#Graphics Showcases
1 messages · Page 8 of 1
It might be the method of rendering them that bedrock uses
Cause they’re barely letting light through
Maybe by the time they add stuff like waving foliage (if they ever do) that’ll help it?
Hopefully
The main way to fix it is for them to not be considered full blocks and actually properly allow light to pass through them
Is that able to be done currently
Nope
There's a method with RTX that lets more light through leaves but it doesn't work in deferred
Are they talking about sub surface scattering?
no. so theres a thing you can do in rtx with TGA transparency that allows more light to physically pass through leaves, softening the shadows
i wish this worked in deferred
So like, transparent shadow mapping?
Why would leaves have transparent shadows though? They don't appear to in real life.
Actually, if you respond, can you do so in #1182091012177399809
brightening the moon and reworking fog completely
making fog more on the subtle side rather than being insanely thick
I think the vol fog has some sort off illuminance to it so it’s more noticeable at night when there’s not as much light being cast
So pretty
You should make fog less yellow
That's my plan
Make fog a bit purple to cancel yellow tones
It's just hard as it's being tinted by the sun
Oh I could try that
I was thinking of going super light blue with forests tbh
Purple cancel yellow, blue cancel orange
Like almost white
a year in hairdressing school was useful 😎
Thank you!! 💖
I'll try this. Later
It gets more white as the day progresses
It's just stupidly yellow at /time set day

my little excursion in quirky's world
we did some random stuff and took some pics :p
I sent him friend request yesterday
nice
I don't think he want to be my my friend
we can all join one world :3
You did?
aw :(
I'm sorry I don't get Xbox notifications
Yes :'<
It just doesn't tell me anything
it was heartbreaking
almost as much as the ending of gossip girl and titanic

Accepted it 😭
alright



That's stalking
totally not in my connections
ill find you anyways

is your name joe?
i just searched it up :3
yes
Hello you
Sure pookie
Add me and I will add you back
I’ll do that in like 45 min 
I don't even know if this post is for this kinda stuff. Feels more like maybe #off-topic or #1182091012177399809? Just best to stay on topic, please and thanks. I'm just doing my job.
those last two sentences were really not necessary and came off rather rude
Maybe it was but hey this isn't the chat :3
lol they rly weren’t tho
I was. I just edited the message. But this chat isn't the place. Have to stay on-topic, please.
Please, this isn’t the right channel to ask questions.
That is DELICIOUS
The underwater… so prettyyyy
Prizma ❤️
oil spill sky color
Welcome to Mars
Wow you discovered life on Mars before scientists !
Lmao
Furnace.
Luminous Dreams - Modifed shadow clamp angle
Looks really good
The colors are really nice here :O
Can this only be done by config files
y
Imma be honest, these screenshots are getting to the point where they either look like clickbait videos or MC Marketplace covers.
(It does look amazing tho)
💀
now you see that my plan that I told you was perfect?
Oh btw, this isn't the only thing I plan to do with this concept. I'd love to try to do it on deferred but I genuinely don't know how well that'll work but it could be worth a try. I wanna do many other planet atmospheres though. I think it would be fun
hmm yeah
Item PBR might also be a good idea
I don’t think I would be able to tell at that point
Item PBR is super buggy rn
It sort of works
Like I tried to make a lava bucket have PBR and instead of JUST the lava part glowing the entire thing just was glowing.
And the lava wasn't glowing very bright
It's just weird rn
you are right! wait i will fo it
Ignore the fella that's bright for some odd reason. Uh.. Luminous Dreams in a forest. Modifed shadow clamp angle. :)
thats one sandy mesa
mars dimension?
nah, custom rtx preset
prehistoric mars?
this whole thing though took me almost a whole day
so many tweaks and changes
anyways have a video
the sun at sunrise is a tad stronger than id like it to be but yea
its marscraft now
real
Looks like 2 different wedges of cheese
it kinda does lmao
im cooking up a venus preset rn
and let me tell you, its so much harder 😭
Venus is basically all atmosphere bruh
isn’t it a gas giant
Wait I can’t say that here mb
right next to us
its atmosphere is pure sulfur
this is what ive got so far though
Yeah, but I remember it being just majority gas
or at least we’ve only been able to observe the gas from it
weve "landed" on it
since like the one time we sent a probe out to Venus it melted to bits
or something
idek
true
Minecraft Mars DLC
raytracing, right?
Yep
Woodland mansion BetterRTX
Make addon
Just a sun.
-# Yes modified shadow clamp angle
How did you remove the name tags from the player in the last ss
Videos options
I pressed F1
it looked like an explosion
Skill issue
1.18 world gen moment
imagine yall had a server
indeed
Petition for quirky and Alexis to make a deferred server
I’m lonely ☹️
Neither of us play the game enough to support one
We both just prefer making content for it
This was a kind of random thing that happened anyways
It can be a public server and yall are the admins (or I can be)
Do you have any server where you post updates about Prizma?
I want to download the next update :)
Idk. It's nothing against you. I just personally don't wanna run a server.
Time and money I don't have. Cuz if I wanted to run a server I'd use a proper one. Not crappy aternos
Nor am I in a position to renew my realms
Quirky Cameo 
If I had a machine to run a server, I would make an effort to keep it on 24/7 😀
Luminous Dreams' test version with Better on Bedrock.
Furry
That looks so comfortable
thank you!! my servant built it
I AM NOT YOUR SERVANT
Someone should recreate this
But I don't know if it's possible yet
That's rough, buddy
lmao
Looks amazing
finally getting around to adding sss to more nature specific blocks that should have it but previously didnt (or just had no pbr at all)
No caustic
Yet
fixed my issue with oversaturated lighting and improved vibrancy of the lighting
water white
Mhafys ship addon + deferred rendering is the best mix
Bra
Looks cool
But your ship ....
💀
you can add pbr for the ship if you create height and reflection maps for mhafys ships atlas
I just got the addon man
That's a very cool add-on
Yeah
Literally what I dreamed of
You should ask in #1182091012177399809 instead

