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been working on a cool thing

I will not elaborate
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if you've ever played a hardware RT mod, you'll notice that zero of them have moving grass and leaves.

This is because hardware RT is inherently hostile to moving objects, needing to update a lot of info and taking GPU time.

...doesn't mean it's not possible though!
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a few quick reminders.

- minecraft is not slow because it's running on Java, it's just not doing things the best
- you should never be using 'custom JVM flags' unless you are experienced. The Java devs know what's best
- same goes for stuff like graalvm, it's not needed.
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Replying to @IrisShaders
note that on versions older than 26.1, this advice may not apply and/or there *are* flags you should be using. consult your resident expert.
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While a lot of these 'tips' were useful in the past, MC now runs on the latest versions of Java, with sensible defaults. The only thing you should change, *sometimes*, is the amount of RAM. (And there may be an update in the future to let that change automatically too!)
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Replying to @IrisShaders
if you see someone using something like this... uh... don't.
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took this photo with aperture dev version today at ~105 fps, 1440p no upscaling or frame gen

reflections and GI are ray traced, block/sun light is shadow mapped

...not very impressive, but one of the first images of block light shadows that look good so
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Replying to @IrisShaders
(proof it's realtime)
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On another note:

An experimental build of Iris capable of running shader packs on Vulkan is now out on Discord.

This is mainly for futureproofing and compatibility, not to improve performance. However, some devices may see improvements.
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Replying to @IrisShaders
This version allows running any shader pack, to be clear. (Some may have issues, but the vast majority will work.)

This does not include RT, DLSS, or other functionality.
That is being kept for Aperture, which will release with this backward-compatible Iris built-in when ready.
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so, apparantly NVIDIA has announced an 'RTX remix' mod for Minecraft Java coming next week. (yes, this is the only photo i could find of it)

seems like they still forgot the part where you need to hire an art director
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Replying to @IrisShaders
no, we don't even know how it works or what version it's for.
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oh LTT has some footage too: youtu.be/sjuisARFWn8?t=…
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assuming everyone saw the RPCS3 tweet

The GTX 9/10 series being dropped really isn't a meme, as I found out today. NVIDIA has... good reasons to.

(Developing Aperture, I am currently running into UBO limits: 1080 ti vs 1650)
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Replying to @IrisShaders
I have unironically considered not supporting the GTX 9/10 series at all. I'll probably do an effort to try, but it's getting pretty hard.
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Also, as a quick explanation:

Uniform buffers are generally the fastest and most efficient way to send data to shader code in Vulkan.

With the GTX 1080's limits, I can only have 180 (seems to be 90 on some cards) of these in total, and only use 15 in any given shader at a time.
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Iris Shaders retweeted
Many tech-illiterate people have been incorrectly bashing on Minecraft PC's new RTX 2060 and RX 5600 XT's GPU recommendations.

We have the exact same GPU recommendations at RPCS3. Why? Because they're the oldest entry-level GPUs with active driver support.

You hit a driver bug and need support from the vendor? These are the oldest architectures they will ship a fix for. Want to optionally use new API features/extensions for increased performance or new graphical features? Need drivers that support them.

Mojang's decision to move to a Vulkan render, like all modern console emulators, comes late but is completely correct.

People complain about developers not wanting to optimise their application/game, but this change is exactly about that.

Using Vulkan allows them to push previous optimisation limits to optimise Minecraft's renderer even further. Vulkan moves a lot of the optimisation burden from the drivers to the application/game. That's due to the low-level nature of the API and the amount of features and extensions it has. This is especially good for cases where the OpenGL driver is of very poor quality, such as on Intel GPUs and mobile platforms.

Contrary to OpenGL, which is a finished and stagnated higher-level API, Vulkan is a lower-level, more complex API with very active driver development, which sometimes introduces driver issues. We know firsthand how important driver support is: we've already reported many driver bugs to different vendors that have been fixed, some that we couldn't workaround.

So, does that mean you need a GPU that powerful or that recent to run new versions of Minecraft PC now? No. You can use older and/or weaker GPUs that support Vulkan 1.3 such as a GTX 950 or a RX 460. It's just not recommended, as you might miss out on new optional optimisations or fixes that need newer drivers, it's as simple as that. Recommended requirements are not minimum requirements.

Welcome to the @VulkanAPI, @Minecraft.
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Iris Shaders retweeted
I have added a Black Hole to the End Dimension in my Minecraft Shader Pack!
Also very customizable as always :)
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Some more tests
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Was only made aware of this now, so I’ll give my own opinion.

What has been confirmed:
- not merging with Essential or it’s cosmetics
- staying open source

Under those conditions, I personally (as the developer) believe this is… fine? It sounds like the only thing that’s
Modrinth joins Spark Universe.

We know you’ll have questions, tune for a live Q&A in a few hours on YouTube. Submit any questions you have in our Discord server!

Read our article about it here:
modrinth.com/news/article/j…
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Replying to @IrisShaders
changing is funding.

Of course, what they do over the next few weeks/months could destroy Modrinth and make all devs pull out.

However, if I understand correctly, this merger mostly finished four months ago. I’ve seen no signs of them screwing this one up yet.
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