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.
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.