Digital Foundry – Minecraft RTX Beta Hands-On: How Path-Tracing Is A Gamechanger

Video Information

Hello and welcome to this very special edition of digital foundry live play and today I’m looking at the official version of Minecraft RTX in its beta form releasing on Thursday the 16th of April 2020 and to talk about this very special game I’m joined by my friend and colleague John

Lennon who is not in game with me currently but virtually watching me play so how you doing there John yes I’m doing pretty good I wish I could have joined you virtually within the game but you know that’s how betas go sometimes yeah I mean sometimes just things don’t

Work out the way you wanted what I can still see what you’re doing thanks to the magic of the Internet the magic of the internet and here right now I set the time of day to a very specific kind of golden hour that I really really like and that you know soft sunlights

And the volumetric scumming across the trees and here no rain though uh no rain I’ve turned off all the weather effects I’ve turned off all the weather effects to kind of give me the exact conditions that I want and this house here that I built showcases a number of

The special kind of path tracing effects that players can come to expect when they download the game for themselves on the 16th and some very very exclusive effects that basically only this game can really do that I tried to single out so you’ll see some stuff that you might

Have seen in a videos but us before but also some new stuff what I love is how you actually recreated your real house in Minecraft so I’m really looking to see this virtualized within the world yeah I love the the reflective awnings there or over your yeah there’s this

Really cool so I should talk about it right away there’s I’m currently using the HD texture pack that you can download separately as a resource and it replaces a number of the minecraft textures so you can see some of the default textures right here obviously that have been updated to be

PBR compliant and then there’s obviously these high resolution textures with very specific physically based materials so like this one up above is a kind of really dark oak wood that has been polished and that I just really like the way it looks and I’m combining it here with some concrete some white concrete

If after watching this video you want to download this level take a look in the description below to find a link to download this level and as well a link to fill out a survey basically we’re trying to figure out some of our viewership demographics and it would

Really help us out if you filled out that server exactly enough of that for now but so let’s let’s get to the base of this so I’m gonna just enter right here and now this this the reason why I made the entrance so strange-looking is

I wanted to show off the extent to which lighting can bounce in this game based upon the way they did the path tracer diffused lighting can bounce essentially over a number of periods of frames up to eight times so I built in these areas blocking off direct paths of lights so

You’ll see all the bounces coming in so you have like the first hit right there and then a bounce to this wall and then it bounced to this wall that abouts that wall the bounce of this wall you can see it getting progressively darker as you go in until essentially you don’t get

Almost any light and there’s nothing lighting this scene right now except for indirect lighting and that’s amazing because yeah without indirect lighting all of this would just be black and would have to rely on placed lights you know that are dynamic and you know you’d have to go through and carefully light

Everything but here is just relying on the light from the Sun bouncing off the different surfaces which you know that’s how reality acts so I think it’s ultra impressive in the end and it gets so dark here but then I obviously want to show off some other effects too so let’s

Go into our next room boop-boop I don’t even know how to use a controller in this game a parent one second aha yes we should there it is you know it’s worth it’s worth using a controller when doing videos because it allows for smooth camera panning precisely why I’m doing

This so let’s close my door OOP well you’re clipping through the wall in a strange way oh yeah that’s because your hand in Minecraft is not doesn’t actually exist it’s just like you know flow oh yeah does that in the normal game what are these materials so these are

Colored concrete and also glass and this room it actually doesn’t want to show off anything really in particular other than the fact that this is not naturally lit by the Sun but there are blocks in the game which emit light based upon their surface so this is just a white

White block giving off pure white light and if you look really closely it’s a little hard to see probably but the color of the shadowing on each side is slightly tinged like red as it is here by the blocks themselves kind of giving off that light that’s being reflected

Onto them oh so blocks themselves we’re gonna kind of become area lights and then other blocks that are reflecting that light become area lights themselves and change the color of the surroundings so this is just a purely way which is really interesting because you don’t actually need a lot of light to light

