We’re still hard at work getting Vibrant Visuals ready for Minecraft: Java Edition. If you’ve been following our updates, then you’ll know we’ve been exploring refactoring and looking at ways to modernize our rendering code. Following this work, we’re now preparing to make a change to the underlying technology we use to render the game, by switching from OpenGL to Vulkan.

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[–] 16 points 8 months ago (4 children)

Minecraft will be so so much better. There is already a performance mod called VulkanMod which does the same thing and oh boy it beats Sodium by a whopping margin

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  • [–] 8 points 8 months ago* (3 children)

    I do hope that projects such as Sodium or similar still have a future, though.

    The performance aspects won't be as needed, but I appreciate getting a lot of control over the rendering to customise it for personal preference.

    Similarly for shaders. Vibrant Visuals is one thing but some of the shaders people have developed are even better looking, such as Complimentary. - and come with a lot more knobs to twiddle.

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  • [–] 3 points 8 months ago (1 child)

    Plus the MC shader community’s “LabPBR” texture format is awesome. If Vibrant Visuals on Java uses the format they did for Bedrock, it won’t support some really cool texture information. Plus shaderpacks often include effects far outside the scope of VV, so I think there’ll remain reason for something like Iris to exist. I’m excited to see the possibilities for hardware accelerated raytracing on Java with this change, though!

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  • [–] 2 points 8 months ago

    They will, Iris shaders will probably not be ported over to Vulkan, however this is entirely because the Iris devs are already working on an Iris successor. Also I will doubt that the shaders will be lost.

    On the Sodium side, the dev has already created a build with Vulkan support.

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  • [–] 2 points 8 months ago

    I keep forgetting that bedrock trash is more popular that the PC platform the game was designed for. I mean it shouldn't have been made in Java to begin with, but still.

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  • 15 comments in c/linux_gaming@lemmy.world view that post
    [–] 47 points 8 months ago (7 children)

    I wonder how long it will take to get mod support after the switch? When there's a major update to the game, it usually takes a long time and there are a lot of mods that don't get updated because it's too much work.

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  • [–] 19 points 8 months ago* (2 children)

    hopefully the biggest mods can prepare in advance, the article says a few versions will be released with both OpenGL and Vulkan support, until their Vulkan renderer can reach the stage where it’s good enough to fully replace OpenGL. i’ve heard that the Sodium devs knew (or intuited) of the Vulkan switch in advance, so they already have some work done to support it.

    RIP shaders tho, i don’t envy shader developers rn

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  • [–] 14 points 8 months ago

    The Iris devs are making a new mod called Aperture, that will fully replace Iris/Optifine and then some. Hopefully the newer shaders will be able to take advantage of a lot of modern hardware features like ray tracing. It is going to be a real pain to translate existing shaders though (speaking as someone who will have to do that at some point)

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  • [–] 7 points 8 months ago* (last edited 8 months ago)

    The saving grace is we get some semblance of shaders in game that are officially supported and they look quite nice so far. No needing to install a mod loader, shader mod and download different shaders to get stuff working. Vulkan does afford more low level performance and extra functionality over OpenGL though, it will be quite interesting to see what mod authors come up with when we get start getting other vulkan based shader packs. It’ll be a slow process but exciting times!

    My only worry is the potential duplicate effort on mod authors having to work with both Vulkan and OpenGL simultaneously. Vulkan is a bit of a mess of a spec and also extremely low level so it requires a developer with a very solid understanding of the graphics process to work with.

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  • [–] 31 points 8 months ago (3 children)

    They could try making a game that lets you add mods that doesn't break said mods every update too.

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  • [–] 41 points 8 months ago (2 children)

    It sure would be nice if Minecraft had a modding API like Luanti.

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  • [–] 17 points 8 months ago* (1 child)

    No kidding. I had already been fairly interested and excited about the mod that already does this, but unfortunately knew it would somewhat split the modding community, as any mod complex enough to call OpenGL directly for anything naturally doesn't work.

    Minecraft switching guarantees mods will support it though. This should be a major boon for the performance of shaders and other visual mods going forward, once mods complete the transition.

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  • Finally! Been waiting for this for a couple of years by now.

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  • [–] 3 points 8 months ago

    This is huge! I just recently found a Vulkan mod but many other mods can't run with it. At this point I never expected Mojang to make such a great step towards performance improvements.

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  • [–] 2 points 8 months ago

    Will this be a preformance increase?

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  • [–] 1 point 8 months ago

    I'm concerned about all the shader mods - they'll probably all be borked until their respective devs rewrite them for vulkan

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  • [–] 1 point 8 months ago

    Yeah I just saw they were releasing those mappings since 2019. Weird

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