#Graphics Showcases
1 messages Β· Page 4 of 1
can the fog like this only appear in the morning?
it should appear across all times of day. night wont look as good unless i increase the moon brightness which i personally dont really wanna do
let me test
noon. i could probably improve this with some sun angle changes
sunset
with a much brighter moon than before
i just dont want night feeling like day
Ok
Because some java shaders have a volumetric fog at morning and which then dissipates with the day
Did you changed tonemap?
It shouldn't look that green and bad
My pack don't use aces
Try version from mcpedl
And don't install strawberry tonemap
I'm using normal Minecraft
Yes
Highlights look pink and green-ish on Android with aces tonemap, because there is a mistake in its implementation
enderman filter
yo
I gues thats is not vanilla Deferred, but its really cool i want this water!
it is
Wow, what json file modifies it?
textureS

Inverted color moment
Wow is that pack released i really wanna try that water
Version with broken fog on mcpedl and version with new fog on my discord server
It's prizma deferred
Tree v2.
Ya'll are getting good at this!
Good at taking screenshots or making deferred packs? π
Both! But I was refering to making the packs π
Can't wait till we get you some water effects to play with.

Deferred looks so beautiful, just water effects and it'll be perfect π
Can't wait after the overworld has received the most amount of care so that the nether can start receiving love
Can't wait!
How did you get the water to be such a nice blue. I've tried things to change it but nothing had worked. It's still the default light blue
πͺ
Fair enough
β€οΈ
is this a hint
please kayla

New month = new feature? π
I hope so
took a stab at improving my water
Looking good, Chef. Is this your nostalgia pack?
LOVE how clear the clouds come through π
Yeah same. My issue before was you couldn't see them at all. With how rough the old normal was and I decided to add some metalness and it all worked out
This normal has like a weird repeating issue as well as a tiling problem but it's far better than before
NOOOOOO
WHY WOULD YOU DO THAT
why metal water πππππ
then you would like this too
it's not metallic water
I compared no metalness to metalness and having some not a lot I used about half brought out way cleaner reflections than having none
With no metalness you literally couldn't see the clouds on my water at all
Perhaps it was maybe the old normal but idk
I'm gonna add metal too
No this is prizma with a texture pack applied but I can show some gameplay of my pack soon
being immodest, I made a nice night sky πΏ
Some stuff..
Sun Rays
Radiation
Here is my pack
are ya planning to have no vol fog?
No I just havenβt messed with it
I see