Anything to see all these kind of like shadows and effects here in this room I’m actually lighting the entire room just by an opening out to the sky and even in this room right here where there’s almost no light you can see tons of contrast and that’s partially because

You’re seeing eight bounces of light and like you can see these distinct shadows behind these concrete barriers that I put up as well because the game has like an automatic exposure because it’s an HDR so it’s gonna make this room slightly brighter kind of like a camera would

Yeah the very natural fall-off of the lighting and shadows and we’ve seen stuff like this before of course and like quake 2 with path tracing yeah for instance but it’s very convincing like I feel like this is actually some of the most realistic and enjoyable aspects of

Playing a game with the retracing or path tracing enabled yeah and like in a normal game this would be lit with something like probes or with baked lighting so I couldn’t like for example edit this and see what happens so now this is one thing that you’ll see it

Like the the shadow immediately goes away more or less there is time technically a bit of tempura lag occasionally because it is generating over a number of frames but you can actually edit the environment while getting these really nice distinct indirect shadows which I find really

Really cool so you can imagine all the really cool gameplay spaces that you can make with indirect lighting which is what I tried to do in the next room which is very much so like the room I made back in April of last year covering the mod version of paths racing for this

Game where I kind of just want to create naturally lit spaces showing off a bunch of different materials and the way they react to indirect indirect lighting like here on the wall you see there’s metallic panels right next to this kind of I don’t know what you would call that

Gravelly still there every stone exactly but let me just get on the ground here and stop floating there’s just a whole bunch of different materials in this room which kind of show off once the fact that this is only really being lit by the kind of outdoor lighting and a

Little bit of direct sunlight hitting that kind of terracotta red tiles that I put against the wall and the different types of reflective material with like different glossy oh values that you can use to get more of like a mirror like she yes so like for example the floor

Here so if actually if I can probably show it off right here that you can see that there’s two different levels of loss of regarding the metal or the extremely polished wood and then next to that is the very very matte looking concrete and if you I technically get

Really close up to this terracotta you’ll see also that if you get out of grazing angle it also reflects the sky because it has like your firm elephants occurring with it where objects the more you look at them at an angle the angle of reflectance increase our decreases or

Increases actually then they become more reflective so here you can see that even something that normally wouldn’t be super reflective at an angle reflects the sky and actually a bit of the house itself I just kind of love the orange glow that it gets here it looks extremely natural Oh beyond the fact

That I’m looking at what are just essentially like very simplistic blocks I think a lot of people want like anyone can appreciate the impact that this has and the visual quality and there’s a lot of games do often attempt this sort of like reflective room effect and it’s

Typically like a combination of like cube maps or some other solution combined with screen-space reflections and anyone knows that placing screens place reflective surfaces on like sort of a vertical strip like on a wall is always going to result in a lot of nasty artifacts yeah because you’re constantly

Blocking the source of the reflection obviously because it’s not you know in the screen space and it just ends up looking glitchy we’re here you can see like everything is always reflected beautifully no matter what’s on the screen because it does not derive from screen space yeah and so like here at

Great examples in the polish behind me you can see the reflection in a very obviously diffused way because I’m not looking at it at some sort of angle but it’s just like that’s what’s behind me the tree you know and I was so key and with how it simulates the reflections I

Think because you really do have such a realistic look as a result of that yeah and just to say what I’m running on I’m playing the game on a RT X 20 ATT I rise in 3900 X 32 gigabytes of RAM at 3200 megahertz on an nvme SSD and I’m typically playing

The game at 4k with DL SS which is an internal 1080p resolution in this game the DL SS works in tiers where the higher resolutions you go be kind of lower the internal resolution gets relatively so it’s performance mode at 4k 1440p is balanced mode which is like

835 P internally and then if you go to 1080 P or lower technically that would be the quality mode so an internal 720p when utilizing DL SS this is the heaviest raytrace game to date in the beta form and it’s still being optimized I could play the game generally at 4k on

