WEBVTT

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bad news everyone the rtx real-time ray

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tracing beta for minecraft bedrock is finally here and it looks absolutely

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amazing and i'm not in office to benchmark it

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for you and tell you all about it fear not though for Jake is back at the

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office and he has done the benchmarking for me and i'm gonna tell you guys all

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about it but first there's some really cool changes that have taken place under

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the hood to get rtx properly implemented

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in minecraft oh and also this message from our

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wow i should have turned rtx on a long time ago all right guys in normal

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bedrock edition minecraft there are two maps for every texture in the game the

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base color as well as the opacity these

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maps contribute the colors as well as the transparency or how see-through

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every block is however when they moved to implement ray-traced lighting there

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was a pretty apparent problem regular minecraft doesn't calculate light

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bouncing instead light just spreads

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across any nearby surface evenly now

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they could have just made every type of block bounce light in the same way

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problem is that wouldn't have been true to the real world behavior of materials

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and light for instance if you shine a flashlight at a mirror the majority of

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that light is going to bounce right off and illuminate the surface that it

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bounces to but if you were to shine a light at your

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carpet chances are that most of that light will end up illuminating the

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carpet itself without much bouncing to other surfaces this is because your

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carpet is not very metallic or reflective and because it's very rough

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relative to the smoothness of a mirror problem is in the existing version of

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minecraft there is no way to define a block or a texture as reflective or

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rough so for light to be able to properly bounce the developers actually

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had to add four new mappings to every

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texture in the game metalness or reflectiveness

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emissivity or how much it should glow

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roughness so how rough it is as well as

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a height map where you could add artificial depth to parts of a texture

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in the game with this added data ray traced lighting can be a lot more

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accurate for example in the demo you're looking at right now we can see the

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hardwood flooring is very smooth and reflective whereas the carpeting is

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rough and doesn't reflect much light what this means is that rtx support in

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the game comes with some caveats primarily that ray tracing is not going

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to work on a non-rtx card even though NVIDIA has allowed this at times in the

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past and it also won't work on just any old

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minecraft save game right out of the box you're going to need to select an rtx

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compatible resource pack to enable ray traced lighting it's not a huge deal it

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just means that for the moment you're stuck to the sample texture packs that

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NVIDIA and mojang have provided on the plus side it does make it super easy to

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use rtx on maps that are ported over from the java version of the game which

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actually looks pretty sweet if we port over the lobby of our upcoming java

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edition server mc.LTT.g by the way there are also a

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couple of rtx tailored maps but behind the scenes these are just regular maps

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with rtx resource packs specific to them bundled in to see what it takes to run

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them we grabbed three different tiers of graphics cards we used the same CPU

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across the board because spoiler alert

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it will make little to no difference due to how GPU bottlenecked we're expecting

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to be now we tried both an experiential test just running around breaking blocks

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and killing mobs to get a sense of how playable the game felt on each of our

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graphics cards and then we also ran benchmarks on the NVIDIA supplied

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imagination island sample map riding around one of the in-game trains on a

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predefined loop we settled on a render distance of 16 chunks since it's the

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only option that's supported with both rtx on and off and ended up being less

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than a 10 performance hit compared to using the lowest eight render distance

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with rtx on every other visual setting we left turned on beginning with the

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lowest end rtx supported option an rtx

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2060 ko from evga after loading an imagination island with

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rtx off in 1080p we were greeted with the expected crisp clean 180 plus FPS

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experience no stutters then we turned rtx on and uh

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woof we were both shocked and a bit relieved

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experientially the game actually feels a bit less responsive to movements but

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it was playable with no noticeable stuttering and an average FPS of 53

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although that is less than a third of what we had with rtx off we also noticed

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that when interacting with the environment like playing or breaking

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blocks or opening doors we could see the shadows being processed which made it

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feel a little disingenuous to call it real time ray tracing

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it's honestly kind of a bit jarring this is where another newly introduced

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technology comes into play though dlss 2.0 allows the game to be rendered at a

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lower than native resolution and then ai

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upscaled with the help of the tensor cores on rtx gpus it actually works

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really well and we didn't notice a visual difference with it enabled versus

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disabled the only problem is that 50-ish FPS number that we mentioned

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earlier that was with dlss turned on

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already and if we switch it off we're actually looking at closer to 30 FPS on

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average or about a sixth of our rtx off

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performance moving up to an rtx 2070 super is where

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the experience starts to feel a lot smoother with an average of 72 frames

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per second the sluggishness we felt with the 2060 ko is completely gone and i

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think it's safe to say that this is definitely the sweet spot for 1080p rtx

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on minecraft at the moment and now that it's running decently we can actually

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take a second to appreciate this i think in some of the example maps the colors

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in direct sunlight are probably a bit over saturated and some textures like

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water could stand to have their reflectiveness toned down like it kind

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of makes the game feel like one of those cheap minecraft clones

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however when you get into a map with some interior lighting and some Windows

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the god rays are insane or in something

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like this cave area the way the light bounces around is just

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stunning like it really goes to show how much better rtx can look than a

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traditional java edition shader pack that is at least until sonic ether

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releases his software path trace shaders but dang for now the rtx 2070 super is

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for sure the way to go if you're looking to buy a GPU for your spoiled af kids so

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they can play minecraft with real-time rtx

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at 1080p then there's the rtx 2080 super

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the last reasonable option in the rtx GPU lineup

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the improvements moving up to this card actually were surprisingly unimpressive

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with an average FPS of 80 compared to the 72 average on the 2070 super now

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that is technically an upgrade but i would say it's probably not worth the

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money for this specific use case

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at least at 1080p but hey since we've got a bit of headroom how about 1440p

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or even 4k yeah

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good luck with that 1440p with dlss on

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brings our 2080 super right down to 61 FPS

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so that's usable and as for 4k

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well it's approaching what i would consider

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to be playable at around 41 FPS average

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but the thing is that's not the kind of experience anyone spending 750 us

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dollars on a graphics card wants to have

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with all of that in mind was it worth the wait

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well it's not something we're gonna switch development of our LTT servers to

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bedrock for by the way you can check out the beta at mc.lt.g but it does look

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legitimately next-gen in a way that i never thought i'd hear myself say about

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minecraft as for the performance the beta is a bit of a poop demonstration i

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mean even on a 750 us dollar graphics

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card it's really only playable at 1440p

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max and then forget about getting the most out of your high refresh rate

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gaming display and while rtx has a long

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and proud history of massive performance penalties normally we're talking like 30

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to 50 massive not more than that massive so what we're

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hoping is that with some optimizations they can get it to be a little bit more

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performant and if they do honestly i am pretty stoked to see what

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the community can do to make even better and more unique builds and really cool

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looking experiences with the extra flexibility that rtx and minecraft can

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offer speaking of flexible i'm real flexible

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about the way i work these segways in drop.com is featuring the

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sounding bass they've got a detachable six foot cable with an eighth inch plug

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that's versatile for everyday use and a quarter inch adapter if you need one of

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basically they're great headphones and you can buy them today at the link in

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the video description if you guys enjoyed this video you might

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also enjoy the one where we made our own minecraft server we actually didn't end

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up leaving that one deployed um it's like hosted in a proper data center now

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and all that good stuff but what the hey it was a fun experiment