Jungle fog looks to be a little thick imo
Good fog
That is some really thick fog!
yeah. rain moment. i tried to decrease how thick it is while raining but adding a weather option under volumetrics broke it real bad
Water
Is that weird box gone in reflections?
Screenshots of the marketplace map, Bloom.
i need to try this map
Prizma Deferred
Great use of height based fog
Prizma deferred +more camera perspectives +better player animation +better adventures addon
It Makes the best deferred experience possible
In my opinion
It's better than RTX
In terms of how the fog looks, yes. In terms of how it looks under the trees, no not at all
Why under the trees not good?
There is like no shadowing
Left is RTX right is deferred
RTX looks like an actual dark forest, like roofed forests should be
Deferred is just far to bright
It could be my color grading but I think it's just an issue with how the suns light fills the area
Now it's probably never going to be able to match as again, raytracing is very different from raster
You just gave me an idea for a deep case study of RTX vs Deferred, once we have the full feature set implemented and tuned. β€οΈ
My suspicion is that GI is the primary reason for the difference in this image comparison, but that's just my starting hypothesis.
I thought of it being something with ambient occlusion. As well leaves just not absorbing as much sunlight as they should leading to less overall shadowing
But I can't wait to see where you guys take this
I've just noticed that roofed forests are oddly brighter than they probably should be
Do you have a screenshot that you can share, please? π
These are all taken in a roofed forest. It looks like there's almost no shadowing involved
Night time though looks excellent. It appears to be a day issue
Hmm. As the screenshots progress (left to right), the shadows do seem to stand out more...
Is color grading the culprit perhaps? As in, is the average luminance in the first image causing the shadows to be removed relative to the rest of the lighting?
(apologies if I don't respond in a timely manner; it's getting late for me π)
It's pretty late for me too so it's ok
Uh it very well could be color grading
I just remember these being really bright even before color grading was out
I'll run some tests tomorrow when I can actually mess around with things
Thank you! You're doing us a big favor investigating further!
Of course no problem
I'll test a couple of packs as well to see if it's consistent
Ok yeah I tested a little with what I have on my phone
It doesn't seem to be color grading related
But more so the brightness of the sun
I tested 4 packs. Mine, prizma, lynx, and poggys. My pack and prizma have roughly the same sun luminance. Around 10-15k I believe. Lynx and poggys have a much darker sun. Idk the specifications. The issue is at least from my own testing reducing sun brightness doesn't look that good.
How did I deduct it as the sun? The exposure change. Brighter suns have much stronger exposure changes than darker suns
Bright suns seem to kill shadows very hard which... well I guess makes sense but that also makes it impossible to use realistic values effectively
Which now I guess to piggy back off of that also causes issues for anything indoors using glass
But that's probably a whole other rendering issue
And being near glass is treated as being outside
But I'm currently unsure on how sun brightness affects this
Anyways always happy to help.
My pack use 10k but i reduced it to 500
You can try it in 1.2.12 discord test version
I updated the sun illuminance in 1.5.0
it was so dark cuz it was 5 π
but the fog looks so bright now cuz of exposure
Prizma deferred 1.21 pbr :D
Lava SSS with no Emissive
it looks kinda wrong cuz of the visibility of the point light spot
Prizma deferred
Just gave that one a try. Yeah shadows are far darker in this version compared to the one I tested last night
I've been using low values since deferred launched...
Yea, but using a darker sun helps a lot with auto exposure so it doesn't brighten up some parts of the image too much.. I'll send a pic in #1182091012177399809 in a bit to show what I mean.
oh for sure. I dont doubt that
Huh interesting. Lava with sss lowkey looks better than having emissives, BUT that requires using lava point lights which are bad
ngl this look good tho
Lava point light isn't really bad it just that we need a nasa pc
With how small the current light clustering amounts are as well as how many point lights lava can have
It's all an issue
custom light clustering ?? π
increasing the amount of light clustering does help with a lot of the visual bugs high point light counts bring
i actually tend to modify that with every update
what is your recommended cluster value
i usually set it toi 300
and increase the range to the same
i also usually increase the distance of point light shadows too as that improves some of their weird pop in issues
well this change i made helps with the bad indoor lighting issues but it makes everything else just look so much more... sad
sss without emissive vs emissive without sss
Some screenshots I took while roaming this map. Enabled SSS for fun, not planning to use them but yea it's there.
Luminous Dreams Default Preset and Bloom.
It looks like the sdgp tbh
Also what preset is that
Default.
Other parts of the map during night time.
sss looks kinda cool on the bridge
SSS looks incredible on vines. I highly recommend adding it tbh
Most plant things like grass, ferns all that I'd say it wouldn't be a bad idea to add to those since it mostly works how it should on them
you don't know how much the sss implementation will change
Just because they look good now doesn't mean they won't look terrible in the future
No but that's also like saying I'm not gonna add fog because they could change it and make it look bad
