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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.








  • I haven’t watched the video yet, but keep in mind “resource usage” being lower isn’t always better.

    For example, Plasma had an issue for some people where animations would not happen, freeze the system momentarily, and stutter. The reason why turned out that these people were using slow drives. Plasma was trying to load the bytecode for the QML animations from disk, but the IO operation took too long so the animation suffered. Had this bytecode been stored in memory, the performance would have been better.

    But I also don’t want to discount the fact that some (perhaps most) of the time, high resource usage is a bad thing caused by poor programming and using technologies that are heavier, like Electron. Whether those tradeoffs are worth it are another matter.

    I wish more developers actually used their software low-end devices to find performance issues. I recently got an Intel N100 and it’s actually been a decent experience on Linux, though Gnome shell’s animations are a bit stuttery even on Gnome 48. Haven’t tested any other desktop though.






















  • 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.