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Cake day: June 14th, 2023

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  • Once this is complete, we’ll implement a modern rendering pipeline that will give us a strong foundation to build upon, making visual changes and performance improvements easier in the future – for us, and modders too!. After that, we will be able to start adding the visual features. We really want to take this time to build this properly for Java Edition and build it in a way that allows us to continue to add complex enhancements such as Vibrant Visuals to Java in the future.

    Our goal is to bring Vibrant Visuals to all Java Edition players, across all supported devices – and we know that is going to be a challenge. We are working on a viable solution that works across the Java platforms: Windows, Mac, Linux and are committed to continuing to support these platforms.

    I wonder how they’ll implement this modern rendering pipeline. Are they going to move away from OpenGL? That would be kinda big news. Would that mean Vulkan on Windows and Linux and Metal on macOS? Or would Microsoft insist on DirectX for Windows? I hope Linux won’t be left out, implementing 3 different graphics APIs would be a lot.





  • It’s a good question. Really the only thing that would have been completely broken if moving to a new version are game mods, which are written in Java. Everything else could be converted to work with a new C++ based version.

    Though doing so would result in a lot of new bugs, systems would have different behavior leading to broken mob farms and redstone. I think this would be the main reason. Keep Java around until the Bedrock Edition could handle these worlds with minimal issues.

    However, Bedrock involved into a very corporate product. Microtransactions, ads, etc. Java Edition players would be angry if they were forced to move to this version.

    Another factor is that Microsoft really doesn’t support Linux and MacOS systems. They likely didn’t want to add support for them in Bedrock Edition.







  • Proton includes DXVK and vkd3d, which translates DirectX to Vulkan. There’s also Zink, which is not part of Proton, that translates Vulkan to OpenGL; some new graphics drivers just write a Vulkan driver and use Zink to handle the OpenGL stuff (like the ones written by the Asahi community to make Apple M series chips work on Linux).

    However, there is a project I just found called ANGLE developed by Google that can translate from OpenGL to Vulkan. I’m not knowledgeable enough to know if this could be adapated to work on Minecraft, if it could work with Nvidium, and if it would even bring performance improvements.

    Really the best thing to do would be for Minecraft Java Edition to natively adopt Vulkan on Windows and Linux. But that’s not going to happen since Minecraft is owned by Microsoft.


  • The issue with Proton is that it’s designed to work within Steam, sandboxed, and with Valve’s runtimes. There’s also a lot of hacks Steam uses to make games work on a per game basis based on the game’s steamid.

    It doesn’t do that in Heroic. Which is why umu has been developed, its purpose is to run Proton outside of Steam but still be properly sandboxed and use Valve’s runtimes. It also has a database so that the same hacks used to make a game work on Steam are also applied to the GOG or Epic Games version.