My level getting a really good 60fps with a small drop occasionally here therefore really unknown reasons but then going under water would cause the framerate to dip on my level until like the middle 50s essentially so going underwater is more expensive than being on the land in this game and it will

Drop your framerate probably if you’re running very close to full GPU utilization on custom levels with a lot of water and a lot of contents like tons of torch lights and things like that being on land there will be 60 FPS on this GPU at 4k DLS s but going

Underwater for some reason in that specific instance drops the FPS quite a lot more I also tried the game out on a RT X 2060 so the lowest end RT X GPU you can get there I played initially at 1080p with the LSS which is basically a

Very similar situation to playing at 4k DLS s on the RT X xx atti so smooth 60s FPS for most of my custom level but then going underwater will dip my framerate I saw actually a slightly higher dip in framerate when going underwater on one of those custom levels for example so it

Is technically dips a little bit more relatively at 1080p on this card going up to 4k on this card with internal DLS s 1080p is really not possible because it will run out of VRAM so it’ll be running really well at like around 30 FPS actually at 4 KD LSS and then dip

Below heavily when it runs out of VRAM so it’ll drop into like the middle teens in front rate so that’s not really doable on a car like this for anything higher than 1440p I would say you’re gonna need 8 gigabytes of vram and 1440p for example on the r-tx 2060 was mid 40s

Mid 50s depending upon what you’re doing and obviously going underwater making that much more expensive so if you’re playing this game on an RT x-series card definitely turn on DL SS because it basically looks like the real output resolution as you can see from these side-by-sides and it runs so much better

If your low end like RT x 2060 stick to 1080p I would say for 60fps do you get beyond the RT X xx 60s and 2070 series you can look at 1440p if you’re playing on like an RT X xx 80 or 20 atti or 20

80s you can look at 4k but I would also recommend something like 3200 by 1800 as a custom resolution which will then be internally 900p and run way better with no chance of dropping for example for this stream that I’m showing you right now of me playing the game I’m actually

Playing at 3200 by 1800 with the LSS because I’m also at the same time transmitting the video on the same PC over to John so he let me play which has a slight GPU impact and I didn’t want any drop frames for this video so 1800

Peet also looks pretty great so let’s go into the next room where I want to show off some more specific things that we’ve seen before this recreated this memory basically a new and improved new and improved you’ve got the beveled ceiling there yeah I know right I mean you know

I have my aesthetic choices John I like that here in this room I just wanted to show that you know that there’s two things basically is that there’s the addition in this version of Minecraft with art you know RTX driven where they use a frustum aligned voxel grid to simulate volumetric fog

That volumetric fog that you see pouring into the room here and being lit and shadowed is actually lit and shadowed by the information information from path tracing which is the first time I’ve actually ever seen this in a game the way it’s done in quite to RTX is actually slightly different where i’m

Pretty sure they generate like a like a really rough shadow map of the seem to do that and here they actually do it all via path tracing so you’ll see that flowing in from the outside in at the same time I wanted to show off something

That I showed off in a previous video before where the light that sunlight which is almost kind of pure white a little yellow coming in slamming into the wall right here with these different colors bounces light and diffused lighting like you see here turns the wall purple and also you can see the

Reflection of that light hitting the wall on surfaces that are less matte and more kind of glossy like here there’s some marble on the ground right next to the concrete to show off just kind of how different they can look and obviously you can see that in the marble

On the other side as well you’ll notice that you can’t see my plate carrier player-character in the reflection because technically minecraft the way it’s programmed and it doesn’t have to do with the path tracing you don’t actually have a third person character model in Minecraft unless you turn on

The third person character option so you’d play the gaming third person to have a third person character yeah and in this corner I really wanted to specifically show off how balanced sliders can combine with other colors so here the reds being hit full-on by the Sun and it’s bouncing red light

Everywhere which is right next to a blue that actually looks like that but the bounce light hitting it is making it it’s basically like a little eyelet especially at this point where it almost looks basically violet it’s really cool effect and you can do this obviously

