Nearby chunks: reveal the possibilities of raytracing techniques in all beauty of reflections and dynamic lighting Chunks in a little distance: *turn on hardcore dubstep mix*
I am fairly confident thats now how quantum computers work. You would probably need to have a very specialized rig to play any sort of modern 3-D game on a quantum computer. Dont quote me on that, im not entirely sure what a quantum computer can and cant do
@@discowizard5636 That was a joke... -And if you whine its not a funny or logical joke, then its not funny for you. Just pointing that out that it was a damn joke. I was joking about it because of the power of a quantum computer.- *Then maybe add that specialized rig*
@@rolanddawson3657 ray tracing is not a texture pack , ray tracing is done by RTX gpu's, to render lightings and shadows and stuff , texture are just pictures
slvtai I was never referring to ray tracing. I just meant that whatever they had going on in this video combined with a more detailed texture pack would heat up your computer in no time.
I dont think you know what ray tracing is. Those reflections are happening on their own. Its the light that makes everything look realistic. Not the reflections.
I believe the RTX series was designed to run raytracing extremely well. so with a 2080 this would probably be running at a minimum of 120 fps and without overheating.
Engineer: Yeah, quantum computers are really cool, but there's no point in making them for anyone except physicists or other researchers. I mean, what possible other use could there be other than simulat- Me: Have you seen this video? Engineer: ... Engineer: Okay, so change of plans
yes it could, quantum computers could potentially come to a state where it can be used in graphics rendering, but right now, it's just an experimental area of computation.
Needs more parallax/normal mapping on cobblestone and other surfaces. Dirt for example would look great with proper normals. The iron and gold blocks had normals, and that was great.
@Qazu G Indeed, this is a shaderpack, but without the appropriate texturepack, it wouldn't look as good. So, "this is not *just* a texturepack" would be more appropriate. :)
Each block should have a surface type which corresponds to its material, similar to unreal's framework, where attributes like luster can be established so that cobblestone be less reflective than iron blocks when a rain event occurs for instance
@Salivar Ravilas Normal mapping. It's used to simulate small bumps and roughness in the surface by manipulating the angles of reflection (well, manipulating the _normal vectors_ of the block) to point in different directions. Normally (heh), the normals all just point perpendicular to the block's surface, and that gives it a very smooth feel when light is reflected
Hey man nice video but shame you didn't restart minecraft in-between. After some point you can see textures glitching and getting very noisy. You can restart your game and they will be nice and smooth again.
jsut add more rays REEEEEE but yea denoising is gonna be an issue unless you got quite a beefy setup because two ways to denoise are things that can make the image more blury and reduce visual fidelity, or add more rays to be cast , which requires way more compute power
The actual issue with this denoising algorithm is that it doesn't deal well with low frequency noise. Though you can't say the denoiser is not doing good because without it, the whole image would suffer from high frequency noise which is significantly more disturbing than low frequency noise.
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?? Hytale would probably do their own shaders and such.. Minecraft just lacked it.. Hytale isn't made with java which is a good thing.. Minecraft sucks ass, java graphics wise.