happening... I saw some people in tiktok using java shaders with reflective surfaces and it really looks like the rain ambience. It is just insane to see stuff you don't usually see. Also, if you imagine all blocks like flat surfaces, having them wet in the case we usually see kinda seems logical... I know its not
Some parts use handmade generation, but there is also automatic generation
I Hate ts since when have I known abt that
I enjoyed using RTX when i was staring it incorrectly. Everything wws so reflective and so cool. It was first times me using ryx resource packs, so everything was looking kinda normal. I havent seen reflections in ky entire life in minecraft before, so ive been enjoying so much
Like, bro, I like reflections, but you don't need to yell in my face that your shader has reflections ๐ญ๐
my english is not very good sorry
Mine too
The grass turns into a mirror, if you're going to use it, use it when it rains in the game ๐ญ๐
Ik telling about my experience of seing relfctibe floors ๐ญ
Yeah, you are kinda right. It still looks magical and cool tho.
Or maybe this is for watercraft enjoyers... Or for those who like making their game look like plastic
Real life is free, bro. ๐๐ฅ
Btw I understand your point; those with weak devices really can barely see reflections in games.
Ive never seend reflectikns in my entire life before. In mc, i mean ๐ฅ
By the way, I think I'll add that as an option for the game - (I'm kidding, I'm already at a point where 4 more subpacks and my shader will be 1 GB).
Shader? Do you create shaders? You had one for java iirc, didn't you?
(I don't know how to use options in the manifest, nor how to maintain the PBR and textures without including them as subpacks, or without having to remove subpacks for example.)
They won't help, don't worry
I create Bedrock shaders and I "ported" mine from Bedrock to Java using Mellow.
NOOOOOOOO๐ญ๐ญ๐ญ๐๐๐
I know, because this vanilla realistic
You use minectaft patched, right?
No?
How do you load shaders to the game? Just changing material bins?
Even if I wanted to, there's no app for me to make shaders for Patched Minecraft on my phone.
Oh, that? I don't use Minecraft Patched, I only watch videos with Minecraft Patched shaders.
I have it installed, but I never get around to using it.
You told me you had shader with subpacks so how do you load the shader to the game? ๐ฅ
Actually, I mostly play Java itself via the Launcher because I love volumetric clouds and Java's PBR
Bro, Vibrant Visuals exists๐๐ฅ
Oh, you're literally talking about shaders?
โ ๏ธ
because not everyone likes our style, but that's okay
Holy peak
You told you have a shader, not a vv resource pack...
Remove the stars and it'll be perfect.
This one looks cool for me, great job
Technically it will be, once my laziness allows me to do the DOF via JS.
So do you have a vv pack or the shader? Im confused
VV Pack bro
VV PACKS IS SHADERS
||js joking||
Uhh may i ask what do you do for simulating dof?
I mean how do you blur stuff
-# ||So you just put a line through the #? I learned again yay||
I'm replacing the blocks instead of blurring them.
And also a bit of mipmap trickery.
then how our team used a different method in making normalmap but was blamed without asking the concept ๐ฟ
Huh wtf
Raycasting, custom block, "Batch", Frustum Culling, eye and player position and Frustum Culling area are the secrets of the code in summary.
And manipulation of the texture resolution of the blocks and the mipmap, as I said.
The problem is that the bugs just don't stop โ ๏ธ๐
And it's only working in preview mode for some reason, maybe it's the amount of resources I'm using on js or smth like that.
I feel i could have done a lot of interesring things like that for ray tracing, i mean via add-ons. Of course, i will kto do that, as there is a chabce that if i start the project, everthing will be ruined in seconds! Or it is easier to combine all stuff to ome project and to present it like it is beand new rtx project something something... Lol.
Maybe scripting api stuff.
Btw using the same logic you can do many things like volumetric clouds with particle duplication, etc., etc.
For people who don't really understand normalmap, this is definitely considered wrong, but it's actually still correct. ๐
It is not going to work for raytracing, since particles are not ray traced, so this is no case for me. I prefer doing bug fix styled addons
I think it's correct, but it looks like paper.
For now
It's for optimization.
The volumetric cloud itself is a duplication of particles.
Because dont have pom
For some people it would be strange to see default minecraft textures with some high resolution normal maps i think ๐
Clouds are volumetric by default in vv and rtx
Try converting the heightmaps of the creeper drawings, etc., into normalmaps as well. That will probably remove the paper texture and make the normal map bigger; each crack is too tiny.
Yes, but it doesn't matter because every creator is unique and cannot be compared.
VV's are a carpet
The best way of making clouds is by doing it via noise.
The most comforable way for me is:
- Crearing empty cloud.
- Crraring a seed for the cloud.
- Getting noise value using x and z coordinates, and y for cloud levels.
- Doing smth eith the value to create good cloud.
I didn't do it before, but this is going to be the first thing i will try to do in rtx in the closest future. I also think this will cause huge stability issues and it will be laggy as well.
Well yea, everyone has their own taste, and of course it is completely normal problem when some people dont like some projects, for example.
-# ||I feel strange for not explaining, so I'll explain anyway. Basically, it's to measure when the player is looking at the sky, whether minimally or not.||
-# ||This is used to measure when to create volumetric clouds per particle or not; if this doesn't exist, not every cell phone will be able to handle it since there are many particles in batch loading and reloading per tick.|| ||And I think it's obvious here, bcs there are at least 10 clouds scattered across the entire sky with at least 5 duplicate particles changing color due to weather, etc., etc.||
Altough the only thing when the creators can be compared is like when you get scammed or not getting scammed when using project