that's lovely 🙂
rework of my cinematic preset. made it more closely resemble movies/tv shows
the old one was very overdramatic
this is the old one
redoing my desaturated preset as well
updating some things regarding my horror film preset
thicker fog, much higher contrast, aces
r e d
the first image matches the new biome
cool
Okay, no need to say anything else. 🙏
Fake
Me? Yeah I am
Nuh uh
Interesting
work in progress fully custom sculk texture
I think the tiling in the corners needs to be worked on a bit
Because in some there are pretty noticeable gaps
oooo
ooooooooooooooo
Actually banger ice
tear in the fabric of spacetime gave me an abstract art piece
this is actually terrifying
I believe in normal superiority
Snowy Fog Rework
traumatized jungle trapdoor
new netherrack and quartz ore textures.
I love those unique textures. 🩵
beautifully
Redid my lapis. Based it off real life research where I found lapis to be stupidly shiny
With a normalmap for fun
Is that rtx?
Yes
no, your mom
No, your mom
oi when did that cute minecart get there
It was in my rtx pack for over a year
we are truly ascending above rtx
ice.
new sky. this is the most realistically accurate sky ive made yet
i spent about 3 or so days just studying how the sky blended irl
The hill in the background looks like it was from Minecraft classic, lol
:0
Ik it's super hard to do because you are looking at pictures and videos of already tonemapped sky colors as reference, and then you try to tweak sky color in such a way that would produce the same colors with deferred tonemap, and that whole process gives you no information about brightness as reference colors are already tonemapped, and tonemap technique mismatch doesn't help either, and due to how tonemap works, different colors with varying brightness can produce the same color when tonemapped... In other words, realism is a huge headache.
Tried doing that as well when deferred just came out, however I was doing that in a standalone shader that I wrote outside of mc, where you can visualise side by side deferred sky and an existing state of the art atmosphere model, with the same tonemap (or, to be exact, without any tonemap at all, in order to judge brightness more accurately) and here is the result https://cdn.discordapp.com/attachments/1019692489596215388/1148685816072261713/2023-09-05_20-19-18_-_Trim.mp4?ex=6704d0c8&is=67037f48&hm=5f013c9bd0f26891575295ea8ac4b43f5337033c45d34c1ef9ba15cf8b5ea555&
oh wow
a little bit yea
ive tried my best to mimic irl sky with what we have. theres likely some other adjustments i can make and im open to suggestions and feedback for sure
It looks great! I've also had my fair share with deferred's sky last week, but didn't bother to send screenshots, although I only touched sunrise and night.
Perfect
Rizz approved
you sky is finally not dark 💖
Yippee
Today, I tried the Chinese version of Minecraft Bedrock Edition. The light and shadow effects in the Chinese version are excellent, and the reflections of clouds and water are particularly impressive. However, there is still a gap compared to the Java Edition.
Those clouds are nice
wow
Deferred looking like this when
The sunset effect is beautiful!
if it weren't for the government...
A few of my favourite screenshots from Realistic Biomes, which is a paid marketplace add-on that I've worked on.
Also one of my fav features of this add-on is customizable color grading. There are a few built-in presets but there's also a preset editor that allows you to adjust colors of the game with RGB curves, like in photoshop. I think this is currently as close as you can get to official shaders on bedrock (not counting deferred)
Of course you worked on it qwq I just know your particle magic and it's really epic!
whoa thats wild
Hooooooowwwww
On the marketplace toooo???
I wish deferred had better support for existing creator features, like stencil buffer, because there are a few add-on features that don't work well with it or aren't supported at all
Yall took inspiration from sdgp didn’t ya
They look very similar
Bloom and lens flare work decently well with deferred, tho unfortunately anything related to custom sky and particles doesn't work well

