#Graphics Showcases
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Tried 5 times
damn
that's really really weird
aint no way device differences have smth do with this
Without ambient fog more darker in terrain
with the value 0.1
yeah ngl i like it better
i know, but the question is why it doesn't work for me
This is the first time I have seen this bug
lmao the sun have two personas
This does break nether fog so fair warning
how i can fix this bloom effect not working on my mobile
Can't, bloom is broken on Android
Sadly
Dose bloom work on xbox
Yes
bloom just doesnt work on android
how i can give red point to red light block?(new block mod)
That would be a #1182091012177399809 😉
Plagued PBR RTX, builds and screenshots by ItsDrCat and InfinityMC
Strawberry deferred
Klee :O
PrizmaDeferred
Man I wish I could have render distance like that
😭
I mean I probably could but it’s laggy
Poggy's Luminous Dreams - Vanilla Deferred (I think)
Those are some very clean light rays
yo this looks like some reactive nuclear toxin fire
looks very good I like it picaso
also add lava point light I dare you
lmao
make it a subpack called Unplayable
💀
Like I'm talking like 0.7 fog thickness or something like that
I will construct the unplayable settings when I have time lemme cook
bro gonna burn down the pc
i love point lights
can’t wait until everything in the game lives & breathes point lights
for the sake of my image
i will not make this bulb joke
Noooooooo 
Slay

pulls out a lightbulb 😏
1.20.80.20/1.20.80.21
hmmm nice
Look like ray tracing first time release
i can see it
other than lack of reflections i honestly think this looks a bit better than the 1.0 release of RTX
Hopefully Deferred will add the SSR feature in the near future
yeah same
this honestly looks so cool
(full grayscale here)
Bro I wish we could all make a server and play deferred together
😢
I tried to with my preview realm but no one really played it
real. i mean ok i like playing it but since i started making a pack i havent wanted to
Look like complementary deferred:v
Why the realistic pack ? 🫥
only upon the endgame or even completion of deferred will any of us really play again
Minecraft noire
yeah. im not even gonna lie, i really like the way this looks
its ACES with saturation at 0.2
I hope we can do this without better rd
Like with color grading
Currently pc can do this client side and I mean I guess you could on mobile if you have a text editor but yeah. Pack integration will be nice. I'd like to build my noir preset into the pack in some way it would be cool
Reminds me of BSBE Deferred
Not true cause I play servers all the time
with or without deferred
Without deferred obviously
Sadly
Not many servers in Minecraft preview
Most of them are private
And preview realms are just dead
Most of the time
So I play deferred alone
😭
some more shots with my cinematic deferred settings
Wow. Very nice.
point light fps drop fixed on 1.20.30.22
But on Android mail gpu not fix and have fps drop a lot
@silk creek When fix black lines and this bug for mail gpu Mojang?
How did you make it look spooky?
I’m guessing you used some sort of photo editor
i modified the tonemap file
Oh
Is it public
here are those screenshots without my settings on them (only changed this is an ACES tonemap)
Poggy's Luminous Dreams x Better on Bedrock's End
Plagued PBR Deferred V1.3
after quite a bit of tinkering got the sky transitions as smooth as possible (minus the flash from sunrise to day. i think thats because of sun brightness)
now the process is just getting the colors right without making weird transitions
this part could use a a little bit more blending via "start"
Yeah it definitely will need tweaks but I at least no longer have it flashing
PrizmaDeferred
Sweet
hmm?
The joke is that the two screenshots were taken in the same place but zoomed in
ooooooh
wrong video
im wondering if nighttime could use some improvements
although not really sure what id do with it
Plz don’t bully me for classic textures
Ooo may I have access to that version when finished?
yeah this is just some sky adjustments
Sword model from the same game my skin is from for fun lol
Is there anyway to make performance slightly better on console without messing with the quality of everything
which console
On xbox series x
Xbox series consoles are forced to run Minecraft preview at 4k
Would it run better in 1080
Dose it run slow if you try to run it at 4k on pc?