Is it possible to do this in Bedrock's JS? โ ๏ธ๐
I feel like it IS. Calculating noise should be fine, rednering cloud xan be done via small cubes, for exampe. You just need to be clever enough to control clihds position and making stuff being calculated correctly
Tjere is one problem about this
If you do those kind of clouds, they will statt disapeparing very fast in close distances because bedrock is a limited as hell
So more calculations will he required. And i think im hell not doing this 
Frustum culling is key, just by placing it around the player's field of vision, I believe, or also using a high noise resolution.
Entities don't redner when you are not looking st them so pretty much good
It is not rewuired for me, as entities automatically disappear when they are out of players view
And its good they are
Yes, it's normal if you just don't like it personally and don't blame it absolutely (because there are people who do that)
I get blamed evey day cuz mcpedl had rsting system
Rating*
Or even better to say ratting
As people like auromatically set random marks to ur pack, even if you dont try them
Btw it will be possible to get clouds farlands if you do that๐ฟ
Ik it sounds strange but kinda yeah
If you use the technique of doing clouds ive suggested
in my opinion its only super viable to do handmade at low res. its not worth it at higher res. normals are complicated and its super hard to handle how they work with hand drawing at high res
handmade 16x goes crazy when done right
generated 16x is kinda mid
unless you REALLY know what youre doing
That true
I usually geberate normal kap from height map in aadobe photopshop when workong eith hihh res textures
2048x with handmade normalmap :v
I hate typing with screen keyboard, sorry for that amount of mistakes
sounds awful lol
the reason generating at high res is fine is because theres more than enough pixel data to easily generate accurate normals
The entire 2048x resource pack wtih handmade everything maybe
It oeuld be intereeting to use one
Would*
Ts isn't the normal?
Too silent here right now... I am gonna go to sleep
It's for optimization, the player isn't even seeing that anymore โ ๏ธ๐
It is good, as it is betge for the performance
And how does this affect volumetric noise clouds?
Or did I misinterpret it?
The only bad thing is that you see those entities disappearing in relfections
For a simple theme, for example like this, it's still suitable, but 2048x is excessive for a texture like this.
If we are doing them in the way i have suggested (with using entities for visualization, kidna the only thing for default rtx with the add-on), this is just betger for the perormance but will make you loose some shadows and other details sometimes.
Do i see pom?
Yes real pom
Just create a basic shadow persistence effect; all clouds generated around the player will be up to a maximum of 12 chunks, or more if needed. If the player goes completely outside this area, no shadow will be generated from it.
Yes, I know rendering takes a long time for a JavaScript file, but you can just do a simple manual batch job on a tick basis and render it. Since it's on a tick basis, you won't be sending all the data directly to the CPU.
It will take longer to render, but it will work.
This is not something i will be able to control. Theu all disappear when not looking at them
And if it doesn't work, render a shadow only for the part that is in that region.
Sometimes i think you don't know what ray tracing is
Frustum Culling allows this; just leave a margin behind the player, and it will create a natural fade-in/fade-out effect.
The problem is cutting things up; that's the only problem I won't know how to solve.
You cannot simply render shadow in the way you want
You need to have the entire object to do shadows
Shadows can be particles, if they are from clouds.
Not the case for rtx this time
Or are you going to keep the Minecraft Bedrock carpet clouds linked along with the volumetric clouds? It's going to bug everything.
By the way, ItsDrCat recently switched from ACES to Hable.
Were you talking about RTX? I'm talking about the cloud as a Resource Pack โ ๏ธ๐
Who?
You can simply use one pixel completely transparent texture to remove them what
And how does this relate to me?
RTX could have compatibility with Resource Packs, by the way.
Of course i do. My life is in rtx
Even my brains are ray traced
The creator of Cat RTX and Cat Visuals.
So you're not living in real life, since real life uses path tracing.
What you ahve described is still kot the case for rtx. You cant force ntohing to drop shadow
Real life uses real life tho
And how does this relate to me?
Technically path tracing, since it involves multiple rays of sunlight manually tracing a path without predicting 100% accuracy.
But naturally
Powered by physics
Powered by all technologies of PBR
We don't have rendering in real life lol
Technically I'm talking about texture lol
And yes, we have to consider that it's the eye-
PBR - physically based rednering
Rendering
It's meant to indicate that it's a rendering of the physics in the texture of the blocks.
I should spend less time on Ray Tracing and learn more about other technologies btw
Im jot sure if there is a piint in learning ray tracint at all...
Like, rays are being traced. All
A folded rug, for example, is physics in the texture of the block.
Technically yes, but it's not Ray Tracing, it's Path Tracing.
Ray tracing is path tracing, but optimized, predicting what's behind a tree, for example, in theory.
How light spreads, etc., etc.
Also, if we can still speak about clouds, id like to go back to the messgae i think you haven't noticed, but i hope you did
If you do realistic cliuds using noise, there is a chabce you will be able to get clouds farlands.
What are cloud farlands?
Cloud will nsuddenly stretch and repeat its pattern
Almost like you had in minecraft beta with regular farlands i think
Almost, jot exactly, of course
Technically, the noise will appear and disappear, so it will be virtually impossible to repair when you repeat it.
hooray pawslight unban me ๐ฟ
Or you can use just one tile.
Of course noise issues are going to be different, always being dependent on the way you use it and geberate realistic looking clouds