Woah
It’s already doing better than Realism Craft, the lens flare works in other render types
If Veka worked on it, you know it's gonna be better. He just knows how to cook.
tumbleweeds are definitely the best part for no particular reason
cuz who wouldn't like a bundle of sticks?
"The performance consumption of volumetric clouds is too high, and the frame rate is very low."😨😨
Looks like one of those bedrock shader clickbait thumbnails of the mobile touch controls slapped on a Java shader screenshot 💀
Hopefully deferred will look like this one day
i made a high resolution floor tile texture for a different project. ported it mc for fun
Floooriiaan be speaking facts
DAMN
whats that shader called? 
oo mb
It's also on mcpedl, with proper screenshots
damn thats crazy 💀
ty man!
High res floor tile in deferred (idk what those little squares are. Haven't been able to get rid of them)
@pure lagoon heres my best one so far. try to find the creaking haha
Pale Garden Collection
is this normal deffered?
Yep
Today's Progress:
(Very good imo)
Haha, yeah, I also hope deferred rendering keeps improving. I really like the volumetric clouds and ripple effects in the Chinese version, but unfortunately, deferred rendering can' achieve that yet.👀
if only this was deferred
Deferred also can have normalmaps
but like as good as those are?

Honestly, the only thing that won’t look as good if I port it to deferred will likely be reflections/metalness
the slime might not also look as good due to lack of refraction ig
Yes
I can probably do that.
I’d just need to fix my color grading, atmospherics, water, point lights, fog, and like everything.
(Somebody please tell me how to get deferred to look good
)
has to be yss se right?
pompom!!
YSS POM was so good bruh
hal engine had pom? man…
fake pom?
The engine itself didn't have support for anything
There was just a loophole that allowed custom shaders to work
But it was cool what people managed to do with it
No, this is also a texture and shader exclusive to the Chinese version, but it was released as early as 2022.I have been exploring the content of the Chinese version recently.💀
The older YSS versions also supported POM
yeah
However, I still prefer the volumetric lighting effect in deferred rendering. The volumetric lighting effect in the Chinese version seems a bit overdone.
It looks gorgeous, like Genshin Impact on steroids
Strawberry join the party

i made sunset a little better
YES NO MORE ROUND SUN
What do you mean
All the Deferred packs I've played before had a round sun
#1182091012177399809 message totally a round sun
Prizm also didn't ever have a round sun.
Prizma*
Thin wave
Midnight
water improvement is huge
The difference is insane.
Good tonemapping+color grading goes a long way
only now I appreciate how deferred has changed
i never had round sun 😭
I don't know where it came from then
wait, are you talking about pixelated "bloom" that was surrounding texture?
Yes
oh it's still in my pack
but it will be less visible
I like it when it is very slightly visible
This looks good
is there a release for your pack?
yea. the new stuff is currently pending but i can send it to you if youd like
mcpedl probably gonna take their sweet time lol
that would be great, I haven’t tried out deferred in a while now
thanks
sent in dm
thanks
Can I receive it too?
*wrong message
prizma pbr bow
prizma bow and prizma minecart are only entities that i made pbr for
they are special
Player PBR when
wowowowow
im excited for when all the mobs get pbr
in prizma i mean
it does get sss
It won't happen quickly, but when it does, I'll definitely make it perfect (i will try)
made some improvements to my warden model. better heightmap, improved SSS (not gonna be noticeable but its there), improved the roughness as well
yayyy prizma is the best
wait so basically we can have the dynamic torch light feature?
that block is placed
No. They just glow. No light is emitted
Looks good 
thanks
Looks amazing
redoing all of my nether emissives to make it more enjoyable (everything was basically the definition of thermonuclear before)
ooooo
Wtf
?
What changed and how?
what do you mean?
What was changed from 1.21.30 screenshot to 1.21.50.
not 1.21.30
it's 1.20.30
💀
I compared the first mc version with deferred to the latest one
-# When did env lighting arrive for dimensions?
yea. increased their ranges
Hmm I see
Pale garden with stupidly thick fog

