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    posted a message on Resource Pack Shader Support [Parallax (POM), Bump Mapping and PBR] [S&K/R3D Craft]

    Ya ill probably have to give that a try.


    On a side note Sonic Ether's shaders also have support for PBR, however due to a lack of information on his end there hasn't been any Resource packs that utilize it (at least as far as i know).

    You can find the little blurb about it on his Facebook page (You can see him talking about it in the second comment)


    EDIT: for whatever reason that link didn't work, but it's working now B)

    Posted in: Resource Packs
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    posted a message on Resource Pack Shader Support [Parallax (POM), Bump Mapping and PBR] [S&K/R3D Craft]

    Oh boy, it's been a long time since I last visited these forums.


    Anyway for curiosities sake I was wondering what program you use to create the Normal, Specular, and Height maps for the textures (I'm assuming something like the Quixel plugin for Photoshop, or maybe one of Allegorithmic's products.


    I was also wondering how having a PBR lighting model could be more performance demanding, as the only real difference between a PBR lighting model and a Blinn/Phong lighting model is the arithmetic used in the lighting calculations (PBR uses calculation that are representative of the real world and Blinn/Phong does not)


    A Blinn/Phong shader uses around 40 to 50 shader instructions to the GPU and PBR is about the same, the only time the instruction count will increase is if the use of an HDRI is present, however I have my doubts that such a feature is present in these Minecraft shaders.


    Also as a side note I am aware that this may not be the best place to ask some of these questions, but I thought I would try anyway. (Since I can’t seem to get a straight answer from any of the other shader creators :mellow: )

    Posted in: Resource Packs
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    posted a message on Terrible performance on Samsung Galaxy Tab S
    Quote from SquishyPotatoe»

    If i may ask, was this an issue before or after their latest update? If you look at this thread it may be the same issue we are having here.

    If not, all i can suggest is you try running the game and the same map project on a different device and see if the problem persists.



    As I stated above this has been an issue from day one on the Tab S (I’m not sure how many updates that encompasses) due to its high resolution screen. MCPE as well as a handful of other graphically demanding apps out there are running at the devices native screen resolution which in my case is 2K with a 16:10 aspect ratio.


    The sole reason for the poor performance is due to the fact that the device isn’t remotely capable of running any graphically demanding content at such a high resolution. The simplest fix for this is to simply cut the resolution down to 1920x1600 like most* other demanding games do on high res mobiles.


    To put that into perspective an NVidia GTX 780Ti has problems running even last gen AAA titles at 1440p, and that is an 800$ graphics card. So if an 800$ GPU is having trouble rendering 2K 3D content how is a 600$ Samsung tablet supposed to do that?


    Quote from rplatham»

    The Tab S has long suffered this problem. A temporary work around is to disable animated water, fancy graphics and beautiful skies. Sometimes you can get away with only disabling one or two of those.


    SquishyPotatoe: There are known lag issues in 0.13.0 for practically all devices. Mojang's on it.



    I am aware that the Tab S has suffered from these problems for quite a while, but it is still frustrating none the less.

    To answer the second part of your question; as I stated in my original post the game gets around 14 FPS on lowest detail settings which implies everything is set to bare minimum. (not very playable if you ask me)

    Posted in: Minecraft (Bedrock) Support
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    posted a message on Terrible performance on Samsung Galaxy Tab S

    There is an issue with The Samsung Galaxy Tab S where the game will run at the display's native 2K resolution (which causes the game to get around 14FPS even on lowest detail).


    This has been an issue since day 1 for the Tab S, and I'm assuming this problem occurs with other high res devices as well.


    Dev's have to realize that there is no way a tablet will be able to render a relatively demanding game at 2K (at least not in 2015). Luckily most graphically demanding games have been toned down to run at 1080p, but every once and a while you get one that slips under the radar and attempts to run at the devices native resolution. (which basically renders the entire application unusable)


    I'm hoping this post will garner some attention as clearly raising this issue in the sea of garbage that is the "Google Play Store App Review Section" gets me nowhere.

    Posted in: Minecraft (Bedrock) Support
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