Yes
4K is INCREDIBLY resource heavy
Getting around 60fps on console at 4K is crazy
Series x could easily run it at 4k if properly optimized
yeah so atm just have to wait
First pictures of HEGA Deferred
Coming soon
nice
ofc you say nice, there’s no pbr and its “nostalgic”
oh i see it now
this is why you’re my favorite deferred pbr pack creator frfr :catlove:
ima start the barebones pbr for deferred waiting room
i don’t agree
i don’t like pbr
not really
oh really what else then hm, default textures? 
any texture pack
we all knew this 
❌
it makes texture packs pbr compatible or something for rtx
made by madlad himself
nobody complained when he turned on classic textures in rtx
i guess
ohh wait
i think it’s a program to turn texture packs into rtx packs
or pbr packs
so it probably does work with deferred
literally
uhh this one. meant to reply to this one

Well, personal preference :p
normals are W id make them for my pack if i knew how... my current attempt at a hand drawn normal is, not amazing
Nah, i'm on normalmaps team
But pbr is not only heightmaps, it is emissivity, specular maps, (soon) subsurface scattering
Skill issue /jk

the iron here is hand drawn, the rest i used the photoshop 3d tools for. idk if the iron block is even good or what
Valid
i have different taste
that’s all
i didn’t grow up with these new textures yall like so much
I didn't either
I like pbr, but not heightmaps
I grew up on Xbox 360 edition lmao
classic textures ftw
I think this should move to #1182091012177399809 for graphic talk or #off-topic for random talk. This is a showcase after all :p
Sounds good
Same
What’s the name of this pack
Well it's mostly based on your personal opinion
What you think looks the best
We can offer recommendations
Like Poggys Deferred pack, Lynx Deferred, Prizma Deferred, Plagued Deferred
I'm sure I'm missing some, but those are the popular ones around
But for actual 'Shaders' (Requires BetterRenderDragon for Windows or the Patched APK for Android) are ones like YSS Special Edition, BSBE Deferred, and some others ones I forgot
Does one of them works on xbox
As long as you have an account you can join yea
Not possible
Oh danm okay
It's kinda possible but it looks awful. It involves making an animated texture but it doesn't look good nor does it achieve the same goal
But either way no packs have done that as it's not worth it for very bad results
How you fix black texture for blocks have reflection?
use red values less then 150 ig?
That wasn't a deferred screenshot. But atm it's not really doable for metal objects unless you wanna remove their metallic texture (red channel)
You will have to revert that change when reflections will get added (probably in the upcoming couple of weeks)
btw veka
how are they gonna implement mirrors looking at the shader code
Not all in-development features can be found in android shader code, and you can't always tell how they're going to work. IBL and SSR are the 2 reflections techniques that will be used, however SSR is not currently present in android shaders, but it apparently is in windows. IBL is a technique that uses cubemaps with varying roughness to simulate both sharp and rough reflections, and in deferred it appears to be somewhat dynamic, it seems that it can capture and reflect actual sky, with stars and sun/moon (SKY_PROBE_PASS), but it's unclear if it can or will in the future reflect blocks or anything else
Interesting
Ye
How Yss se android have reflection without reflection code?
It's a custom shader, they wrote their own reflection code
moving clouds and waving leaves in deferred via addon
the clouds look bad i know but it’s something
new water
That looks really nice. At least it's not bright blue anymore. That colour is much better with deferred
issue before was i wasnt using metalness lmao
Huh. I thought it looked kinda "metallic". but then concluded I had bad judgement
yeah the old water had a metallic value of zero but a roughness of 80 so it looked like plastic
it now has a metalness of 200 with a roughness of 40
The problem is the lod on bedrock
Without nothing it is ok but with deferred/ rtx : it ruins lots of screenshots
New snow texture along with reworked lighting for taiga's
Oh and I redid my ice for RTX to make it more realistic
why has everyone been getting those weird black lines
scanline vibes
Seems to be a shadow bug. Been around for a bit
):
I've found nothing that fixes it
It's annoying because it makes shots like showing off textures pretty annoying
yeah i think deferred is gonna look way better once they remove it
100%
It's called shadow acne.