yeah im gonna keep the super thick fog here
tf... why did this fit so well?
Trying something out. Custom leaves for dark oak trees. Meant to be more thicker and blanketed lime pale gardens and mangroves
Looks nice 
The atmosphere in the forest garden is very nice
ported another high res texture that i made to MC
Ooooo!!
@silk creek Hi, i'm sorry to ping you but i have one problem with SSS.. it's barely visible on leaves. It's quite good on other blocks, but the leaves suffer for some reason. I don't think I'm doing something wrong. I hope it can be improved 🙏
deferred
complementary.
🧐
Pretty sure the issue is on your end because SSS works fine on my leaves 
it works on my leaves
it's just not that strong
I dunno. It's pretty noticeable on mine.
Try using the same pbr textures as snow
don't think it should change anything but sure
still nothing
Is it the same with snow color texture as well?
Just think it would be useful to have the same exact texture set on snow & leaves, side by side, to illustrate that there really is a difference
it's better with solid snow texture
Perhaps leaves are just too dark then
What if you do the opposite and use leaves texture for snow
i think i know what is the problem!
leaves are rendered in bedrock like this
and on java like this
i switched with powdered snow texture to get this
Would be nice if there was some material we could edit to get this. Not sure what material leaves use (not shader materials btw. The one in JSON)
Hm, hard to tell when there's no color tint, but I think sss shows up about the same on both. But perhaps that's the problem, and they should change calculations for alphatested blocks. I think their sss model assumes uniform block material volume, which makes sense for full blocks, but alphatested blocks are rarely a uniform volume and more often represent just a thin shell, with nothing inside, so we'd expect SSS to show through a lot more and at a greater distance.
Can't we modify the material used for leaves?
alpha_test right?
I mean, I'd asume changing it would affect other materials in the game too.
No, SSS is computed identically for leaves and other blocks, and that's the issue. Using different calculations for alphatested blocks would require modifying shaders
Fair enough.
Also this is not the problem, that's just backface culling and it wouldn't affect SSS because the back side would be visible on shadowmap, which is what's being used for SSS computaton
i hope you don't have any metal for the leaves pbr
Ah yes. Metallic leaves.
i did have them it was quite funny with metal leaves
Metallic and sss are mutually exclusive so if you see any amount of sss that means it's not using any metalness and vice versa
hmm maybe alexis is right
also mojang pls let the option to vanish opaque leaves via rp be added
metalic leaves sounds like a crime
it was for a side project that i was doing like iron biome
it looks good then it didn't
(Luminous Dreams)
thank you ☺️
Photon is better.
yeah i know
not really
Sildurs has a vibrant color in that ss
How could you recreate that in bedrock
Or is it not possible with color grading yet
We're far from close.
☹️
we still need better fog (keyframes for density), clouds, ao, better ssr, refraction, caustics and much more
Yeah
There is a few things I hope to see improved soon.
let them cook
S
RTX
Deferred
RTX
Deferred
Same sun angle, fog settings set to be near equal to eachother
And this is RTX without betterRTX
The shading of areas is far and away better in RTX. The fog rendering as well
I also had to disable reflections so everything in these scenes weren't blue
Reflections on (leff) off (right)
i think they can do what they did with SRR, where IBL doesn't apply to stuff when a metal or rough value is above a certain value or something.
sure, but i would like to lower sky reflections even on high reflective blocks
What did you do? You managed to make the SSS more prominant?
It was about fog 😭
RTX
my new quartz texture is cooking
The exposure here is terrible. Working on a fix but, RTGI go brrrr
likely not good. i can test though
this isnt deferred's final form anyway
opf
sniffs rtx?
Yes
It's a very different style than I'm used to making
This one tries to stay very true to vanilla RTX but with some improvements thrown in
Keyword here is "tries"
I took some liberties like improved time of day colors cuz vanilla RTX lighting was WAYYY to white
Vanilla
My edit
Vanilla
My edit
-# Do lava pools still exist???
just a concept
Birch forest - Luminous Dreams.
Looking for feedback, thanks!!
That SSS is super strong. I love it!
SuperSub Surface Scattering
ngl I expected criticism towards it and the shadows. Thanks guys. But I'll still take any feedback you got.
Nah keep it that way I like it
Really no feedback to be given on like the shadows or literally anything else? qwq
The fog is a bit thick/too prevalent all over the screen, if it started coming in a bit further out, it would help with better visibility in regular gameplay
As it stands right now it's great for screenshots
Thanks for the feedback! Will see what I can do.


