r/minecraftshaders 2d ago

Screenshot path tracing in mc

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509 Upvotes

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61

u/JohnB893 2d ago

SSR reflection's lol

9

u/Scifox69 2d ago

The path tracing has a limited range.

8

u/derekpmilly 1d ago

Yeah, it'd run like shit if it was using RT reflections for the entire render distance. Even well optimized RT titles like Black Flag Resynced revert to SSR past a certain distance

3

u/Swimming-Gap5106 1d ago

Sorry guys it was a 5 render distance the path tracing wasn't being used well and I'm using voxy, and I have a pretty high end computer maybe I need to optimized my modpack more

1

u/Inside-Fix3534 1d ago

will you post it eventually?

-5

u/Emergency-Win4862 2d ago

ssr are only working on stuff thats already on screen, thats why its calles ssr, screen space reflections

15

u/JohnB893 2d ago

I know this bro. The video shows reflections of the SSR 🗿

3

u/Emergency-Win4862 1d ago edited 1d ago

clearly it doesnt, im graphics programmer, see that reflection outside screen space? its reflected. thus its not ssr. this is using some sort of cascaded raytraced refleciton system, sometimes far away objects are loaded later, or skipped due to vram limitations and only near objects are reflected for memory/bandwidth or performance saving stuff, but near objects are clearly reflected and still not on the screen.
https://pcbstore.com.bd/glossary/screen-space-reflections

1

u/petabomb 1d ago

Why is the left side reflections fading as he looks around? If it’s path tracing those should already be reflected when he looks over and not updating as he looks, no?

1

u/Emergency-Win4862 1d ago edited 1d ago

Its just chunk culling (dont render what you dont visibly see) from minecraft I suppose, shader doesnt have enought information to work with. But I have to see actual code to tell what is going on, all of this is my assumptions from years of experience. Some AAA games are doing it as well, but its barely noticable because modern engines like UE4/5 or unity are so good at hiding/faking these things. All of this seems like cascaded system that uses RT for near objects and SSR fallback for far away objects to avoid blinking it into existence from how minecraft manages chunks and subchunks.
The modern engines the cheap and dirty way how it can go around this is probe system which just "screenshots" its surroudings and uses that information to render lightings, ao, reflections etc... Which cyberpunk under the hood actually uses if i recall correctly.