Less a bug and more a consequence of using shadow mapping
What can help fix it is shadow bias, but too much of that can lead to peter panning. Where the shadow can look detached from objects
Let's talk in #1182091012177399809
peter pan movie in minecraft
Wow
The shine on that is perfect. It look absolutely amazing.
reduce metalness
Or patiently wait for reflections
it will still look fine, i reduced metalness slightly
This aged well 🤣
now let’s patiently wait for cubemap support
so i can start on my first upcoming pbr pack
👀
yes
Low vs medium vs high vs ultra reflection quality?
i dont have a direct comparison but ill tell you its noticeably better from low to ultra
and theres like no performance loss
Good to know! Perhaps we can crank up the setting for ultra a bit.
😂
Ultra looks almost perfect with little artifacts on mirror blocks. Interesting to see how it could be better
I'll break it with the configs lol
Well, we aren't updating the reflection buffer every frame. We have various conditions in which it will regenerate, because it is expensive to capture.
So when I say we can "crank up the settings", I don't just mean the quality settings of a given instance of reflections, but also the frequency in which we update it. It could be more responsive to sky movement for instance.
Indeed!
Also, keep in mind, screen-space reflections are coming and we have to leave room in the larger "Reflections" quality slider for that feature. 😉
Ah right right. As of now ultra won't hurt but it might later down the road
Excited for that though. Aside from a few tweaks sky reflection is very nice
The only thing I do not like and others also is that the trees leaves have a blue color when I have the reflections on
Yes agreed non metallic surfaces definitely reflect too much sky. If it was made more subtle similar to RTX it would be excellent. I am aware of engine differences but just a suggestion
I also noticed that the global mer does not appear to work either
And another thing is that it looks a bit too glossy
Yes, we're listening to all of this valid, thoughtful feedback from everyone. We'll improve it over time. Thank you for playing with it and for your patience in the meantime. 🙏
No problem. Definitely want this to be the best that it can be. Always happy to offer feedback
Is there gonna be player and better water reflections?
For context on the global mer thing, I have max roughness defined in my global json and this block here is fully reflective when it shouldn't be
Yep 😉
What about very clear water like seen in the realistic shader packs
Are your global values in the range of 0-255 or 0-1?
Uhh I think it's 0-1
We are actively working on a more appropriate lighting model for water. I think it will look more inline with your expectations.
I've been meaning to switch it to 0-255
And what about better clouds instead of the default ones
Hmm, darn. I was asking because I wouldn't be surprised if 0-255 usage was broken, but 0-1 wasn't. But now I'm even more confused. 🙂 Would you be so kind as to file a bug on our public bug board, please?
I can't spoil everything 😀
Yeah I'm a little busy rn but I can do it when I'm free. Where could I do that
I know but is there a possibility because that's what I mainly interested in is better clouds
No rush. Whenever it is convenient for you. Thank you!
I believe the best guidance is to follow the Bedrock section here: https://www.minecraft.net/en-us/bugs
Tagging @pure lagoon in case she knows a more appropriate bug reporting link.
I'm guessing performance is gonna be the second to last thing yall work on
yes
that’s what he said
i do believe
also @silk creek i don’t know if you saw
but u managed to get custom clouds in deferred
It will definitely be one of our primary focuses leading up to release, but we are always keeping an eye on and improving performance in our pipeline; we just don't always note it in the changelogs.
thank you i will report this as soon as i can
I saw! Very cool! Also saw you're planning to make your own PBR pack once we get cubemaps working. Can't wait to see that. 👍
hey when you do that, im willing to help you learn pbr and how to make stuff look fairly good too
and a custom cubemap to make the sky look more default looking
like sildurs enhanced default
i am very excited for this to be fully released cause my friends will be able to play it too
Us too ❤️

now that the update is out on pc im gonna be seeing what settings make the best looking water
I have the water pretty good now but I wanna perfect it
Not saying don't do that, but I'd caution how much time you sink into it. Our water will be updated soon and will wipe out any changes you make using MER on water in the meantime.
will water look similar to rtx water?