Sorry, but what do you mean by "if it started coming in a bit further out"?
Let me elaborate, for example in the second screenshot, about 20 blocks away from the camera the fog/haze is already coming in. Don't get me wrong it looks quite nice but it's not the best for general visibility in gameplay. Most other packs have their fog starting farther away from the camera.
I mean not exactly but most other packs have it different
In Alexis' pack the fog is a lot farther away from the camera
Hmm, I wonder how I would achieve something like this.
I couldn't tell ya how to do it exactly but that's what I've been seeing in other packs
I think the shadows should be a bit blue/blue purple with how warm the sunlight is, it makes it seem kinda dull where there’s no sunlight but might just be preference idk 😦
The shadows are blue, but not to the extreme like how it is for default, but I'll make some tweaks!! Thanks for the feedback!!
omg I love it.
high res gold texture (there is a bug with texture atlas resizing or whatever, im not sure why)
Is this prizma?
yes
Some funny epic fails for yall
Very pretty
redone fog for mangroves and swamps
💖 😊
thank you :D
i think the old one was better
Some screenshots from an upcoming revision of BetterRTX!
You and quirky knocked it out the park 🔥
Looks great
Thanks! We took a completely new direction and it's really good see a positive reception to it
A couple more shots of the new revision
how could you ever stop playing minecraft with something like this
very nice
Looks great MADLAD!
These are the last of what I have for the new betterRTX revision. Absolutely in love with what we've made
Idk if I'm blind because I can't see the difference
between this and the current default betterRTX is quite a large difference. The general lighting is different, the sky has differently tuned colors, theres some new fixes and features that I'll let madlad talk about if he wants to. But we've been trying to rework the style of the default betterRTX preset to be more atmospheric and have a completely different visual style separate from the visuals of RTX.
essentially we are trying to create a new artstyle that we both believe fits the game more
very nice
Most of the technical stuff isn't immediately visible in the screenshots but I've done work to improve the transition from sunlight to moonlight and vice versa, increased the cloud rendering distance (which was equal to the terrain render distance by default), and I've made lighting in the end completely resource pack driven
In the end BetterRTX is going to enable much greater creator capabilities while at the same time solidifying its own visual style
W
the end completely resource pack driven? i smell trouble with my pack
Yeah that's why we're releasing it as an experiemental preset
cant wait 
the resource pack end stuff is really nice and will be great (assuming pack creators change some things to utilize the way its being done)
but this change opens up the opportunity for things like addons to utilize custom end fogs and have them be BetterRTX compatible
or if the end ever got new biomes
redone stonebrick family
Idk it looks like pom if you are far
Current WIP aces tonemap
Also mojang PLEASE let us configure the tonemapping curve
Aces clips to white way to fast
Makes everything look muted in shadows and dimmer lit areas
@wintry lodge Yeah, we've had similar complaints internally. We're looking into a more customizable tone mapping operator, so stay tuned for future updates. 🙏
This presentation from Timothy Lottes at AMD has some really great ideas in our opinion (Part 2, starting on slide 29): https://gpuopen.com/wp-content/uploads/2016/03/GdcVdrLottes.pdf

