At the end of the day, I may be as rusty as a bucket, but as @mamedev_org's dedicated GPU fella, I still have some decent Java and GPU chops.
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Vastauksena käyttäjille @TheMogMiner ja @mamedev_org
I would like to be able to support direct shaders in forge. It opens up interesting possibilities for mods, if there's proper shader infrastructure right in forge. Optifine is ok, but we could never have a direct dependency there. Additionally, optifine has historically
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Been rather hit or miss in terms of impact in modded forge. Sometimes it's great, other times it's a complete shitshow. Shaders being part of the forge landscape simplifies a lot of things for a lot of people. It seems that vanilla isn't moving towards native support, so..
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i would at least wait to release shaders via forge until the graphics engine update coming in theoretically 1.15, plus ive heard they are going to put alot of focus this update on performance improvements
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This was my take, too. If they're going to finally add a requirement for basic shader support - something I was hired to do but never allowed, because heaven forbid the fewer than 5% of people already having a bad time can't run it at all - then, great. But we should wait for it.
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So, the alleged performance improvements are already in progress in 1.14. the blaze3d engine is a thing now. I'm not sure how different it is from before, but the work is already in progress. I think now is the time to begin preparing for this, even if we're waiting for 1.15.
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Vastauksena käyttäjille @voxcpw, @TheMogMiner ja
Yep. It's being done and you can probably see some early screenshots if you follow searge on Twitter.
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Vastauksena käyttäjille @peterixxx, @TheMogMiner ja
I have been..
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Vastauksena käyttäjille @voxcpw, @peterixxx ja
Why would now be the time to be preparing for it, if I can pretty much guarantee that any API that you establish now is going to be shot to hell when the rendering code refactor lands? That's the exact opposite of the time to be preparing for, well, anything.
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Vastauksena käyttäjille @TheMogMiner, @peterixxx ja
I was thinking more about stuff we need to have to do proper shaders.
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Unless you want to crank things to 12/10 and have velocity buffers for motion blur and things like that, adding support for post-processing is (in theory) reasonably low-impact.
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