I'd recommend spending the time to perfect your water once we've released the new parameters for it.
It will have many of the same characteristics, yes.
oh ok
oh ok
Soon!
In the meantime, if you are curious, I'd recommend looking up the following things on Wikipedia/Google in relation to water: lacunarity, fractal Brownian motion, phytoplankton, CDOM, and sediment. They just might come in useful in the future. 😉
welp time to hit the wikis 😂
im happy with where i have it anyway
This is fine for now lol
I agree, your water looks amazing 🤩
one more thing before i go to bed will water be wavy?
like in most java shaders
and old bedrock shaders
or just flat
like rtx
it’s fine if it doesn’t but i’m curious if it will
Ty! Can't wait to perfect the new water
when it comes out
than i have one more complaint, reflections are weird in places where there is vanilla mc AO
and as I have said many times, non-metallic blocks should not have so much sky reflections
I hope this will be "fixed" because I really don't want to have to make everything completely rough
Imagine
Deferred water>>>bedrock ray tracing water
Gorgeous
@wintry lodge why were you using metallic properties for your water?
it worsk just fine with low roughness
I remember hearing somewhere metalness is used on water
But I'll also try it without
yup. that'll link to mojira
left with metalness, right withought
also made some modifications within the reflection config that both speeds up reflection reaction, increases sample count, and increases quality over distance. performance loss, roughly 15-30 fps loss within high reflective areas
scratch the perf loss thing it was maybe like 10
what have you changed?
Which one is responsible for what?
i found decrasing the deltas made things better where increasing them did less (or im just really dumb)
far plane scaling makes them better from farther
the deltas seemed to deal with the update refreshes
fastest time for the frames_delta is 23 before it breaks and stops rendering
im gonna test them all and update on the maximums
ok gametime and distance delta can go to 0 without issue. the reflections are basically real time fully updating without lag at this point
this is the highest it can go before something breaks
seeing the clouds reflecting off of blocks like quartz is really REALLY nice
bruh
Messing around with sky reflections while I figure out my textures
What is wrong? it's good
Could it be that your sky is too bright? It's hard to "guess" realistic parameters for scattering coefficients, that would give an accurate sky brightness, relative to the sunlight. Lowering coefficients might help with reflections
Based on your description, this is how I imagine water in deferred to look like
Is that 0 roughness?
yes
working on underwater vol. fog
Oo this is nice
It looks like it’s a wavy water
That's the best water I've seen in deferred so far
Wow
What is this
I got it from the internet free solar panel pbr texture and inverted the color.png
256x texture
YOU WERE RIGHT!!!
I'm just doing my job 
but reducing the brightness of my sky is not ideal either
This would look good for really early day like for a little after sunrise but not for all of day
You could maybe make the fog less bright in this case
no fog
it just looks much worse
Tried lowering mie scatttering by the same amount?
Try with 0 roughness
To remove directional light and only have reflection
i have used zero. i prefer just a small amount of roughness so light can reflect
it looks better with pointlights
althought its current value is too low to actually do anything to them
Try to make the sun brighter than, cuz you can see sun sprite reflection and it looks much dimmer than highlights, which doesn't make sense
could that be due to the normal?
I think it's because sun reflection is not as bright as its directional light
Setting roughness to 0 or somehow boosting sun sprite or lowering directional light in brightness should help
current sun illuminacne
Does ur sun texture have full alpha and bright color in general?
How did you turn it down?