hm monke
Omg yes. This has been a big complaint I've had with the current color grading and tonemapping system after learning how it works in other engines more deeply. Very excited for this
Sadly there is a bug due to which smooth normals don't initialise correctly if you reload the world with deferred turned on
minecraft blender edition
after learning how it works in other engines more deeply
If nothing else, that our pipeline inspired you to research things like color grading and tone mapping in other engines makes my day. ❤️
Learning about film, graphics and overall pretty pixels is what it's all about at the end of the day
I've done some reading up on how unreal engine handles filmic tonemapping
And what all the different things do etc
And unity HDRP has a custom tonemapping option that looked cool. I just defaulted to aces for my current project
Nice! Those are good reads for sure, if they're the ones I'm thinking of. Ghost of Tsushima has some really cutting edge stuff too that you can find online if you're interested in more.
Tonemapping and color correction effects for adjusting scene colors.
this one
it was great because of the intereractive sliders and stuff
helped me make a very finely tuned aces configuration
that aces configuration in question. I feel like i got it balanced well
im defintiely gonna see if i can make it work for deferred haha
I love the water texture
Thanks! Took awhile to get it here but I'm happy with it
This would be awesome! 
loaded (assumed) deferred caustics png in rtx with betterRTX these look amazing (this is utilizing reflected caustics feature) pixelated caustics fit so well for the game. I believe the old RTX tech demo used this style
Oh wow
pixelated caustics is such a W move
these look like the exact ones in the series X RTX tech demo video from digital foundry
I wish the caustics were pixel-locked tbh
the warping and gliding feels off to me
Idk these function exactly like RTX so it's possible they may work differently when deferred gets them
But also the reflected caustics feature is a bit wonky as it is. I agree with the pixel locking
the second image became my favorite image of this year
thank you ^^
thank you!! I tried really hard to make my color grading perfect ☺️
Looks perfect to me
finally achieved the baseline look of the water waves ive been wanting forever (thank god i have a much better system for making normals now)
cooking up a new tonemap
figured out ways to circumvent the weird white clipping problems with aces, along with the emissive problem
this took so long to do
armor with a normalmap instead
A tiny bit saturated but looks really good for ACES
You could probably just give the sun a circular texture to hide it properly within the big glare
im gonna reduce the size of the glare. its a bit too much anyways
and yes. the saturation has been a big struggle. it used to be more saturated lmao
I have it visually looking like Hable but i get the greatly imrpoved colors and contrast of aces without many issues. I like what ive got so far
i see someone enjoing my world ,'3
I wondered why it looked similar to some other screenshot

Animated cubemaps when
It takes 10000years
Found a way to make the blue reflections look "natural"
The only issue with this is my sky looks white when exposure kicks in
pbr
The height map shouldn't look like that. The colours aren't indication of major bumps on the mob.
Imagine someone with vertigo
Now imagine if those patches had actual height to them off the surface of the skin. That's what you have here
Looks strange
look here, it's not like white parts are higher
Alright, the point is that skin shouldn't have variations in height
Unless it's like, I dunno a scab or flesh wound
for sure but at the same time it will look bad on mc mobs to be completely flat
Not necessarily
at least in my opinion 🤷♀️
Oh well, you do you. Just saying it would look better if done in moderation rather than everywhere you can put it
🥵 villager muscles
probably if I made normal maps (I will do it someday) mobs would have a simple rounded edges but I prefer to do it a bit differently with height maps
Take the zombie for instance. Personally I'd only add height to it's clothing, and depth to its eyes to make them looked sunk in.
well, for zombie it makes more sense in my head to make smooth skin
pov
prime example of needing tunable tonemapping curves lmao
excited for when the more customizable tonemap comes out
h o l y....
am i still even using deferred at this point
like jesus

dungeon crawler map im working on. cool usage of the camera commands too (camera created by a friend)
Lags
Vanilla Enhanced
i think ive got daytime down right where i want it
dont think i can get the sky any better
fog enabled
i do very much dislike how even a small amout of fog can mess up the sky though
very early sunrise
Recently I've updated the experimental branch of the mod with a bunch of new improvements so I think it's worth taking another look at it
looks much better
i installed it today
and yes
i saw a new menu
looks great
Really? I don't think I added any new menus to the game 🤨
the installer
I get what you're referring to now, thanks
The installation process is still a bit scuffed cause of the file permissions needing to be subverted but we're trying to improve it as much as we can
In the past we didn't even have an automatic installation script so we'd just manually use iobit unlocker or use an unofficial launcher instead 💀
old good times 😊
man, ive nailed the sky blending
water
ive got something cool going where the water is bluer the closer it is to you, and becomes lighter as its farther
looks a lot like complementary unbound
huh it does
This screenshot doesn't look like deferred 
means im doing something right lmao