That's why it would be more practical, although it would be heavier, to do it via particles.
But if someone ever wants to do it via noise
I'm going out by the way, it's at 9% and my phone is already getting burn-in from being on the same screen for so long.
I'll wait until you finish typing, btw, I want to see the message.
Or the Bible, too, since I wouldn't doubt it given the delay.
For exampel, i use derault way of generating noise.
Getting very big number, uhhh... xyz*sin(seed)
And i don't remember how but getting a value from -1 to 1. For y you set valies for clouds layers. The noise isnt hard to be calculated imo. This kind of noise generation isnt very good, bit it is just simple and easy. You can use it to generate multiple values for the cloud. Of course, you should still keep your eye on overflowing. Numbers shouldn't be big or clouds farlands will happen
You mean just particle with the cloud texture?
Ya
Create a particle with a cloud texture and duplicate one on top of the other.
The problem is at the top of the cloud; that's the problem I still don't know how to solve.
They all are going to look similar, and even if you add multiple textures, pkayers will notice texture ate getting repeated again and again. Anyojer problem.
I am going to sleep right now, as i am really tried and managed to burn my left hand while cooking porridge, ill be back very very soon i hope.
Molang driven VV configs ๐
(it will never happen)
Unfortunately true
I would be more willing tbh if pack settings were supported even if we have to define it as key/value like sounds.json for variants.
Best VV Pack for me:
1.Chroma Visual (it only early acces but it look promising and have an potentional, i never try it yet. And i want it so bad)
2. Luminous Dream (this VV pack tonemapping was really good for me, and the sky look very realistic)
3.Vibrant Legacy Simple (It was very good, since it have so many option to us set what do we want, Simple but calming)
4.Vanilla Vibrant Visual (By Cubeir, creator of Vanilla RTX. It was like vamilla by mojang but enhanced so it was very very good but still keep the vanilla enssentional)
5.Prizma Visual (it was good, realistic but not for me. I don't like the Pinky atmospheric but it was a subjective thing.)
Isnt chroma on the Marketplace? I dont think that counts as early access.
Yes it is, but it was released yesterday, it wasn't a early access? I didn't know that
Just wait new strawberry ๐
Idk
Looks weird, but looks cool at the same time
Alright
Mine too ๐ฅ๐ฅต (just kidding)
(btw one day i'll make mine in the top 5)
๐ง
Yes
why blocks are so weird?
Because I want them to be weird
blockshapes
water
Its kinda cool but its extremely broken
leaves are probably the most normal looking thing with that enabled
everything else just has too harsh edges
I use it for powder snow too
what is this from
Strawberry
Apple
Milk
Orange
Cherry
Palm
Cat tracing
HELL YEAH
That's not :doggy_smurk: ...



