131 pointsby tuananh4 hours ago8 comments
  • cyber_kinetist3 hours ago
    Not a bad choice... since Minecraft Java edition only supports desktops, they don't have to deal with the abysmal Vulkan drivers on mobile.

    Though I thought a company large as Microsoft would have the resources to build a cross-platform RHI with the most stable API available for each platform (DX12 for Windows and Metal for macOS)...

    • pdpi3 hours ago
      A company as large as Microsoft has resources to do a lot of things, but you’re not borrowing resources from the Office team to help on this project.

      The relevant measurement is the resources Mojang has as a studio. And I expect the decision here is that they don’t want to commit to the long term maintenance of three renderer implementations on the Java side.

      Another concern is that modding is a major part of why Java Edition is so popular, and that includes shaders specifically. This is already going to cause chaos in the modding world as it is, no need to compound that by making shader mods that much more burdensome to maintain.

    • charcircuit2 hours ago
      On mobile 3rd party launchers use ANGLE to use EGL or Metal drivers.
    • Svoka2 hours ago
      Honestly pick between Vulkan and DX12 is very superficial.

      But you can easily make Vulkan run on macOS. Not sure what would be the reason to use DX12 in the new project today given free choice of technology, especially when team comes from OpenGL.

      • Negitivefrags37 minutes ago
        The reason you use DX12 in a new project is so that you can get good linux support.

        I'm making a joke, but it's also true.

        • maxloh8 minutes ago
          How good does Wine support DX12?
          • Negitivefragsa few seconds ago
            Support for DX12 under Proton in linux is incredibly good. Some games actually run faster under DX12 in Proton than the native versions do.
  • PaulKeeble3 hours ago
    I hope this reduces the CPU overhead a bit on the main thread with some time. Quite a few games that ported from DX11 to 12 and openGL to Vulkan didn't just gain performance from the API swap it required taking advantage of the new higher parallel draw call capabilities. #

    The main thread is often the limiting factor in minecraft. Minecraft just can't go as fast as the GPU could render the scene and even with quite a lot of shaders things are CPU bottlenecked. Hopefully this changes with time as modding minecraft could certainly do with a bit more CPU time free.

  • notenlishan hour ago
    I hope Vibrant Visuals comes to Minecraft Java Edition quickly, it's a shame you need mods to have shaders on Java.
  • jsheard3 hours ago
    Who would have thought that Microsoft would end up getting cosier with Khronos standards than Apple. This is after they adopted SPIR-V both as a target in their shader compiler and as an ingest format in DirectX, smoothing over interop with Vulkan in both directions.
  • MBCook2 hours ago
    I wasn’t aware Java had Vulkan bindings. So this is JNI I’m guessing?

    This makes sense. I guess I’m a bit surprised they were still OpenGL anywhere.

    I never really got into Minecraft though, so I can’t pretend I know much about its current state. I didn’t even realize there was a non-Java version for desktops.

    • matt_heimeran hour ago
      Hopefully it would use the Foreign Function and Memory API instead of JNI.
      • MrPowerGamerBRan hour ago
        I'm pretty sure Mojang will just use the Vulkan bindings provided by LWJGL, considering that Minecraft uses LWJGL
  • charcircuit3 hours ago
    I hope they have a solution to the notorious Vulkan shader compilation lag spikes.
    • cyber_kinetist3 hours ago
      I don't think Minecraft's renderer will be PSO-heavy enough to have stuttering issues. It's not a state-of-the-art compute-driven renderer that supports artist-driven workflows with custom materials and shaders... it's just a voxel renderer with very primitive lighting.
      • slopinthebag3 hours ago
        I wouldn't trust them to not implement the next version of Minecraft in UE5 with nanite and lumen
    • jimbob453 hours ago
      I’m not even a neophyte here but why don’t precompiled shaders solve that?
      • MindSpunkan hour ago
        Depends what you're precompiling.

        For Vulkan you already ship "pre-compiled" shaders in SPIR-V form. The SPIR-V needs to be compiled to GPU ISA before it can run.

        You can't, in general, pre-compile the SPIR-V to GPU ISA because you don't know the target device you're running on until the app launches. You would have to precompile ISA for every GPU you ever plan to run on, for every platform, for every driver version they've ever released that you will run on. Also you need to know when new hardware and drivers come out and have pre-compiled ISA ready for them.