With any of the kind of color effects like yellow and greens or making your own greens with yellow and blue I tried doing all that stuff but you know we all know this was a safe for work video sure yeah this is good stuff good stuff now this room doesn’t really have much

Purpose other than to be very relaxing oh the temporal artifacting there was pretty soon that’s one thing you can see their current denoiser is not what is the word adaptive it has like a flat scaling for how it cleans up the so-called irradiance cache which is how

It bounces light more than two times so when I really dramatically change the lighting from a dark to a light scene you can see a bit of temporal lag and that’s something that is in the beta form of the game that they are going to try and fix for the eventual full

Release this room is just you know I just thought it’d be really relaxing like flowing water underneath the floorboards getting these really cool look at the multiple shadows where there’s like one to three different bounces of light causing different gradations of shadow and even if you look in the shadow it’s slightly tinged

Yellow because of the wood that it’s reflecting off of so there’s just a lot of really subtle nuances to the light in this room and it you know I can hear the flowing water I’m very relaxed minecraft is just such a relaxing experience I made this map by the way as you’ll see

About the span of a day so it really enables your creativity when lighting just kind of works like you expected to going to this room it’s a very small room as we go on to the actual that the next area head but I wanted to show off

Kind of how the transparency works in the game where if you look through this glass that I set up here you can see how it distorts and refracts the light behind it kind of changing the way it looks and it will distort the light and another thing that does is light will

Transmit through it this is white glass slightly frosted and as light goes through it it’ll darken slightly so underneath here you can see that I left the space open where the Sun directly comes in and it’s not being obscured by the glass and that area I grounder is

Slightly lighter than the area ahead of it that is slightly shadowed because the glass is actually darkening the light going through it and you can see that affecting the shadow of my hand sim you can actually simulate tinted glass yep and in real time they have even I think

Like gray glass and black glass so you can get like obsidian kind of color schemes going on which is really I’d like to build a house out of black glass that sounds interesting yeah this area I wanted to show off two things specifically there’s this kind of in Minecraft there’s like natural fountains

That kind of form and I just kind of built that into the house here so you can see this water where if I look through to the other side much like the glass it’s distorting the background around it but if you kind of go to the

Other side of it you’ll see much like the glass itself – it has it affects the color of the sunlight going through it and since the water is moving it changes the way that so you get this awesome caustic effect on the ground which is just this is really amazing looking yeah

And look how does that look in the reflection there let me get a little bit behind you this one right here no no behind you there you see the reflection of the caustics in there me crouching and minecraft is not actually that doesn’t get you that much closer to the

Ground but not effective it’s a little hard to see without getting very close but it also should technically be updating in the same way so you get these really cool water caustics that of course occur underwater and I’ll show that off in a second but another cool

Thing in this room along with like the different materials is I put gold blocks along the wall and gold as a material is cool because it’s specular value as in the light that reflects off of it is the color of gold itself so it’s like it tinges everything yellow so the entire

World in the reflection of gold is tinged yellow and that means the blue of the water is made teal essentially in the reflection which is completely rare you don’t see that at all in games essentially but let’s just take a dive in really quickly so minecraft has volumetric water where light much like

Glass has an extinction value so the deeper you go into the water the darker it’ll become the less it’ll be lit that volume of kind of water is absorbing all the light until you essentially get pure blackness and then the camera’s exposure value has to ramp up really really

Really high so that you can even see the bottom here if I were to look up I would be probably blinded in the real life but this is a video game so but as you can see like you can go all the way down from the top we couldn’t even see the

Bottom because light could not penetrate this far well keep in mind with the exposure value adjustment I mean that’s specifically for our screens yes enha fit because our eyes have their own sort of exposure compensation through the size of your pupil and everything opening and closing and you

Know we just see things differently than what a monitor could realistically display yeah I’m gonna go up though now because you can see that then it’s bright lights kind of gradually comes in and if I look down you can barely see the bottom in fact you can’t so it’s