I have doggysmurk_alt btw

Here it is: 

Mango
Mangosteen
Melon
Grapes
Sugar cane
this is better
when i got bad result in my exam my mom will give me this:
Watermelon ?
no ๐ฟ
sad
Ok



use
to summon me
Why my doggy smurk alt not working


Yes ๐ญ๐
Finally yes
Consistent godrays
Before btw (some places still are โ ๏ธ๐)
if it's in this dense forest it's pretty good
Chill vibe
Strong gi
โบ๏ธโบ๏ธโบ๏ธ
Common forest's and ambients
it's okay if you like it that
Still look good without fog
Yooo cool
nah bug from code, thank for information
I really wonder how you manage to do that like wtf
Fogs are easy arent they




sunset?
yes, at 12000
I prefer it without fog, adjust it to look better with fog ๐ก
Js joking
Just kidding :v
For some reason, it's difficult for me.
What is the point of atmospherics not being called atmospherics_configuration and only atmospherics in the JSON Mojang?! ๐ก
It simply doesn't make sense, it's literally an atmospheric setting, what's the point of that????๐ก
Vv has a lot of configs... :3
Rtx like doesnt
But its not bad
Why do i need atmospheric settings if i can do the same stuff with fog
Wdu (What do U) think?
Atmospheric, a t m o s p h e r i c
โ ๏ธ๐
Im in crowded bus trying not to fall
Lowkey ts could already be watermarked.
It's similar to Brazil, but it's hell worse here-
I bet no lol
What's wrong with the bus of u gys? (Why are we comparing this like it's a trophy, btw? โ ๏ธ๐
Idk
-# "Onibus" i said โ ๏ธ๐
Btw respond now ๐ก
-# It's not because my curiosity is about to explode โ ๏ธ๐
-# What the hell did you send in Russian?
Im trying to survive like uhh
By the way, in Brazil every day there are buses clogged with screws, all smashed up, with the rare ones having air conditioning dripping, and so on.
That's normal, or if you're lucky, because sometimes you get buses that are more than 10 years old, and even with the wheels visible through the seat area btw
Look nice
i hope so
Hi guys does anyone knows what is padding in terrain_texture.json
{
"num_mip_levels" : 2,
"padding" : 8,
"texture_name": "atlas.terrain"
}```
Thank you a lot
The shadow looks very good
Sir, where can i get this VV pack?
somewhere
Hi
hi there
i hope vv clouds support transparency someday๐
I hope mojang can fix how the light penetrates the clouds (clouds adjust to lighting)
Hi
wym?
It has been explained before but it has been covered up

correct
No clouds perfect
Its good for rtx too ig

of course


doggy general
Still can't use doggy smurk alt cuz discord is bugcord
:doggysmurk_alt:
White and black sheep cool
yeah! BoB is really cool
I remember fixing bob bugs by myself back then 
The most annoying one was crafting menu not working for custom crafting tables, or broken entity configs

