As part of the beta announcement, we are making this thread to hold as a full discussion thread. News posts don't carry the same form of discussions as a thread does.
Anything about the RTX beta and can be posted about or shared here. This includes questions, screenshots, feedback, what have you.
If you are able to play the beta, I highly suggest you try it out and give your feedback here.
I'm up and running with the beta on my 2070 Super and getting some great results with RTX and DLSS on. However, I'm using the HD Decorative Resource Pack and I'm noticing that certain things like sea lanterns and campfires are not emissive for me. Am I doing something wrong? I tried the HD Foundational Pack too and no difference. With emissives being such a big part of the RTX draw I'm surprised that these items are not lighting up properly.
@whoyebe are you using DLSS? Turning it on can make a big difference in terms of improved framerates.
I'm working on converting all the vanilla textures to have normals and mer files as a way to learn how to make resource packs but I can't seem to get the grass_side_mer or grass_side_normal files to be used. Does anyone know how to get that working or if it's just not working yet?
Of course it won't be as good, but it is supposed to work.
It will not. The way the beta does RTX is *not* compatible* with this. This is purely a software-level implementation, and the API which the beta uses requires full hardware-level support. This was communicated by NVIDIA.
Thank you - that was the explanation I was missing.
Although according to this article on Tom's Hardware it may be supported (albeit at very poor performance levels) in a coming release:
"Nvidia and Microsoft have explicitly disabled DXR on GTX support for the Minecraft RTX beta. Or more specifically, a check is made for an RTX GPU and if one is not present, you can't enable the ray tracing effects. That could change with the final non-beta release, and we anticipate Minecraft RTX will work on AMD's future ray tracing enabled GPUs, but that will have to wait for another day—and possibly a change in name. Again, based on what we've seen with Quake II RTX with its 'path tracing,' we imagine Minecraft RTX would run at sub-20 fps for non-RTX hardware, even at 720p."
I bought that GTX 1080 card two years ago, which reinforces my inclination to buy mid level hardware and upgrade more often.
Thats Quake RTX raytracing. It run poorly with GTX card. When I updated to RTX 2080 SUper, Quake was different animal for FPS. Article dont have anything REAL INFORMATION from Minecraft RTX.
I have R7 3700x, 32 GB 3200 MHz and RTX 2080Super. Minecraft is beatiful... Only thing I Needed was update GPU driver to support Minecraft DLSS 2.0...
Ever since I heard about Minecraft RTX I knew I had to do this. I am investing in the future and officially starting to design PBR resource pack for RTX
I am looking forward to both share my work, frustrations, and questions I have with you all as this all progress. I already have one question and that is how I can get in touch with devs regarding how they envision/plan to change the final format for creating PBR resource packs for Minecraft RTX? I dont want to design big pack now only to learn that it will all be for nothing in a month or 3 :-) Whom can I talk to regarding issues like that?
I already have one question and that is how I can get in touch with devs regarding how they envision/plan to change the final format for creating PBR resource packs for Minecraft RTX? I dont want to design big pack now only to learn that it will all be for nothing in a month or 3 :-) Whom can I talk to regarding issues like that?
I'm not sure if this answers your question entirely or just partially, nut there's a section on the official nvidia page which states "For the final release, this system of channel packing will be upgraded to the new “Texture Sets” system, which will be much more flexible in regards to file naming and texture map/channel management. After the upgrade, you will still be able to use the channel packing/file system detailed in this document without having to rework any of your texture files. "
In any case, I am looking forward very much to new texture packs with 1k or 2k realistic textures. Playing a survival game with realistic PBR textures would be awesome!
I have now started to work on my pack. I am having problems with getting emissive layers to work correctly while using Photoshop and have much more control while using Substance painter. For the time being, I am setting up the workflow Using Substance to render the final files while using Photoshop to edit ceratin elements needed. I made a short video showcasing the first experiment.
I am having the same problem with the grass_side_mer and normal files. The top works fine, but not the sides. I have tried with both tga and png mer and normal files. Any help would be appreciated.
With emissive in Photoshop and paint.net, they seem to be either off or on, nothing in between and then they also seem to ignore the Rougness layer when on.
I wish I could help with the emissive layers. I think it's a matter of experimenting with values until you find out which looks the best in the game.
Emissive map - How much a pixel in your texture should glow:
Value of 0 (black) means no glow
Value of 1 (white) means the strongest glow
Grayscale values between 0 and 1 can also be used
Color of the glow is determined by the pixels in the base color mapSo basically it's saying, you can use greyscale values to determine how bright it glows.
Your textures so far look very fresh and interesting. I'll be keeping my eye on it.
https://www.minecraftforum.net/news/60767-minecraft-with-rtx-beta-is-now-live
As part of the beta announcement, we are making this thread to hold as a full discussion thread. News posts don't carry the same form of discussions as a thread does.