Really cool and see the thing is though is like a lot of this stuff you can point to examples of games that try to simulate this but it’s usually it’s almost entirely just faked basically yeah and art is a very powerful tool when you can you can simulate certain

Elements that way mmm but the fact that everything is being generated sort of computationally here is it’s kind of the real game-changer because it just allows for more flexibility when actually building worlds and maps and what-have-you and it just looks visually pleasing and also consistent it’s naturally doesn’t come with it yeah it’s

Nitz net yeah it’s naturally visually pleasing and I’m not an artist at all and I think this room in split you know not to say that I did anything really great here but I have no experience with these things and I just honestly thought the entire time

How does the real world work and I kind of design my house around those things trying to show off effects that I thought would happen in the real world and they just also happened to happen in Minecraft now that it’s path trace and I think another cool way to show that off

Isn’t in the next room so this is glass obscuring light and the glass itself is kind of transparent white so it doesn’t affect the color that much other than darkening it in the next remover I want to show off how that can affect glass color can affect the transmission of

Light completely so this wall right here is actually just white concrete nothing special about it but the windows letting in light have a number of kind of colored glass segments in front of them which then obviously tint the color of light going through them so you can see

That the light here on the wall is red orange yellow green blue violet oh wow and let’s go up there right now to see what’s kind of happening so like anything else the way actually let me show get down here on the ground really quickly one thing that you’ll see that’s

Really cool is even the volumetric light going through the glass is also and colored by the color of the glass so it’s green right below that I’ve never Salou that’s incredible if you think about it you could set up your own kind of Church mosaic if you

Wanted where the light is affecting the color of things below it you know like you would see in an old kind of Gothic church but yeah I was kind of thinking like you could simulate some of this using like light Maps or something but like the totality of it all yeah this is

Really impressed and you can see here I have stacked a number of mean and blues sunny but how many blocks deep is that glass it’s about difficult on each side so that’s why it’s really distorted background here so but like anything it follows color theory and the fact that

Light is going to transmit through it so let’s take for example what is this orange right here hmm let’s make orange so I’m gonna really quickly switch to a red black if I find one yeah this looks red to me and I’m gonna get rid of this and now you can see that

That’s more pure yellow on the ground it’s actually got a little bit less bright and I’m gonna place this that’s due to the glass behind you yep this is theirs which is yellow the glass behind me and I’m gonna okay a red glass down in front of the yellow glass where

Light is streaming through it as you can see now it actually changed it to be Oran Wow so you can affect the color of the light by mixing and matching and actually additively changing color much like you would do with a paintbrush or kind of like you’d do in a program where

You’d like add an opacity layer in Photoshop in front of something to make it like more red yeah I mean you can do like you can blend colors together already but the way this is doing it computationally is really quite impressive yeah as you can see there

Like it’s orange and red and I’ll get rid of this and I’ll make it Oh whoopsie makes it less red instead more pure like the Sun color mixed a little bit with red and then you throw it on top again and then it becomes more red and yeah

Obviously you can do that with really cool things like blue let’s make some more violet ish colored thing because it’s the blue mixing from the outside mixing with red to get a kind of purplish ooh Wow let’s make this purple a bit more red or let’s make brown why not

Bronze hideous well at least in this game so like it’s green with white and now it’s brown I think this is just so cool I mean there’s so many awesome vases that you could imagine game developers could do they there could be puzzles based upon this in some sort of

Adventure style game where you’re trying to kind of Indiana Jones style mix and match light to open up a tomb passage or something like that or just even for Minecraft dungeons in a game like this there’s so many really interesting things that could happen by mixing it and matching

Right around now let’s go on to the next area well I accidentally destroyed my door wow I feel like that door looks like the Final Fantasy seven removed and about extra filter uh yeah it’s probably higher rest of that actually this area is just really creepy because I’m