If so, you could instead try reducing sun color in the config
i made my sky darker, so it doesn't show up as much in reflections
I wouldn't use it normally but I wanted to show how much better it would look if the sky reflections contributed less
ill just run with 0 for now. my concerns will mostly be gone once ssr is added
yeaaaaaaaa 0 lkooks better
Not sure about that, they could still keep directional specular even with ssr
true
made some minor ice changes for the new sky reflections
this is goated
Metallic glass is an interesting choice, but looks like it kinda works
I now gotta manually edit all my texture sets to fix the current reflective problem. Not sure if they plan to fix or change it to only apply to block that has it defined in the texture set and not global mer
Remove global mer. Problem solved 
It's possible that reflections are fine, but your atmosphere is way too bright
HEGA Shader
Yea could be that too, but everything is reflective, even blocks with no metal stuff
That's how it works in real life as well
Everything becomes more reflective as you look perpendicular to the surface
grass and dirt.?
Yes
It might have very little reflections and they're very rough, but they still reflect light
And every material becomes a perfect mirror as your viewing angle approaches 0 degrees (perpendicular to the surface)
If u have a wooden table, you can try looking at it very close to the surface and you'll see that it becomes very reflective
How add metallic glass on Minecraft?
Increase metalness channel in PBR MER
yes
yes but you gotta change the base texture opacity
vanilla textures are too transparent/ deferred hasn't introduced a fix for low opacity textures
don't mind the glass pane visual bug
figured out how to increase it. i just increased mie strength but also changed the glare shape so it didnt become a weird round ball
redone sky colors
Gotta redo mine too haha
i like doing sky colors. when you get them right it just feels good (im probably gonna fully change these again in like a week lmao)
Your sunset orange is one I tried but failed many times
ah yeah took me a little to get it right
send file
all I ask is a little credit lol
but modify it how you like
N O 
Just kidding.
You're cool so I credit :>
lol thanks
blackstone (will show off deferred later) i hand crafted the texture for normal polished and polished bricks, I have no idea how i'd change the chiseled ones at this time
This looks better than the RTX version and I think this is due to the ambient fog
nah, it's SSS, AO, better sky and more that contribute
What is AO
Ambient occlusion
deferred has vanilla AO
MCRTX has RTAO which is incomparably better, but it is so blurred that it is not visible
vanilla rtx really is ugly 💀
Whats PBR stand for
Physically Based Rendering
perfect brunch recipe
Ignore the comment above
Ignore the comment above
My mistake meant to put this in graphics general
Hold up
WHAT
ohh right, point lights work on light blocks, so dynamic lighting add-ons can be used with deferred
Oh it's a light block?
I think it would be
There's no valid way to position where the light is coming from a block
much less than I expected
I expected it to be a disaster, but it is responsive, works quite well, is choppy but playable
You're making me want to try this myself
hey, I came up with an interesting idea
if you ever add dynamic lights for deferred, could you add screenspace shadows?
if point lights for custom blocks worked rn we could have different colored light for different item in an addon
so it would become real
screen space shadows for handheld lights would work exceptionally well, I think
So... attach point light to light block. Then... functional? Or are there other things needed
This is interesting for sure
Yes, but you gonna need a script or some command blocks to know when you are holding a light item then setblock/fill an area of light block and remove when you move
You can also tweak which level of light block you wanna place based on your item
If it's a jack-o'-lantern level 14 if it's a redstone torch 5
Interesting
Yes, that would fill in the gaps at the base of objects (otherwise known as Peter Panning), which is especially noticeable in first person when the shadow source is the origin. Not promising anything, but I've added this to my notes. 👍 I've wanted a legitimate reason to implement screen-space/close-contact shadows for a while now.
It's surprisingly easy to dismiss Peter Panning artifacts in first person when the shadow source isn't coming from the center of your perspective. So it's hard to justify implementing such an expensive feature for little benefit.
But your example, on the other hand... 🤔
This scene is a perfect example of why it's called Peter Panning 😉
Lol I get it now

This reference is extra heart-warming and relevant, because most of the computer graphics revolutions in the past 2-3 decades have come from Disney. Thank you, Mr. Burley.