        Steam tries to do this. They store pre-compiled ISA tagged with the GPU+Driver+Platform, then ship it to you. Kinda works if they have the shaders for a game compiled for your GPU/Driver/Platform. In reality your cache hit rate will be spotty and plenty of people are going to stutter.

        OpenGL/DirectX11 still has this problem too, but it's all hidden in the driver. Drivers would do a lot of heroics to hide compilation stutter. They'd still often fail though and developers had no way to really manage it out outside of some truly disgusting hacks.

        • Gigachadan hour ago
          There's two tiers of precompiled though. Even if you can't download them precompiled, you can compile before the game launches so there are no stutters after.
          • MindSpunk29 minutes ago
            Yes, many games do that too. Depending on how many shaders the game uses and how fast the user's CPU is an exhaustive pre-compile could take half an hour or more.

            But in reality the exhaustive pre-compile will compile way more than will be used by any given game session (on average) and waste lots of time. Also you would have to recompile every time the user upgraded their driver version or changed hardware. And you're likely to churn a lot of customers if you smack them with a 30+ minute loading screen.

            Precisely which shaders get used by the game can only be correctly discovered at runtime in many games, it depends on the precise state of the game/renderer and the quality settings and often hardware vendor if there are vendor-specific code paths.

            Some games will get QA to play a bunch of the game, or maybe setup automated scripts to fly through all the levels and log which shaders get used. Then that log gets replayed in a startup pre-compile loading screen so you're at least pre-compiling shaders you know will be used.

            • Gigachad19 minutes ago
              I don't think this is as much of an issue as you are making it out to be. I have my Steam Deck on the main branch release which seems to exclude it from downloading precompiled shaders. When a game updates it has to compile the shaders first, but even on a big game this does not take an unreasonable amount of time. Less time than it takes for game updates to download at least.

              Steam could improve the experience here by having the shaders compile overnight in the background so it presents zero delay but the current way doesn't bother me much at all.

      • raincole2 hours ago
        It kinda does. Kinda. Steam constantly downloads precompiled shaders for your games. Especially on Linux.
      • ozarkerD3 hours ago
        Can't precompile for all the combinations of hardware, driver version, operating systems, etc... It's not really a vulkan specific problem and it's hard to solve. (for desktops anyways)
  • wps2 hours ago
    This is great news. I was super disappointed when Rainbow Six Siege dropped the Vulkan version of their game. They cited the support burden as the reason they dropped it, as nearly every game in the studio defaulted to DX11/12. For at least two years after that they received non-stop complaints of frame stutters on DX12. I do not know if the situation has gotten much better since then.

    Slightly off-topic too, but I would love for Minecraft Java Edition to have a safer and more robust modding API. For the past decade modding efforts have mostly just been patching on top of a reverse engineering mod framework which exposes some of the game to mods. Factorio is practically the Platonic Ideal in this regard with its Lua sandboxing and restricted API. This is a huge security and stability issue, but Microsoft have no real incentive to fix it.

  • throwaway274473 hours ago
    I'm frankly shocked microsoft has a java implementation. I thought they were the type of organization to pretend it didn't exist!
    • pridkett3 hours ago
      Java is the original version from Mojang/Notch. There’s always been enough of a community that killing it off to move away from Java would break so many extensions and servers would see an active revolt.

      There is the non-Java version (Bedrock), but that’s not nearly as extensible.

      • throwaway274473 hours ago
        Ah, I had misread "minecraft" as "microsoft". I wasn't aware minecraft java was a thing. Crazy they have their own java implementation!
        • Xorlev3 hours ago
          Not a Java implementation, but the original game was written in Java. Later, Microsoft bought Minecraft and rewrote it (Bedrock edition) which runs on Xbox, tablets, etc. But, the community writes mods in Java.

          Now both exist and get roughly the same feature set now, but the Java version remains popular given the vast variety of mods and servers.

        • muststopmyths3 hours ago
          It’s the Java version of the game, not a game version of Java.

          There’s a native version called bedrock

          • throwaway274472 hours ago
            > It’s the Java version of the game, not a game version of Java.

            This would be termed "Java Minecraft", not "Minecraft Java"

            • afavouran hour ago
              You appear to be the only one confused
            • thundermuffinan hour ago
              No, the game's Java version's official title post-Microsoft acquisition of Mojang is Minecraft: Java Edition.
    • RiverCrochet3 hours ago
      While you meant Minecraft here, to shock you further, please enjoy this:

      https://en.wikipedia.org/wiki/Microsoft_Java_Virtual_Machine

    • 3 hours ago
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