I mean we all kinda jumped in particle pbr before it came out
With the possibility it could change and not look right
fog was released with all documentation and there was no indication that it might change
and in sss case, aajab said that the current sss implementation is far from what we will have
these are two different things
Yeah I'm just saying it looks good on small objects. Doesn't look great on full blocks though
I imagine full blocks will be changed heavily and it will probably look miles better than it does now
But in future it may look bad, what you do now in the future may be too "bright" or look different
Yeah and I'll tweak it for that. I've only added it to one thing anyway
Prizma deferred
in the process of redoing alot of stuff for the rtx version of my pack. starting with atmospheres
Same. It would be so good man
After using PTGI GFME which has SSS... it was just perfection
I have to check that out again sometime, I haven't used that shader in a while
Mostly due to the performance and me using Photon shaders
Yeah it doesn't run that great especially on iris
I'll try it on Optifine next time
It runs better on optifine and optifine makes me sad
Lol
Actually I don't think the GFME versions of PTGI works on optifine anymore
Maybe BRTX figures something out
Or once Deferred is in its finished state, we could get updates to RTX
Still very uncertain
Probably one of the devs is cooking rn.
Yeah
There was a test build with a redone irradiance cache. I tried it out it was... well he said it was broken real broken but it worked for the most part
I want to say Veka mentioned SSS being a possibility in RTX due to it being in Deferred, but I'm unsure if he said it or not
I'll have to double check
What does that do?
Ah
Well it was broken as in the GI was never refreshed which caused some rather funny looking issues
But reflections updated way faster than normal and had much reduced ghosting which was a plus
Which if we ever got RTX updates officially targeting the irradiance cache would definitely be a good idea
Oh, that's very nice
Also, yeah
Yeah that's what I was thinking about
Who knows, maybe someday I could become some sort of graphics developer and make my own shaders and such
Seems like a pretty nice thing to do
Fr. I wanna make one at some point
I know a little about what goes into it, it's a good amount of trigonometry
But idk how to write the code
Yep. I just learned about trig in JavaScript and my professor said that this can be applied to basically anything that needs accurate angles and such, like shaders
Intresting
Poggy's Luminous Dreams (Forgot to disable SSS)
How come I canβt get those light rays even tho I have volumetric fog on ultra
Ok
god i wish the fog could haze like this in deferred but i have a feeling this is tied to GI
idk man, even i have rays, and my pack don't have that much fog
Luminous Dreams on some other Marketplace map I forgot the name about. These pics aren't as good but thought I might share them here ^^
Pleagued pbr + true realism = super duper graphics pack
well itβs the closest textures i could find to sdgp
was this with HAL engine
Sdgp in this trailer was on hal and a separate build for showcasing it
But after they revealed it they found code flaws
It seemed to not be able to work with hal
it most likely was not made with the HAL renderer
stuff like proper shadowmaps for realtime shadows didn't exist in HAL
as far as I remember
So I guess thatβs what made them create render dragon
it was probably a new, completely seperate renderer
RTX was likely a bigger reason for the creation of RD
As it was announced when RTX was added to the game
Renderdragon is just easier to develop for multiple platforms
yeah but they couldnβt have been working on sdgp and rtx at the same time
unless sdgp was gonna be rtx
When was SDGP announced
RTX came out in 1.16.200
And had betas all the way back to at least 1.15
I think if I'm wrong lmk
june 2017 and kept being in development until august 2019 the same month rtx and render dragon was announced
during that time the devs said they were working on a new graphics engine for sdgp
as the code wouldnβt fit with old code
which i guess meant it wouldnβt work with hal
So then yeah they were both in development at the same time
Cuz if RTX betas go back to late 1.15
what if sdgp was gonna be ray tracing or at least use it
Probably wouldn't have
there was a comment on reddit from a dev saying sdgp was gonna have ray tracing
But there was left over SDGP files in the release RTX
Or well settings were left over
Super fancy water, cloud layers that stuff were found. I found them myself as well
i found them too
via a pack i found on yt
this is why i think sdgp is actually rtx
ray tracing is whatβs left of sdgp
but it was gonna have more features
but never came
or
they were gonna have two ray tracings
but i doubt that
no deferred changelog
#1182091012177399809
man i hope they can add wavy water like that to deferred
full underwater suite of plants are done
beautiful sky reflection and light shaft
Mycelium. Not gonna detail my thought process again but I'll just say that a lot of thought went into the making of the pbr for this one (it also has a custom texture)
mmm that light shaft
Wow this looks really well
Ty
I took some screenshots of the Tinycraft addon with Prizma 1.2.10. (As you can see, it is a bit broken, but kinda cool looking nonetheless)
(This is how it looks normally)
move the tinyctaft recourse pack above the prizma deferred pack
to get the tinycraft textures
Deferred? 
Plagued PBR
look cool
work in progress preset 2: Horror Film
rough breakdown of this preset, blood moon, red sky at night, pure white sun, all biomes sport a heavy white fog, the sun is darker
this is without a doubt probably the coolest thing ive made
deferred popping off guys!1!!1!!1
Fr
No, your mom