Looking over a gorge in between my house and a mountain cave there’s a reaction a really big mountain above me and down below which goes really far down you can see the light bouncing down until there’s pure blackness and I think there’s a sheep in there or maybe well

Done but here in these rooms I want to show off kind of what happens with specular lighting and some really neat tricks that really can only happen in a game that’s path traced so that hallway is actually less interesting it’s just very showing off how light transmission

Affects the color of the the volumetric lighting like if you go down here you can see it’s all well mixed you know it’s really how a Rangers colors but let’s go back across to the other side now in this room coming ahead I have two doors we’re gonna go on the right-hand

Side door first is I didn’t want to do that but I keep forgetting to control this yeah so now in this room I set up a kind of bunch of emissive materials which are locks that give off lighting and in this case there’s slight they’re

White with a tiny little bit of it’s a little hard to see here but they have a slight border around them which makes that their reflection have that kind of look into it where you can see in between the individual blocks of light but here you can see the reflection

Where I wrote digital foundry or DF kind of what is that backwards and upside down yeah exactly then then the reflection turns it right-side up of course so like we’re used to seeing on this very very polished wood floor but that isn’t actually the interesting thing in this

Room anyone could do that really in any game you could do that nowadays with like light maps but you look at the other side of wall I put a little hole in the wall to represent a pinhole to kind of make a projector this is projecting light through into the other room

You’ve built a camera obscura yeah I have and now we’re gonna go into the other room I think we tested this in the original games conversion as well yeah we did I recall now this is a I’ll see this here we open it up now if you look

In this room you can see how the digital foundry which was upside down and backwards in the other room is now right-side up and being projected through to this aisle which I find amazing this this was used historically by like artists to capture the world so

They can more easily draw it for example on like paper or something like wow this is so it’s interesting the temporal aspect oh yeah so like this is made from it this is obviously a lot of Bounce light coming around yeah so it’s much like it’s like the last couple bounces

Of light usually making this up probably and the fact that this room hasn’t hasn’t adaptive as yeah they still you know this is kind of like worst case scenario I think for it worst case scenario but at the same time it’s doing something that nothing this

Cannot be done in any other games is amazing um maybe quake 2 path tracing 2 could do it as well too but it doesn’t have the irradiance cache which obviously allows up to 8 bounces like you see here so or 7 I think it is so

Let’s actually go up here and show so this is like any other light in the game it can be affected by transmission so it can go through like a red glass block for example like you see here and all of a sudden digital foundry is now deep rod

Voila you know like back in the old days they used to put gels in front of the camera to color grade scenes and things like that or they would dip you know like the film in the end into like different mixtures to like make in like

This day of silent film this is like real physics of how film and projection work season working in the real world or at least the real world of Minecraft which I found just really darn neat and obviously you can do this kind of changes everything about Minecraft for

Me as well or it’s just like this is engaging stuff to play with whoops in a way that I have not usually found typical minecraft to be oh you can see how ok so I accidentally enlarged the pinhole and now that what that does is it kind of like transforms the size of

The projection now it’s not anamorphic this is like what it would look like on the RET on the what is it the aspect ratio of a phone it’s being projected at the wrong aspect ratio essentially so it’s no longer a square but overly tall taller and skinnier which is really

Funny and obviously it loses coherence in between those areas now that were one block different like one block pixel size on the other side which I just find so cool that that is impossible so the future go back down here how do I forget the controls in how to use that on the

Controller so often but we’re kind of coming up on our last room here and I wanted to show off a couple things the fact that emissive lights don’t just need to be white like I showed in that room but also the fact that they can kind of be any color that you want

So here setting up the entirety of the rainbow using these weirdo colored blocks that they have that replace I think the terracotta blocks in the game and you can see them mixing in so like on the wall they’re like a very stark difference but because light is bouncing

Around so many times you see perfect transitions kind of like you would see in Arabia in between Incredibles and it’s very very gradual and you can see how it’s just the stark line between the different emissive blocks with the light that they project blends together like you say it’s it’s perfect yeah yeah