sad
Block game good
Bro is 4 hours above me ๐ญ

tomorrow is Sunday and i have to to to Church
To-to-to :3
Well, i dont remmber when i was last time in it :<
oh nah
๐ฟ
-# i'm Christian and i often go to Church every Sunday
Oh, ok
Look at how low res is this fog ranned in (quarter res?)
33% of resolution
Of 2400x1080
Make sense
No it isnt
33% of resolution is highkey good for me
VV is good, just need a lot of optimization
At least 50 man..
Btw on java it's worse
I don't want to spoil the art of the vibrant visuals in the resource packs by removing particles bro....
It's like running 792x594 pixel
Bruh, you dont need ultra settings, even high is decent
50% of resolution + 0.33 on RenderScale + 4:3 stretched on Rescale
I need god rays and reflections.
Oh my god, thats why
I NEED IT
It looks so pixellated
I don't even know how it's working, it's at less than 10% resolution ๐ญ๐
It would be worse without rescale
Extremely worse
You wouldn't want to see it.
Yeah, that means you got only like what? 396 x 297 pixels only to work with
Ya
Thats INSANELY low
It's the fault of the Zalith Launcher creators, WHAT'S THE POINT OF A HELIO G81 RUNNING BLISS AT 200+ CHUNKS WITH DISTANT HORIZONS SMOOTHLY ๐ญ๐
Thats why VL fogs looks so pixellated, VL fogs run at half-resolution at ultra settings, it means that 198 x 148.5 resolution only for VL fogs
Ya
But i like it
??? No mobile phone can run bliss and distant horizon with actual playable framerates
R u sure?
Btw i'm the living proof of that
So no
Incredibly
Probably isn't fake
Btw the extra chunks isn't generated
The maximium
Is 256
On cellphones
@hardy island So don't freak out.
It's ok
This is fake yk? I mean, bliss is pretty heavy and VRAM is a limiting factor to mobile phones, not to mention the distance is pretty crazy too. This is just windows recorded with a FPS limiter, and then just use shader and tune up the FPS limiter to infinite
I wont since its fake
I mean, if you can distant horizon sure, but with shaders? Im not really sure with that
If u think
Firstly, as I said, due to this limit, the maximum number of chunks generated is 256, so the extra simply doesn't exist; it's like a deception.
Bliss is quite demanding, but if you knew the overall emulation landscape, you'd know that even Red Dead Redemption can run on ultra settings, meaning it's truly demanding to the point of being considered fake or impossible is SEUS PTGI HRR
Ultra no, play with the graphics on high, but you get the idea.
Btw js runs DH in the alpha versions for some reason
Probably library
Or smth like that
Like, you can open and run the SEUS PTGI HRR shader, but your phone's RAM will die quickly, and I think in terms of FPS it's almost impossible to stay playable in 256 chunks in DH + SEUS PTGI HRR shaders. Even if only for a moment.
SEUS PTGI HRR IS THE NAME OF A SHADER GBOARD๐ญ๐
Btw, it's probably fake, but some are real. It's js a example.
It has already been proven that most of the videos are fake, although some of them are incredibly real.
No refraction on minecraft live :(

It has existed since 2020 btw.
vibrant visuals doesn't exist since 2020
are you blind?
besides why would i talk about MCRTX when i don't use it and don't like it
make it make sense
Then why are you a BetterRTX dev?
have you seen me working on betterrtx after 2025?
my preset is dead for a long time
Your video is very niche and targeted directly at the Helio G99, and it's also very broad when it says "How to fix lag" when you're talking specifically about Minecraft, as well as the fact that "How to fix lag" doesn't appear until several seconds later, as well as bad text animations, so your video is basically doomed to fail.
Bcs it's a Helio G99?
"How to fix lag" is a joke btw
Ik but that's not my vรญdeo
And
Js for be a Helio G99
Make that's videos famous as shit
11 FPS with that kind of low resolution is just not worth it
(Maximum resolution with RenderScale at 0.5 and Rescale ratio 4:3 btw)
There is no way that is half-resolution of your screen resolution
2400X1080
Technically, this is the resolution of the chunks, not the screen.
??? That is not the resolution of the chunks.. that is your screen resolution, the end resolution of using 0.5 scale and 4:3 ratio from 2400x1080 is just 720x540, which is very low and is not playable at all
It's high key playable
You guys are used to playing on a top-of-the-line gaming PC.
Ts is still great resolution, back in the day I used to play games on my J5, this was lagging like crazy, and without even complaining i used to play and have fun.
Back in the day, they used CRT which gives you free anti aliasing, making it look way better than that resolution
I'm just saying, forcing Bliss to run on a Helio G99, distant horizon at 256 chunks is just too forced and shouldnt be playable anyway
I myself have an integrated GPU that is WORSER than mobile phone GPUs, and I still think its just too overkill
Hell nahhh
Wdym hell nah?
Search up UHD 620 and compare them with mobile GPUs with emulators and compare it with the same game
You'd need an old Pentium for that.
I see videos of people running shaders on java 3x better on the same GPU.
Heavy shaders
Very heavy shaders
???
Like Eclipse
Youre just making things up at this point
No, this iGPU is a decade old (im pretty sure you know how OLD it is) and its server for the low ends, and you must also know that a basic Snapdragon 8 Gen 1 would just demolishes this thing
I mean, if youre running them at 200x100 px yeah, "playable" 