dark souls
Plagued PBR Cinematic preset (mobile edition)
Oooo I gotta try that out
Bare Bones Obsidian (Cat RTX Preset) + BetterRTX

also created a rather nice shade from grass to dirt

I'm honestly though really happy with how much I've improved both texturing wise and pbr wise.
It's nice to feel good about something :D
Better adventures addon + vanilla pbr
Was working on my own preset for Dr. Cats Obsidian generator (packs used are barebones and an edited version of my pack)
Not ray tracing but good
wowie
i have time for deferred again
lynx 1.5.1 - stony peaks
Progress on my fog rework for Luminous Dreams. Aiming to make them only visible in special or rare cases
Lookin good so far
I have my render distance up and yet I still canβt see the rays
π
"Aiming to make them only visible in special or rare cases"
The pack still has the old fog configs within a subpack
:O
I hope to release around mid June
Nice
Quirky is working on a preset ye?
yea
Oh nice
So far its CatRTX, Plague's Preset, and Default
I should have 2 (or possibly three) more presets waiting
I should put some screenshots in #1046947779118895114 rq
yeah. im still fine tuning a lot of things i broke emissives in all packs that arent barebones
yeah done with the base. just fine tuning
Looks good for sure
Haven't messed around with deferred in a bit. Been redoing my RTX pack for a bit now
Dang. Tbh I haven't really played it too much. Just been working on pack stuff. And occasionally jumping into yss mc
I've started a new project though. A simplified barebones version of my pack
Yea I'm still a bit unsatisfied with that as well as my fog. I've been working on both for about 4 days now and I'm not near my goal.
But thanks ^^ :3
I'm in the same boat honestly. I tweak these things so much and never satisfied.
I have about 200 worlds from testing different biomes in different cases to ensure my fog works
Yep lmao
Thankfully so far it seems my light shafts are noticeable in some special cases like that cave thing
Yea
What bothers me is how fog looks in the distance. Would be nice if fog had a radius around the player or something so they can actually see further, but idk
Ooh like a definable max distance
Yea
Like we can with the vanilla fog
Well ok that one's a little different but the idea is the same
Just inverted I think, because after like 64 blocks around you there is no fog
But I'm happy with how my fog looks right now. Still unsatisfied on the forest but I'll get there eventually. Maybe the Birch needs a tweak or two.
But imo light shafts in rare cases makes them more beautiful I feel like
I like
wewie
I am not sure how I feel about this type of fog...
It looks very fantasy-like. Magical i guess
Unsure if it looks good. Spent like 4 hours to get it to look like this
I like the look
It gives mystical forest vibes
And the color grading also really supports that
I guess I am used to see light shafts like everywhere
You free to provide feedback and some suggestions to improve?
Yea I forgot what controls that lol
Max density and scattering
My density is 0.595 with a mix of 0.2xx scattering
You could slightly raise the maximum density height. Perhaps by a small value of like 5
Yes
I donβt like how the fog is just completely grey at noon
dw I dislike it as well
Noon in deferred is my least favorite tbh
Cause I canβt see anything
Like the brightness turned down
for me it's too bright
idk i had something neat with noon
i made the sky a darker blue and i belive i made the sun a little darker
ok that looks really good
Yea the fog isn't the same everywhere and I think it works really well ^^
Unsure if I should use absorption because I still don't know what it does lol
absorption adds color to it
it took me a while to figure out how it works because i came from rtx packs which absorption functions entirely different over there
in rtx absorption controls how much color is absorbed by the sky which can change sky colors and also make fog look hazy rather than foggy. Scattering controls the color there. With deferred, scattering... is basically just a thickness scale. and aborption is how it gets colored
absorption in deferred though could also make fog appear a bit thicker
primarily in the nether
Some slight modifications
ooh alright
im realizing my packs fog is a lot like yours where teh sunrays are very situational
I call it scene aware or something
yeah
mine are way less prominent though
i mightve messed something up
oh what is this resolution
My fogs look the same in those scenarios but you see the shafts better in cases like in this video
Unfortunately we have no other way to allow for a clear view distance so we have to use thick fog
My head hurts because of my fog but I guess after some time I'll get used to less shafts
I'll just have to accept the fact that terrain from far away won't be as clear with vol fog
oof yeah
Nothing we can do about that for now
yea
rtx handles it much better
but it also has like dynamic adjustments built in and stuff
unless thats just some betterRTX magic
Ehh, guess I can go nuts with light shafts for now :)
ok yeah it does have dynamic thickness
Something I'd like to see in Deferred
definitely
more intense where the sun is and less intense where its not
what the
it just cuts off lmao
wait but its correct with deferred...
what
i really hope cave lighting could get this good though
and things like light shafts and such dont break and disappear
also good example of how rtx handles emissives
Guess I'm happy with my fog for once
thats good
Bothers me a lil bit that there's no rays everywhere and view distance is messy but that's deferred for now
yea
deferred caves dont look terrible but the lack of proper natural lighting really hurts them
RTX of course has GI to carry it
now with proper deferred settings like point lights and fixed emissives. its still kinda rough looking
neutral preset
i guess the natural lighting from caves isnt terrible
but if the fog could persist.
What is addon name?
Light leack add in the new versions
I see them before this picture too
It's very better
Why fog couldn't persist?
Nice. Looks good
Heavily experimenting with my birch fog and I feel it's too much?
If people want insane fog a pack option is always available
Obsidian with the Vanilla Resource Pack (+ BetterRTX)
So I like rain in deferred now :3 May tweak it more tomorrow but yea :D
wish it would work for me 
The rain is kinda hard to see
maybe "working" was the friends we made along the way meme
Rainy Birch Forest


