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Minecraft:Graphics settings

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Template:For Template:Wip Graphics is one of the game's many visual settings, which allows for the game's rendering of an assortment of features to be adjusted to match computer specifications.

There are currently threeTemplate:Only/fourTemplate:Only different options for graphics to be set to, in order of computing expense: Fast, Fancy and Fabulous!Template:Only, or Simple, Fancy, Ray Traced, and Vibrant VisualsTemplate:Only, each bringing their own dedicated visual improvements.

Differences between settings

Template:Info needed section

Summary

Java Edition

Setting Leaves Translucency
Fast Template:Tc Template:Tc
Fancy Template:Tc Template:Tc
Fabulous! Template:Tc Template:Tc

Bedrock Edition

Template:IN, there are 4 graphics modes: Simple, Fancy, Vibrant Visuals, and Ray Traced. Minecraft:Vibrant Visuals and Minecraft:ray tracing have additional minimum requirements, and ray tracing requires a compatible Minecraft:resource pack. In general, the Simple and Fancy graphics modes are equivalent to Java Edition's Fabulous! graphics and do not make compromises, while still providing a better performance. Most graphical features, such as transparent Minecraft:leaves, are controlled by their own settings. There are a few differences between Simple and Fancy graphics modes, but Vibrant Visuals and ray tracing enable advanced rendering techniques with far more graphical features.

The graphics mode cannot be switched in-game by default and requires the "In-Game Graphics Mode Switching" option to be enabled. This is not available on lower-end devices, because especially switching from/to/between Vibrant Visuals and ray tracing requires high performance and memory.

Detailed analysis

Java Edition

Leaves
File:Graphic.gif
The difference between fast graphics leaves and fancy graphics leaves.

When graphics are set to Fast, leaves are rendered as completely opaque blocks when placed in the world. (In item form, they still appear transparent.) This is likely meant to improve framerates by treating leaves more like full, solid cubes, and allowing their faces to be culled by each other, resulting in the game having to render fewer faces in forested areas; this, however, does not happen.<ref>Template:Bug</ref>

Leaves do not use a separate texture file for their appearance in Fast graphics - rather, all transparent regions in the texture are set to fully opaque, and appear black.Template:Info needed

Leaves are the only block subject to this - other transparent cubes, such as Minecraft:monster spawners are still rendered transparent, likely due to their comparative rarity.

Translucency

When graphics are set to Fast or Fancy, the game makes compromises on the rendering of many translucent elements of the game.

A notable example of this involves viewing the world through translucent blocks such as Minecraft:stained glass, Minecraft:tinted glass, and Minecraft:ice. When this is done, the game does not attempt to render Minecraft:particles, Minecraft:rain, Minecraft:snow, or Minecraft:clouds behind the block.

There are also many, much more subtle cases which can be seen. Minecraft:Experience orbs have many associated cases - for example, they can block the rendering of their own shadows, as well as of other entities, including entity-rendered blocks such as Minecraft:chests, as well as non-entity-rendered translucent blocks such as stained glass, and other things like the outlines of targeted blocks.

The effects seem to be time-specific, and often differ depending on the age of the entities in question - different effects can be seen for experience orbs that existed in the world before the entity behind them than experience orbs that came into existence afterward.

More obscure cases can be sighted as well, such as with the dying animation of the Minecraft:ender dragon, the Minecraft:world border, and Minecraft:structure block annotations. Untested cases involve F3+G chunk borders and Minecraft:shulker bullets. Blocks such as tripwire, slime blocks, and honey blocks may cause even more strange effects.

Bedrock Edition

Template:Expand section The following table lists the main differences between graphics modes. Unknown differences or graphical features controlled by their own settings are not included.

