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Bug
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Resolution: Invalid
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None
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1.15.0.9 RTX Beta
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None
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Unconfirmed
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Windows
PC specifications:
- AMD Ryzen 7 3700X
- 4x8GB DDR4 3733
- Nvidia RTX 2060 Super
- Patriot Viper VP4100 Gen 4 NVME SSD
I really enjoy the RTX beta so far, however there are two blocks that don't seem to work as intended. The first one is grass_side_mer. The texture seems to not load any values from the given asset. Instead, it seems to render glossy. Below is a provided screenshot of how it looks next to dirt and stone, two blocks that got the rendering correct with very similar MER files. They both ended up rough and looked physically correct. Same applies to grass_top, oddly enough. This is the one worst standing out example I can find.
However there is one more block which has an issue, but to a bit of a lesser degree. I noticed that in vanilla minecraft, magma blocks have a light level of 3/15. I tried to recreate that here by making and adjusting a magma_mer file. Unfortunately, every time I add a bit of green (emissivity) to the block, it immediately goes to a full luminance and emits light everywhere. Provided below is the texture used and ingame appearance. There isn't anything I can do to fix the file.
The next big issue is objects failing to render correctly..
Banners, with DXR enabled, render completely black as seen in the provided image. When DXR is disabled, the banners render correctly.
Maps (the item) appears completely broken. I'll try to provide a video file of this in action.
Skulls may render with an incorect color. This one seems to be rare and restricted to the skeleton skull. See provided image for example.
When in the player's hand, leather items may show up dyed as white regardless of dye color. See provided image for an example.
Lastly, an enchanted trident or shield will render completely black when in the player's hand. This could also happen to other items, but these are the only two I have seen the bug occur with.
Finally, I want to go over some basic stuff.,
Rays tend to generate an image over time. This sounds like an optimization, but with how incredibly demanding the RTX build is, what I wwould do is drop it completely. The irradiance cache may be a necessity, however, so in that case I would love to see this sped up significantly by the end of 2020. Additionally, DLSS is a requirement for cards below a 2080 Suiper to maintain 60fps at 1080p. Even still the RTX 2060 non-Super cannot hold 1080p60 regardless of DLSS or not. This is rather disappointing. Hopefully future patches can make it so that these cards can reach this target level of quality. If not, an optional framerate toggle, like 30fps capped, would help a lot in maintaining visual consistency. Additionally, a 30fps cap toggle would save laptops some battery life in the long run.
Minecraft RTX is by far one of my favorite updates and I cannot wait to see what it does in the future on PC and consoles. The move to PBR materials is probably the biggest change so far and, with turning on the full path tracing experience, everything just looks decades ahead of vanilla. This is going to be a great upgrade when it's finished. Props to you all at Mojang, Microsoft, and Nvidia.
Linked here is the resource pack I edited and used, which fixed a lot of issues already like sea lanterns and pickles missing MER files.: https://drive.google.com/open?id=1T0TzBgmsTINX9JZGXQljw-46doD1MOAB