Anything about the RTX beta and can be posted about or shared here. This includes questions, screenshots, feedback, what have you.
If you are able to play the beta, I highly suggest you try it out and give your feedback here.
getting really low fps with a 2080ti lol but still cool also my screen is 4k is more then likely why
I'm up and running with the beta on my 2070 Super and getting some great results with RTX and DLSS on. However, I'm using the HD Decorative Resource Pack and I'm noticing that certain things like sea lanterns and campfires are not emissive for me. Am I doing something wrong? I tried the HD Foundational Pack too and no difference. With emissives being such a big part of the RTX draw I'm surprised that these items are not lighting up properly.
@whoyebe are you using DLSS? Turning it on can make a big difference in terms of improved framerates.
I'm working on converting all the vanilla textures to have normals and mer files as a way to learn how to make resource packs but I can't seem to get the grass_side_mer or grass_side_normal files to be used. Does anyone know how to get that working or if it's just not working yet?
Does anyone know how to fix a skybox flickering in-game?
I think I have everything to run Minecraft RTX:
When I try to load one of the RTX worlds, it tells me "your device does not meet the system requirements to run this pack" (see attached)
Any suggestions?
You need to have an RTX video card. A 1080 does not support RTX features.
NVIDIA released a driver which is supposed to enable ray tracing on GTX cards:
https://www.tomsguide.com/us/ray-tracing-gtx-gpu-driver,news-29847.html
Of course it won't be as good, but it is supposed to work.
xD sorry dude, you get the wrong grahic card
that is good topic. thanks a lot
It will not. The way the beta does RTX is *not* compatible* with this. This is purely a software-level implementation, and the API which the beta uses requires full hardware-level support. This was communicated by NVIDIA.
Thank you - that was the explanation I was missing.
Although according to this article on Tom's Hardware it may be supported (albeit at very poor performance levels) in a coming release:
"Nvidia and Microsoft have explicitly disabled DXR on GTX support for the Minecraft RTX beta. Or more specifically, a check is made for an RTX GPU and if one is not present, you can't enable the ray tracing effects. That could change with the final non-beta release, and we anticipate Minecraft RTX will work on AMD's future ray tracing enabled GPUs, but that will have to wait for another day—and possibly a change in name. Again, based on what we've seen with Quake II RTX with its 'path tracing,' we imagine Minecraft RTX would run at sub-20 fps for non-RTX hardware, even at 720p."
I bought that GTX 1080 card two years ago, which reinforces my inclination to buy mid level hardware and upgrade more often.
Thats Quake RTX raytracing. It run poorly with GTX card. When I updated to RTX 2080 SUper, Quake was different animal for FPS. Article dont have anything REAL INFORMATION from Minecraft RTX.
I have R7 3700x, 32 GB 3200 MHz and RTX 2080Super. Minecraft is beatiful... Only thing I Needed was update GPU driver to support Minecraft DLSS 2.0...
Hi everybody :-)
", sans-serif">It was inevitable! 😜
Ever since I heard about Minecraft RTX I knew I had to do this. I am investing in the future and officially starting to design PBR resource pack for RTX
I am looking forward to both share my work, frustrations, and questions I have with you all as this all progress. I already have one question and that is how I can get in touch with devs regarding how they envision/plan to change the final format for creating PBR resource packs for Minecraft RTX? I dont want to design big pack now only to learn that it will all be for nothing in a month or 3 :-) Whom can I talk to regarding issues like that?
I'm not sure if this answers your question entirely or just partially, nut there's a section on the official nvidia page which states "For the final release, this system of channel packing will be upgraded to the new “Texture Sets” system, which will be much more flexible in regards to file naming and texture map/channel management. After the upgrade, you will still be able to use the channel packing/file system detailed in this document without having to rework any of your texture files. "
In any case, I am looking forward very much to new texture packs with 1k or 2k realistic textures. Playing a survival game with realistic PBR textures would be awesome!
Thanks JawsOfZdar. This was indeed helpful 👍
I have now started to work on my pack. I am having problems with getting emissive layers to work correctly while using Photoshop and have much more control while using Substance painter. For the time being, I am setting up the workflow Using Substance to render the final files while using Photoshop to edit ceratin elements needed. I made a short video showcasing the first experiment.
I am having the same problem with the grass_side_mer and normal files. The top works fine, but not the sides. I have tried with both tga and png mer and normal files. Any help would be appreciated.
With emissive in Photoshop and paint.net, they seem to be either off or on, nothing in between and then they also seem to ignore the Rougness layer when on.
I wish I could help with the emissive layers. I think it's a matter of experimenting with values until you find out which looks the best in the game.
Emissive map - How much a pixel in your texture should glow:
Your textures so far look very fresh and interesting. I'll be keeping my eye on it.