heavily updated lava. made it look far more realistic
rtx?
yeah
using it as a test
im gonna try to relicate this in deferred
dang ok
it definitely looks better in rtx but this still isnt bad
heres the old for reference
the lava within the more desaturated preset
made a custom mer for water now too
add sss and point light for lava and profit
Lag moment
I would add SSS but that broke in the latest update. The old method at least
Unless format version needs to be 1.21 now
Might be best if ya'll wait for it to come out officially
Yeah that's the plan
I more meant that as I would if I could to see what it looked like

Hable?
yes
Amazing
i always use hable
Deferred is looking real good now, major credits to all the work the pack creators are putting in

Hable on top fr π£οΈ
I don't have anything cool to show other than my fogs which I am happy about, but my PBR is just so bad it kinda demotivates me but here is something meh from a Marketplace map.
I like it :D
Some night stuff

Holy frog
Worked on some more textures. These might honestly be some of my best work. Super happy with them
Some random emissive stuff I did for one of my end biomes. I plan to add more emissive stuff to the other biomes, but here is my favorite biome.
I honestly wish we could make the end look pretty, but maybe in the future.
Nice
I guess. Just, the end overall makes it looks a little bad.
Yeah. I'd also say the emissive values may be a little too high
But it does look neat
they're between the 0-10 range :<
Oh
Perhaps it's just the color of it then
Idk emissives in deferred aren't amazing anyway
Yea the texture is white with a tint of light blue
Oh yeah that won't blend well in deferred π
RTX maybe
My new crying obsidian hasn't been tuned for deferred yet. Looks ok
But then in RTX it looks fine and each pixel has defined depth
I'm not sure how this would be fixable though
Maybe the problem could be that I use ACES 
High emissions look good because they have bloom, but you can't use high emissions because it messes with the texture depth and stuff
Oh yeah that would do it
Wasn't there a new version of ACES that fixes this? Not in deferred but in general? Can't remember what Veka said.
There's ACES v2 but idk if it's any better in the emissive department
Yea...
I love aces colors but don't enjoy the emissives
I like the idea of emissive desaturation but it does it too much
yea
I'm wondering if this could be due to the lack of emissive desaturation by default.. RTX has around 0.03-0.09 I believe which could be why it just looks better. That and the strength is also probably lower due to having emissive GI
Decreasing emissive strength in deferred through the deferred render json actually improved them by a lot
That on top of adding some small amounts of emissive desaturation
I should probably type this in general
Kinda happy with this biome for now
Oh those look nice
vol fog off
vol fog low
vol fog medium
vol fog high
vol fog ultra
screenshots taken with upscaling off
Deferred pack used: Poggy's Luminous Dream
so its like a resolution thing?
β¨Samplesβ¨
the blue torch looks cool
second pic gives me an errie vibe ngl
ig the only thing missing in the pics are emissives
Volumetric lighting is also possible
:0000
yo this ish fire
would like the shape to a circle tho lol
I assume it has to do with point light shape
This one is with a more realistic falloff
looking better
Nope there are no point lights here, with this technique every block can be a light source, with no difference in performance
I'd love to check out the nether, but sadly this shader relies on shadowmap for voxelization and shadows aren't rendered in the nether :(
Why canβt I get light rays in low
And the best part is, performance is constant, regardless if you have 3 light sources or 3000, that could be a viable option for ambient lighting, instead of using vanilla lightmap
Holy moly