That’s wow that’s really really beautiful yeah I’m a look at the fan of taking an advantage of this effect if I if I probably made out like a sci-fi map I’d probably take advantage of these blocks a lot and they go obviously into like white and then slightly off-white

Here like a beige color yeah now this is kind of what the second last thing that I want to show off in the game is the fact that so there’s normal kind of semi reflective materials that like we saw earlier like the gold oh I see but this

Is a perfect mirror these basically don’t exist in real life more or less but this is just the surface that will keep bouncing lights ad infinitum obviously for performance reasons they cap the number of reflections that can be sent out in one frame to basically like eight layers deep there’s like the

Primary bounces the seven layers or whatever so here you can see I don’t have a character model but you can see my box hand reflected in your mirror eight times over and you can do a lot of really funny things like that with this probably for setting up puzzles in the

Game if you really wanted to but let’s go into the last room if we can well that’s okay yeah and so this room just wants to show off kind of one last feature about how these emissive blocks work off here the entire block is more or less a single color

Yep in this room the block can have per-pixel missiles so each tiny pixel on this texture right here which are actually much smaller they’re like looks like 8×8 yeah cute like each block is made up of 8 by 8 pixels then and each one is emissive here it check could

Technically be up to the max a texture resolution size that I think this version could be something like 1024 by 1024 or maybe even higher here so each pixel pixel could have a different color emissivity so it could give off different colors of color of light based upon that initial texture so

If you look here at the ground texture you can see that each little bit of pixel there changes the color on the ground right next to it and also subsequently even though it is very small bounces around the entire room theoretically you could simulate like an LED panel array I suppose 100% textures

And you could actually yeah like man there’s so much potential for using redstone you could probably make animations with this like no switching between the blah animated LED billboard of sorts yeah and yeah there’s so many crazy things you could end up doing with this but obviously like everything

Earlier the way it affects different materials and their reflectivities really cool like here you can see on the gold blocks the reflections here of the Blues turn green lazing if you look at them which I just absolutely love but yeah that’s kind of my path tracing fun

House that I set up for this version of the game showing off the very specific features that this adds over what we’ve possibly seen in the past and also just kind of how generally looks like this is using just a small fraction of the HD textures that they had I only made this

In about one day and the community can make HD textures and PBR textures if they want kind of following some rules about how you set up the texture and importing into them a game much like you can do in the Java and bedrock versions but yeah it looks really dark neat and

I’m just going to be spending a whole lot of time with this version of the game when it comes out in full but John thank you so much for joining me today to talk about Nikki for Minecraft take me on a tour yeah lovely home yeah I know only

If I lived in a home that looked like this it’s a pretty darn neat obviously not very practical there are no bathrooms but you know who needs those that’s true well down there yeah yeah whatever but yeah so thank you very much for joining me and thank you for watching

This video and if you really did enjoy it hit that like button and subscribe to the channel if you already subscriber then please consider hitting that little bell in the corner to be informed as soon as digital foundry post video if you like this video and you want to see

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Comment below or follow John and myself on Twitter and as always this is Alex bidding you a few dozen wouldn’t farewell You

This video, titled ‘Minecraft RTX Beta Hands-On: How Path-Tracing Is A Gamechanger’, was uploaded by Digital Foundry on 2020-04-16 16:27:07. It has garnered 320585 views and 10684 likes. The duration of the video is 00:39:53 or 2393 seconds.

A beta version of Minecraft RTX is available, delivering astonishing visual effects and the kind of realism in lighting that only path tracing can deliver. To show off the impact that hardware accelerated RT brings to the game, Alex Battaglia builds his own ray traced house of fun, demonstrating the unprecedented realism added to the game.

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Link to the world level in the video (updated): https://www.nexusmods.com/minecraft/mods/135/

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Digital Foundry – Minecraft RTX Beta Hands-On: How Path-Tracing Is A Gamechanger