dead chat
ice normal!
Ice cream
๐ฟ
๐ฟ


My PC left me 
i can't live without it so... i won't go to college tomorrow although i have an english class to bring it to warranty center to repair it

My is still alive, eventhough it kinda shouldn't
Do u need to buy some ram??? 
i don't need man:)
just BIOS issue
Ohh yep turning off pc while bios update is so fun
(I know you didn't)
no man, my PC died after installed Linux with an USB
my pc got bootloop before
Why did you install linux? Or at least was trying to
i tried install Linux 4 times already
my previous pc is dead so i got a new one
with same model
they said: Just RAM issue boy ๐ฟ
Lol
what kind of distro are you trying to install? it shouldnt have any issues at all.
"boy"? You are older than me but like no one calls me in this way, what
๐ฟ

i've tried to install Pop_OS!
i installed Ubuntu before and it is really good
it just took me a few hours to install the drivers
you could give cachyOS a try as it should install the required drivers your PC has, plus you can choose desktop in a setup menu.
it's a gaming/desktop originated Arch-based OS yeah, should work fairly well and alot better. but if that doesn't work or if you want more stable linux OS, go for debian.
though i wouldn't use linux for bedrock stuff though tbh
i got it, thank you very much
Night
That is indeed night
Hey can I ask you something?
I mean it only shows night
Just messing around a bit ๐
So I wanted to talk about the end.
Yes
Yes
I liked how they handled the end. best one out of all marketplace packs imo. what are your thoughts on VV packs' approach to the end dimension?
What did they do?
I think it's good
They had like custom particles and stuff in there afaik
Client player entity and client side animations which I think handled those. I could be wrong
The sky is starry and has a purple gradient. the lighting is purple but not too saturated. and when there's a light, aurora-like particles appear
I will say it's pretty neat
imo the particles are icing on the cake. I tried with actions and stuff which disabled particles, and even then it was still good
Every other pack I've seen with the end we're really basic, or had values that were a tad too extreme
I haven't went to work on the end in LD yet, but I plan to get to it later this week
If I have any criticism for chroma visuals' end, I think the sky has a little too many stars.
I mean it does also come down to most packs are made by one person with very limited knowledge of all of bedrocks systems whereas chroma was likely made by a team with different skillsets
(Talking about particles and sky here)
It was indeed made by a team
I'll give it to them. The particle stuff was deffs not easy to pull off
I understand the situation the other packs are in. doesn't really change the fact that chroma's end has the most going on, even without particles
For sure, I'm not trying to downplay it
I'm just saying it's advanced cuz they have resources others don't
(Not a bad thing)
I knew it could be done through resource packs because of client animations, but I guess not many people know about the fact you can use the client player file without it breaking persona and all
Yeah, it's too bad we can't have some sort of global particle system separate from the player
Yeah :<
When I saw that you could change precipation in biomes, my first thought is that they should datadrive it
It sucks that the only options are the nether particles
Oh I guess while it's on my mind, not sure if it's actions and stuff exclusive or player animations related but the first person shadow gets majorly messed up with A&S active
Oh I saw your message about it. I am not sure why that happens but if I had to guess, it could be the animations or render controllers? I don't think it's the model.
I've never seen it before so I couldn't say what it is
Im so glad they moved it to client intsead of server pre C&C
Too bad its still hardcoded yeah.
It's not the most noticeable with pixelated shadows but with soft shadows it's really bad
I don't think prizma has this issue so it may not be animations related
But I haven't tried it so idk
it might be render controllers, but I could be wrong
Soft shadows 
Truly sucks pack settings cant be used for VV.
Im not making 10 subpacks for every combo of tonemapper + shadow type
more reason to have molang support
Even if not molang support like how sounds.json does it, a key/value pair.
