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Minecraft Java is switching from OpenGL to Vulkan

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Re: Minecraft Java is switching from OpenGL to Vulkan

#172

Earlier quoted context omitted.

These are minor tweaks. You could remove these and the speedrunning community/HC would lose little. A second account in spectator mode is a slightly less convenient version of freecam and the speedrunning community is kidding themselves in the first place allowing any tweaks to RNG whatsoever. They could ban that tomorrow and there'd be some grumbling but nothing would change viewership-wise

Minor tweaks are still a mod. Gameplay overhaul modpacks that turn the game into Factorio are definitely the a small minority of the playerbase, but anyone who knows better plays with at least some sort of client-side performance mod (Optifine, Lithium, etc), and that's been true since before 1.0. Etho's dedication to keeping a purely vanilla singleplayer world is a unique feat. If you want to use Hermitcraft as an e…

I never said that modding isn't important, I said that it's not as important as people in this thread are making it out to be

Re: Minecraft Java is switching from OpenGL to Vulkan

#173
post #76
post #71

Earlier quoted context omitted.

all of that except realms is bedrock edition, not the java one. I'm honestly pleasantly surprised they haven't killed the java version

That was probably their intention, but Bedrock has proven to be full of papercut sized bugs, and maintaining 1:1 behaviour with Java has also proven really difficult. Redstone is notably different/broken with the exception of trivial circuits. Until it's possible to convert your world to Bedrock and not have anything in your 'finished' world break, except maybe some giant Redstone machine or one or two known annoyanc…

I don't think 1:1 behaviour with Java was ever the intent. Redstone works differently due to a combination of different design choices, like not breaking in water (although I can imagine that being an accessibility thing for console players) and less technical debt, making things like movable tile entities possible.

Re: Minecraft Java is switching from OpenGL to Vulkan

#174
post #54

Earlier quoted context omitted.

I imagine it's far from the best-earning, though. It's a one-time purchase.

They do have a bunch of add-ons now with Realms notably, but I wonder if this revenue goes to Mojang or to another Microsoft branch for tax reasons. To say nothing of derived media, plushies, Legos etc.

Fair, I completely forgot about Realms. I didn't know you could buy addons for them, though.

Re: Minecraft Java is switching from OpenGL to Vulkan

#175
post #65
post #54

Earlier quoted context omitted.

I imagine it's far from the best-earning, though. It's a one-time purchase.

Skins, media packs, servers, hosted realms, upsales through all consoles, multiple copies for multiplayer with/between your kids… also a mass revolving shit tumbler of account stuff on the backend that invalidated lots of old accounts… I bought during the beta for a lifetime of goodies, had to buy it again after the buyout, then again after an update to MS accounts wasn’t acted on, and then for the Switch. I’ve bough…

I don't know what you mean by media packs, but the server software is free, and I believe all of the skins and maps released by Mojang itself on Bedrock's marketplace are also free. It's the third-party stuff that costs money, although I assume Mojang takes their cut.

Re: Minecraft Java is switching from OpenGL to Vulkan

#176

Earlier quoted context omitted.

> it's a shame you need mods to have shaders on Java You don't. Ever since 1.17 you have been able to build GL shaders directly into resource packs. Resource packs don't require any complex loaders and don't pose a malware risk. To install them you can either drag-and-drop them as .zips directly into the resource pack menu, or a server/world can be configured to prompt the installation of a resource pack. These resou…

> Ever since 1.17 you have been able to build GL shaders directly into resource packs This sounds very cool, I never knew this. Could you give me an example of such pack?

Here are a bunch of examples: https://github.com/McTsts/mc-core-shaders

This one is particularly interesting because it integrates block data in the rendered world along with some server-side augmented data to render a minimap in a vanilla client: https://github.com/JNNGL/VanillaMinimaps

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