Hire this man already 
this looking too good ngl

I can't stop taking screenshots, this is way too good
Do you think it would be more viable to use colored flood fill lighting for Deferred than point lights?
Or a combination
Combination of both would be ideal, point lights give you crisp shadows and reflections but they only simulate a very small (point) light source and only direct light, while floodfill lpv approximates well large light sources, gives you ambient lighting, but the resulting lighting is not as sharp. Probably the main benefit of LPV is that performance is fixed, regardless of how many lights you have. So you could easily make every single block a light source and you won't notice any fps difference
Yeah same
If it doesn't get added I'll definitely release a shader using that technique
Alright 
This really reminds me of rethinking voxels when it got its GI implementation

You know what, I can probably easily add the same kind of GI. But I'll leave that for another time
If deferred could look like this I'll happily say bye to RTX cuz wow
Definitely
Out of curiosity, do reflections still work?
You could make them work, but I just didn't add them yet. There's ony diffuse and volumetric lighting currently and nothing else
is it possible to recreate this on renderdragon
(Veka's Deferred lightning shader) 1.18.12
like this
Lol, yeah, but why? Vanilla deferred pipeline already has both point lights and shadows and also many additional effects. Or is there something that's missing?
and Deferred looks like this
(will be improved for sure)
well i was just curious
lol
The only thing that looks a little different are the shadows
Itβs an addon that uses camera commands
ohβ¦
What does the end look like?
Do you think this could get added to deferred officially?
Anything is possible
I'd love to see at the very least colored floodfil
LPV would be an added bonus though
With this reminds me a lot of what Euphoria patches is doing with complementary. They added in colored lighting and now are adding LPV and stuff. Looks really neat
Actually it looks very close to what you showed the other day
I wanna try using spherical harmonics in that LPV shader, it's a very promising (though old) technique, but with amazing results and performance https://m.youtube.com/watch?v=vPQ3BbuYVh8
Crytek's CryEngine 3 real-time global illumination demo. Indirect lighting is exaggerated for illustration purposes.
This video was created in October 28, 2009 and published in late February, 2010.
More info: http://www.incrysis.com/index.php?option=com_content&task=view&id=848&Itemid=1
There was also a recent paper on the subject of SH that reduces memory requirement by approximating quadratic SH with only 15 coefficients, instead of 27
Even custom clouds?
Sure, "anything" includes those as well.
Do sun shadows still work?
Nah I disabled them, but I'm using only 1 shadow cascade so could easily enable back
I'd be interested to see this mixed with point lighting
Unless it is being used with point lights
Colored Lights without RTX would be insane
My attempt to make my foliage look better. I disabled heightmaps in these screenshots. I changed the texture of grass because some pixels appeared bright and it just looked ugly, so I just did some tweaks on the grass texture, along with dirt and stone. I also changed the colormap of foliage and I kinda like how it turned out! :D I may make more tweaks later on but this is what I got :3
texture feels flat now and from a distance looks like a single color
"I disabled heightmaps"
But you're right, it's too flat atm.
"texture", not heightmap
Idk why it's like that in the distance to be honest.
Ahh, thought you meant it looked flat without heightmap.
Luckily I'm just experimenting to see what works.
Tried some other stuff with tone mapping and I got this as a result. It's hard to see the change but it's a bit desaturated.
I always like using just a lil desaturation
My old default was more than a little but still
I like this one and might main it.
Yeah it looks good
I like
I will have to fix this
Thank you
Here's your fix. Set the volumetric fog to use height rather than uniformity
It'll allow your sky to come through while still having vol fog
Ok
I havenβt even messed with volumetric fog yet tbh
Managed to compile it for Android! 
Tho it'd need some tweaking to improve performance
More Android shader screenshots
Do reflections work 
Not yet

looking moist and toasty
Why torch is green?
Why isn't your name my name?
Simple. Customization
That was actually a bug that I later fixed, but I thought it looked cool enough to take a screenshot
π
Woah first one looks insane
Hermitcraft world


computer on 
So real

160 fps on pc, 30 fps on mobile (tho at reduced resolution and quality)
this is peak
30 fps on a adreno 640