I would love to be able to ship this out without making 5 subpacks.
Just for comparison sake. Actions and stuff on, actions and stuff off
Looks like I need glasses
It's worse in motion
does actions and stuff have pixelated shadows?
Pixel shadows have their own issues too. Due to not having any sofenting, they look terrible at anything that's not a 0 degree sun.
I did testing and that didn't cause any conflicts
But yes it does
Oh hi Veka
Never said they didn't, but I much prefer pixelated. Plus I can create this atrocity
Maybe it has to do with geometry visible bounds. Perhaps one of the player geos used in a&s has very large bounds, so the game is forced to render the player smaller, to make sure it fully fits in the player shadowmap texture
Smaller texture means shadow filtering blurs it much more
Hm that makes sense
16x shadows look mostly fine but man are the higher texel size shadows so bad ๐ญ
I love how cursed it looks lmao
Like it looks like it should just be hard shadows but I feel like the soft shadows method without the softening applied would look better ๐ญ
But it does make for some cursed stuff
Also on the topic of shadows one thing always bugged me about the shadow configs
From my experience working with cascaded shadows in Unity for example, it would make sense for the first cascade to have the sharpest shadows no?
In the configs, mojang do it in reverse
First cascade has the softest and it gets sharper with distance
That makes no sense to me
Its a perfect opportunity to drop rtx screenshot right now
It just makes close shadows looks like mush
Here's player shadowmap with and without a&s. Highlighted selection box shows the size of a single pixel on the texture. No wonder it looks so blurry
Left is a&s
So there's just a lot less spread out pixels to work with
Honestly that makes sense to me. lower resolutions should have less blur
To make it consistent
Idk. I've always tried to optimize the first cascade for the best sharpness and detail since that's what's directly in your face.
Yeah, player geometry is just smaller on the shadowmap with a&s enabled, so it is represented with less pixels and looks as if the shadowmap has lower resolution
While technically the softer shadow is higher detail PCF filtering just sucks for softness shadows. PCSS imo is quite necessary if that's what they want to do
ultra to the average user looks worse than high because of how pcf widths are handled
Yeah that I never really understood. Higher shadow quality shouldn't mean blurrier shadows. They should remain consistent between each setting
Yea the differences don't even have to be resolution
Like ultra can just have tighter cascade distances for better details, much increased shadow range (the 128 block limit baffles me. Cascaded shadowmaps are good for distance shadows ๐ญ๐ญ๐ญ). And also better bias options
In unity I got away with a big map and 3000 meter shadow range with minimal performance impact with well tuned cascades
I understand limited shadow ranges for mobile but like console/pc can handle it. There's literally games with raytracing on those.
Optimizing VV I understand is a very huge task because of the what like 13 different platforms
A lot of the other platforms feel kneecapped by mobile restrictions
Curious what you're referring to here, i haven't seen any issues
The first person shadow is significantly lower resolution with actions and stuff on compared to other packs while using soft shadows. It is still noticeable with pixel shadows but much less problematic
Just read the rest of the convo, i might experiment a bit to see if it's fixable
although, im not very knowledgable on the graphics side of things, so i doubt i'll find anything
Left has actions and stuff. Here's two videos showing the difference if that helps at all
I am using mobile here but it's not platform specific. Happens on any
it does seem like it has something to do with the custom geos, disabling them has way better soft shadows
Find a creeper
clearly right here
no
looks like a creeper to me ยฏ_(ใ)_/ยฏ
No this guy is about to explode
Found it!
Prove it
I found it too!
โ ๏ธ Spoiler warning โ ๏ธ.
Don't click if you want to find the creeper yoursellf
I should have probably wait until 2 pixel are the only things visible
What is your GPU bro? RTX?
NVIDIA GeForce RTX 3050 of course
and AMD Ryzen 5500
6
Yoo my pc have it too!
because my pc is hybird-graphics
Mine has Ryzen 5500, and RX 570 4gb
oh sorry, mine is AMD Ryzen 5 6600 Series







