r/minecraftshaders • • 21h ago

News RTX on Java?

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Watching a Linus tech tips video and saw Nvidia demoing DLSS 5 stuff on their new laptop SOC with a shader they made for Java edition. Idk if there are any more details about this but be on the lookout.

130 Upvotes

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12

u/MADLAD3718 21h ago

I found two articles mentioning the feature. It seems to be a modding kit designed for RTX Remix compatibility. One of them mentions a release date of October 23rd.
https://www.digit.in/features/laptops/nvidia-rtx-spark-brings-128-gb-memory-and-local-ai-to-windows-laptops-starting-at-usd-2599.html
https://www.mobile01.com/topicdetail.php?f=296&t=7308001

2

u/Commercial_Buy_5678 17h ago

So, cause the dont want to update bedrock rtx they have to the modder the possibility to update their shit. Probably Path tracing "native" at 30 fps plus frame gen its possibile now

3

u/ToastyScrew 21h ago

How do you know its java?

31

u/Background-Set4610 21h ago

Because the modding scene for bedrock is all but nonexistent

10

u/ozumado 21h ago

Linus mentioned its Java in the video.

2

u/Swarfird 8h ago

Maybe because of minecraft using vulkan we can have raytracing on java

0

u/_hlvnhlv 16h ago

"RTX" is not a thing, RT on the other hand has existed since forever

There are shaders that bruteforce RT, like iteration RP and rethinking voxels

The lead developer of Iris is working on a new shader format for Vulkan, and then we could have hardware accelerated ray traced shaders, aka """RTX"""

5

u/Scrawlericious 16h ago

RTX Remix is indeed an RTX product though. This isn’t just RT, this is apparently RT through RTX Remix.

3

u/Principle_Efficient 14h ago

I use RTX to describe ray traced shaders here because of “Minecraft with RTX” from 8 or whatever years ago. It’s just a brain association thing- Minecraft + raytracing = rtx in my head.

2

u/Casual_Ign 13h ago

is that why using them makes the game slower versus other shaders?

2

u/Livid_Glove_6275 12h ago

Yes. Ray and path tracing are way more computationally intense than other lighting/shading methods, even moreso when the game's engine can't even use a GPU's dedicated ray tracing acceleration hardware to run it, and the ray tracing has to be brute forced, just run by the GPU's raw (/rasterization?) power