Why is it noisy?
Normally deferred runs at 10-15 fps on mobile at those settings
so flood fill has perf improvement compared to pointlight
Well yes
Reduced sample count and density on Android for performance and consistency reasons, but I'll probably increase it by a factor of 1.5 or 2
Thats kinda the whole point
Filling in large spaces with easy to compute light
devs gotta add/combine this with point light
Fr
far away you use flood fill
near you also use point light
Idk I don't have any plans to release and maintain it properly, but I'm thinking about just dropping material.bin files here, if anyone wants to try this demo
I'd love to
yes pls
i have my eyes ready to feast
Oh I doubt it'd work on iOS right away, I don't have any device to test it on
Getting it running on Android was already a huge pain
Huh, I thought it would integrate with the existing volumetric system
That would be possible, but I didn't bother, especially since I'm already using volumetric buffers for floodfill
I'd love to try it :O
Here ya go, compiled for android and windows. It only works in the overworld and only during night time, installing modified configs is also required for it to work. Volumetric fog is required to be turned on and it's better to turn off everything else. Shadow quality slider is responsible for rendering distance of lighting (voxelization volume): low - 2x1x2 chunks, medium - 4x2x4, high - 5x4x5, ultra - 8x8x8. Volumetric fog is responsible for memory usage, you could just turn it on to ultra but it's best to find the lowest setting that still renders everything in your voxelization range

so do i need to use any Deferred pack
Or just Deferred pack without pbr textures
I'll try this
There is a specific config file for Android, copy contents of config files into android specific file
You can also instead modify platform_config to point to that file instead of default android file. Sorry if this seems confusing, I just figured it would be better to provide one file for both platforms instead of 2 identical files with different names
What about the materials
They're fine
ok
Here I renamed the configs correctly, for each platform. Might make it easier to install
so what i did is added the material files in their place
And renamed the configuration to android
(shadow_configuration.android.json)
Same with vol fog
And added both to their folder
Signed the apk
And installed it
it still didn't work
idk
Maybe because idk
Nvm
So it doesn't work? Have you set the time to night, and enabled shadows and volumetric fog in settings. You also need a PBR pack that has blocks with emissive textures
do prizma Deferred work
Yeah, that's what I used
cool
Well I used rtx one but it should still work
Medium
Stable 60+ fps
Medium is good
(Recording makes fps drops)
I like the dark effects
excuse me, may I showcase?
Sure. Just keep in mind that this is just a tech demo and not a proper shader, it has many issues that I probably won't fix as I don't intend to publish it "officially"
cool but only work with night time
well thats when he said it would only work 
Yeah
with realsource pack HD
Ok
Did you replace configs correctly?
I use it for configs and replace again and re install Minecraft but it's same the pictures too
I use 1.21.10.20
That's unfortunate. Does vanilla deferred work fine for you or do you also have issues with it?
Ah... that's a very strange bug, seems like renderchunk might be broken somehow. Do you get any issues in vanilla deferred, without shaders?
Yes
Deferred vanilla have some bug for
mail gpu for example shadow bug
Yes but have bug Different density in several lines like shadow
I see this Velometric fog in old versions of Minecraft about 1.20.40 and i think this fixed by Mojang because i can't see this bug on 1.21.10.20
Does your demo shader for 1.21.10.20?
Different shader and Minecraft version can make this bug because Mojang is working on deferred and change material.bin codes.
I made it for latest preview 1.21.10.21
But it seems to be working for others on .20
I use 1.21.10.21 and this is demo with primiza deferred picture i don't have time sky and water texture Minecraft is dark and torch(point lights)not working
Torch doesn't have any light
and this is under water picture
Try prizma rtx
Or just rtx pack in general
Deferred packs are way dimmer. Also you should try placing full blocks like glowstone
This shader doesn't have point lights btw, blocks emit light based on emissive PBR texture
Also it only works during the night, so make sure to run /time set midnight
Believe it or not, but someone just reported the same problem in my discord.
Pigs are evolving into creepers again

shes slaying π
I think itβs your addon
Cause Iβm using bob in this pic
man maybe its time to for me to get a gaming pc/laptop
definitely not just for minecraft but it makes the cake sweeter
like these are something but
idk deferred is still in development
i just wanna start actually playing minecraft again but i cant do it in vanilla anymore
RTX?
ninja edit
rtx rn. I plan to add deferred support in the future
huh, I thought RTX didn't have blur?
I'm using BetterRTX so that it looks crisp
Ah, okay
lol
to finally truly experience what the trailers show
barebones with plagues' obsidian preset
Velometric point light but have some bug
Does this demo have velometric fog shadow?