Oh yes. Modern PBR in video games, in any engine, can be traced back to papers published by Brent Burley and the folks at Disney/Pixar.
now that i think about it, the original toy story used ray tracing
Film tends to be a few years ahead of games, because games must be real time, but film can take ages to render a single frame. So research and cutting edge tech comes from the film industry and is eventually adapted/approximated for use in games at 60FPS.
Yes. My heroes. ❤️
Could screenspace shadows also fill places where the shadowmap no longer reaches? (I mean the limited distance of the shadowmap)
Yes, I believe it could. 🤔
as someone whos going to school for video game development, granted i probably wouldnt be in the graphics coding as i much more enjoy the artistry, kinda knowing the origins and what these different graphical effects do is pretty cool to me
This would be an extremely cool use of that, I've seen shaders do this and it was better than simply raising the render distance of a shadowmap
Indeed! It's super interesting regardless of your profession! Thankfully, they publish a lot of their work for free. If you search Disney/Pixar and SIGGRAPH/GDC, you'll get some very educational results. 😉
Its a rabbit hole though. Nothing is answered in a single talk/paper. It's the summation of multiple talks/papers where things start to click. Soak it all in. 🙂
definitely. computer graphics has always intrigued me since i was young. very cool to roughly understand it
my new blackstone textures ported to deferred. they look pretty good. First image in the overworld has reflections off
for a direct rtx port without any changes they arent bad but definitely need some more fine adjustments to look more like how i want them to
Tracking down talks and papers from SIGGRAPH on the web is no fun :(
Darkening water texture should have a similar effect. Having metalness on water is not realistic, water and all non-metals reflects all light equally, while metals don't, so you get tinted reflections
can confirm but my vanilla water now looks like someone just pooped in it 😭
We'll probably get new water in one of the next previews, so there isn't much sense in working on it now imo
so i ended on this 1 on roughness value with 20 red
I want to cry
:/ I hope you don't mind this at least
I will say, it has even better effects
is it roughness 1?
Is it really too blurry?
Or this
I wanna see the clouds better that's why
You can see them clearly
(screenshots are taken by quirkyplague from an old version of my txt, now the clouds should be even better visible)
Then your pbr is shitty
instead of claiming that it is impossible to achieve it without metallic properties, maybe try to expand yout knowledge and discover how pbr works
💀 blud chill
i didn't say it was impossible
I was just about to say my normal is shitty that's why i can't see shit
this is with no normal and no metal
Also your sky is probably too bright
Bright sky
Darker sky
You can see the clouds much better in the reflections
:o
Hm so darkening sky does seem genuinely helpful. It just sucks that if their intensity gets reduced having to fix the sky afterwards might suck
Not hard just time consuming (unless you have a backup)
i tried to reduce ray leigh strength and thought it world work
illuminance worked
How did you make metallic?
Would be better in #1182091012177399809
Nice
@wintry lodge Thanks for the sky <3 I changed a few thingies :3
Np
smol sun :>
THE FRYING TABLE
You must craft additional furnaces-
You must craft additional furnaces-
Those are pretty
almost all of the furnaces done
fully custom furnace texture that im pretty happy with
modified tonemapping
Is this what we will be able to do with color grading
i assume so yes. along with things like saturation contrast all that
Amazing
THESE ARE NOT ACTUALLY EMITTING LIGHT ITS A LIGHT BLOCK
they are glowing via emissive tho
@silk creek Sorry for the ping, but we've noticed that particles now support PBR, but that wasn't mentioned in the changelogs. Was this accidentally released early or what?
Excellent
Prizma Deferred
I guess my sky was infact good.
Let's gooo
I had prepared for this already so players gonna be pleasantly surprised or gonna jump scared
Prizma looking good
Also did they fix the black hole bug?
Cause I don’t see it anymore
No they didn't
It still happens
I've never had it happen to me but someone ik just had it happen to them
Not quite yet, but we're close. It is a very interesting bug. The "black" pixels are actually NaNs and they occur when lighting values exceed the max floating point value that our buffer supports (around 65k). So you are more likely to encounter it with very high intensity sun values. Some devices/drivers max out at the max float value when you exceed it, resulting in white, but some return NaN, thus resulting in the "black hole". The workaround for now is to use lower intensity sun values, but the proper solution we're working on is pre-exposing the light sources.