Simple Fancy Minecraft:Vibrant Visuals Ray Traced
Availability All All
Performance cost Very low Low Medium High
Rendering
  • 5-96 chunksTemplate:Note
  • Chunks fade in
  • Smooth rendering in facing direction
  • 5-96 chunksTemplate:Note
  • Chunks fade in
  • Smooth rendering in facing direction
  • 0-128 chunksTemplate:Note
  • Chunks appear instantly
  • Instant rendering directly around crosshair
  • 0-128 chunksTemplate:Note
  • Chunks appear instantly
  • Instant rendering directly around crosshair
  • Limited loading memory
Static Minecraft:lighting Yes Yes No
Minecraft:Smooth lighting Yes Yes Yes No; ambient occlusion with directional lighting
Directional lighting No No
Texture sets RGBA RGBA
  • RGBA; MERS; Normal/Heightmap (unused)
  • Vanilla MERS textures for each block, entity, particle and item
  • Pixelated reflections from emissive light on metallic surfaces, subsurface scattering for directional lighting on certain blocks, smooth reflections from directional lighting on smooth surfaces.
  • RGBA; MER (unused); Normal/Heightmap (unused)
  • All objects are reflective by default, with high-quality reflections of all rendered objects.
Light coloration/strength Ambient lighting varies with Minecraft:daylight cycle or Minecraft:dimensions Ambient lighting varies with daylight cycle or dimensions
  • Ambient lighting varies with daylight cycle or dimensions
  • Directional lighting varies with daylight cycle or Minecraft:biome
  • Sky lighting
  • Emissive desaturation
  • Ambient lighting varies with daylight cycle or dimensions
  • Directional lighting varies with daylight cycle
Atmospherics
  • Varying sky color per Overworld biome and set daylight cycle colors
  • Beautiful Skies toggle
  • Different colors for horizon and zenith with blending
  • Unique colors for certain biomes and dimensions
  • Varying colors depending on daylight cycle
  • Hard-coded colors for each part of the sky
  • Varying colors depending on daylight cycle
Minecraft:Fog Default fog types; different water fog colors Default fog types; different water fog colors
  • Default fog types; different water fog colors
  • Configurable Minecraft:volumetric fog; varying colors and densities per biome
  • Light shafts; varying strengths per biome
Shadows No Static round shadows below Minecraft:entities Pixelated shadows from all objects created by directional lighting Soft shadows from all objects created by directional lighting
Minecraft:Water effects
  • Biome-colored surface texture
  • Slightly transparent
  • Biome-colored surface texture
  • Slightly transparent
  • Fully transparent
  • Light scattering in deeper water bodies
  • Screen-space reflections
  • Pixelated reflections
  • Cubemap reflections
  • Semi-transparent
  • Distortion effects
  • Fully reflective from underwater; slightly reflective from above
  • Smooth light reflections
Water caustics No No Pixelated Soft
Minecraft:Clouds
  • Opaque
  • Colored with daylight cycle
  • Limited to render distance
  • Are not faded by Minecraft:fog
  • Varying transparencies
  • Colored with daylight cycle
  • Limited to render distance
  • Volumetric lighting model
  • Colored with atmospheric and lighting settings, dynamic scattering
  • Custom cloud distance up to 128 chunks
  • Semi-transperent; directional light sources are visible but dimmed
  • Have refraction
  • Colored with atmosphere colors and dynamic scattering
  • Limited to render distance
Translucency Correct translucency through all transparent objects Correct translucency through all transparent objects
  • Correct translucency through all transparent objects
  • Directional lighting, shadows, and light shafts visible through transparent objects
  • Correct translucency through all transparent objects
  • Directional lighting, shadows, and light shafts visible through transparent objects
  • Advanced refraction
Post processing effects No No
  • Light bloom
  • Configurable upscaling
  • Biome-configured color grading
  • Tone mapping
  • Light bloom
  • Toggleable upscaling on Nvidia graphics cards
Minecraft:Screen effects No Minecraft:vignette All All All
Settings
  • Brightness
  • Brightness
  • Gamma calibration
  • Reflections
  • Shadows
  • Volumetric fog
  • Point lighting
  • Point light shadows
  • Bloom
  • Graphics presets
  • Brightness
Customization in Minecraft:resource packs Sky colors, water colors, fog settings Sky colors, water colors, fog settings

Template:Notelist

History

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Java Edition

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Bedrock Edition

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References

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