All it does is make terain behind waterfalls very ugly.
It also limits the players vision significantly compared to vanilla. And it's quite performance heavy and reponsible for many bugs
(in order, fog on, fog off, vanilla)
All it does is make terain behind waterfalls very ugly.
It also limits the players vision significantly compared to vanilla. And it's quite performance heavy and reponsible for many bugs
(in order, fog on, fog off, vanilla)
It's impossible to tell different biomes apart as you can't see the water tint.
Rn there's no tint at all. Ig it could be added but without a solid texture it'd still be too subtle to notice
It's impossible to tell different biomes apart as you can't see the water tint.
Rn there's no tint at all. Ig it could be added but without a solid texture it'd still be too subtle to notice
Makes the material look super flat
(Obsidian seems to suffer most from this)
Makes the material look super flat
(Obsidian seems to suffer most from this)
My skin's hand is fully black (#000000) but with VV it appears to be light gray during the day
Regular blocks also seem washed out to me but to a lesser degree
My skin's hand is fully black (#000000) but with VV it appears to be light gray during the day
Regular blocks also seem washed out to me but to a lesser degree
This is a major hindrance and will force players to temporarily turn off VV when working on anything underwater.
The underwater aspect of Vibrant Visuals should be reworked for better visibility (hopefully matching the clarity of non-VV)
This is a major hindrance and will force players to temporarily turn off VV when working on anything underwater.
The underwater aspect of Vibrant Visuals should be reworked for better visibility (hopefully matching the clarity of non-VV)
- It lacks readibility forcing players to turn VV off
- It strays too far from the vanilla style
- It realies too heavily on caustics to remain visible
- It lacks readibility forcing players to turn VV off
- It strays too far from the vanilla style
- It realies too heavily on caustics to remain visible
This ties to what I was talking about but the readibility of water also relies heavily on water caustics. Due to a bug where caustics don't appear on translucent blocks you can see (or rather can't see) that water is almost invisible with VV enabled
This ties to what I was talking about but the readibility of water also relies heavily on water caustics. Due to a bug where caustics don't appear on translucent blocks you can see (or rather can't see) that water is almost invisible with VV enabled
Sure it's less realistic but you can still easily tell how the water flows.
I don't think you need to completely scrap the current water style, but just add a regular texture to it.
Sure it's less realistic but you can still easily tell how the water flows.
I don't think you need to completely scrap the current water style, but just add a regular texture to it.
The current way to rendering water is more akin to how "realism focused" Java shaders do it, but it falls into the same issue of making water hard to work with.
The current way to rendering water is more akin to how "realism focused" Java shaders do it, but it falls into the same issue of making water hard to work with.
Water no longer has a texture and purely works off PBR. This poorly conveys information about the state of the water.
This will likely result in players having a temporarily turn off VV when working on technical builds, where having the water flow in very precise ways can be very important
Water no longer has a texture and purely works off PBR. This poorly conveys information about the state of the water.
This will likely result in players having a temporarily turn off VV when working on technical builds, where having the water flow in very precise ways can be very important