OHHHHHHH THATS WHY IT BROKE
my sun used to be below that
After putting it above that people started having issues
Indeed. And the sun sprite is an additive blend, which means even an intensity of ~33k lux with an appropriately scaled Rayleigh strength could exceed 65k.
Once pre-exposure is finished, you will be able to use Earth-accurate sun values upwards of 100k lux at noon.
Hmm. It could be that only certain channels are exceeding the range and thus getting NaNs. Like, you seem to have a valid green and blue channel in the affected area of that image, but no red. Just a guess.
Edit: I'm wrong, you have yellow, so clearly there is red. I'm not sure about this one.
I would think pre-exposure will fix that as well, yes.
That looks like NaNs
😀
Hm I see. Interesting
Is this issue device specific or can it happen anywhere
I've mainly seen it around android devices but I've heard of some iOS getting hit. Idk if I've seen it in windows. I personally haven't encountered it
Looking back at this message (#1182095383015456829 message), it depends on the device
Discord is the easiest way to communicate over voice, video, and text. Chat, hang out, and stay close with your friends and communities.
I've seen similar behavior, yes.
Oh I didn't see the "some drivers and devices max out"
My phone and pc haven't seen the issue so ig I'm lucky lol
I'm gonna say this and run into the issue
I don't know why, but deferred always looks weird on your screenshots
It is strangely unsaturated and lacks contrast
shadows looks weird too
maybe device issues?
there's no shadow of the player
also it is 1.20.80.23 and they just changed the tone mapping again
Looks like it might have another pack on top
you might be right
eddy is working on his own pack i think
Vanilla deferred rendering looks significantly less pleasing~~(ugly)~~ without volumetric fog
Also looks like shadows are also set to lowest quality
No
For some reason when I’m in the middle of playing deferred the brightness goes down
Idk why tho
Or it might be reflections
I think it looks fine tho
Yeah it looks fine. It's just that deferred looks weird without fog
Sdgp sunset
look at these cute zombies!!!
you have dynamic lighting
is that a mod?
Nope
Texture pack
I actually did this for a YouTuber which is the funniest part
huh? how does a texture have lighting from holding a torch
forced perspective and animations
there is a massive light behind the camera when a player in first person holds a torch
but when in third person it becomes so small it doesn’t emit any light and is also moved inside the player’s head
also works for entities
so far at least
hmm interesting
Yeah
It’s honestly not too bad to make either
It’s fairly simple to replicate and doesn’t require any serious work
The only issue is that the “big light” appears in reflections, and I’m not sure what to do about that rn
id think you can do anything unless you go do smth like custom shader or smth
or just go to deferred as deferred doesn't have reflections
yeah
Honestly, I’m kinda on the fence about releasing it as a “small” update for GI3D.
It feels too “flawed” to be a release, but it’s also really really useful in gameplay
what lmao
Soooo this would look beyond cursed in multiplayer lmao
prismarine
no
works in mutlpilayer
really well
besides the fact that your light is brighter than theirs'
Will this be an update in your pack?
Deferred Rendering - SmokeyStack's Super Duper Graphics Pack
really like the 5&6th
the copper heightmap is triggering my brain 😭
Strawberry deferred with modified game file
the last one looks so good
PrizmaDeferred 1.2.8
Notes:
-Running on an Xbox Series X
-4K
-Fps hovering between 20-30
-All Deferred settings are set to Ultra, except for Volumetric Fog, which is turned off due to preference
-All of these screenshots are taken from the Hermitcraft world
-Chunks set to 24
-Bloom set to 40%
there’s always something wrong with your screenshots smh
Calm
He waited months for this
How much do you think if you set on high
I wish rtx is available on xbox
THERE ISNT EVEN ANY OTHER PACKS ENABLED
thats the neat part
naw it looks different still
no fog
Maybe it’s the brightness
This one doesn’t have fog
also there's no shadow from the player in the second pic
their’s looks right, yours looks wrong
but…
Cause I changed nothing
we wait for preview day together
At all

It’s just that any deferred pic I take
There is always something wrong with it
From what you all say
But I don’t see anything wrong with it
Indeed there is
It looks weird
Ugly
It's broken on iOS
Please, leave @cedar stream alone and let him enjoy Deferred please. It's not his fault IOS(or his IOS) makes deferred look that way for him. He waited who knows how long to experience it.
Agreed
Exactly
Probably not that much higher
They need to optimize the games
At least on next-gen consoles
I turned it off due to preference and it also runs slightly better
But I am still experimenting with it
I do like how the end looks with fog on tho
Also, some more screenshots I took
You would achieve 60 fps on 1080p like I did on Xbox series s
Maybe, but it sets it to 4K
I would have to lower my resolution for my whole console for that
I kinda don't wanna do that
As of right now there is no way to play at 1080p it renders at 4k no matter what
Well regardless, the deferred rendering devs said that they wanna get all the features in before they start optimizing it
So we still have some time left to wait for that
Im sure stable 60 fps at 4k is possible on series consoles
Oh, it should be. Realistically, it could be at 120 fps or close to it. If I am not mistaken, Poggy has gotten 100+ fps with like a GTX 1070 and I'm pretty sure the series x is more powerful than that
Obviously there could be other factors, but I know it should be able to do way better than what it is doing
no 💀
4k 120 fps with differed wont happen
actually if they optimize it aggressively yes
Worse than my graphics card
So no at the current state it would not handle 4k 120fps
They said they will focus on optimisations later
You think that it will be like that at the release
?
4k 120fps is how ps5 performs in normal RD, with anti aliasing, simulation distance, render distance, etc maxed out
I think itll be in-between
Maybe not 120 with Deferred on, but maybe something higher than 60
getting 4k 120fps on deferred may not be very feasible, but there isnt an optimized ps5 version of minecraft, nor is deferred optimized
But it's too early to tell as what they said above, they will work on optimization later
although on low settings, i think so
once deferred is fully optimized
I’m scared to post deferred pics now
😭
Post them.
Please continue to post pictures! Seeing everyone's creations and experiences is the best part of my day 🙂 I ❤️ them all

Post them. The devs loves to see your screenshots!
I will soon
I wish I had stuff to share
School has me so busy rn I've barely been able to even play games 😅
i cannot remember if ive posted these but i have done some underwater lighting changes based on biome
mesas have also been redone
the old mesa was the exact same as old desert but orange
when you combine rtx packs with deferred:

water organism
Lynx Deferred - No tweaks
oh wtf that looks good
How you add sea lanterns shadow on deferred?
Is it rtx?
That's RTX
HEGA'S Deferred New pictures Edit Saturation Like RTX
got this
not a shader, its already explained to you in #1182091012177399809

Yeah that's just editing the configs, not an actual shader
one day they will understand it
I hope

It’s just editing numbers
Yes. We aren't making a shader by changing that. What we are doing is changing the values of the internal shader engine. All we are doing is giving it numbers and it's reading those numbers and changing how it looks to the numbers we give it. If we were making a new shader we'd be rewriting the code entirely. It's like saying changing the settings in a Java shader is making a new shader
We are just customizing it not changing it
I will still call deferred shaders
🤷

Bruh
Mostly Deferred or Better RTX but none of them are really shaders
We dont have the ability to create shaders thanks to the lovely closed source
BetterRTX is a shader
It's a shader that modifies RTX, just like there are shaders that modify deferred pipeline (e.g. YSS SE)

New RTX mesa. Not sure how I feel about this one any suggestions would be appreciated
im working on some changes
im not sure what i want for it tbh
noon looks a bit rough but i think this is overall better
i take back my statement about noon i like it
Nah it looks good, don't listen to those who call deferred as shaders🗿
yeah in that case though i do agree with the old one not being good

plz

