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This was a case where an issue arose, and was very quickly fixed within the same patch/game version.

It used to occur consistently.

No additional steps were needed for the issue to occur.

No. This issue was not related to other processes interfering with the game.


From what I understand; This issue caught the attention of a Mojang developer through anothe channel (Discord) and they thankfully implemented hotfix to game's config to resolve the issue without needing a new build/game update.

This issue has been resolved.

This continues to impact any foliage-like block that is added since I raised this issue.
Including, poplar saplings, red shrub, bush, etc…

[media: evidence2.jpg]
[media: evidence.jpg]

Can confirm, attached two more evidence screenshots.

An appropriate title for this report would be:
Entities, block-entities, and anything rendered as an entity, now has the wrong default PBR material in ray-traced graphics mode.

Previously it was fully rough RGB(0,0,255) now it is half-glossy (seemingly 0,0,64)
I personally have not tested if this applies to actual blocks without PBR, because the game now has its own default/fallback PBR for VV which gets used with RTX.

This issue is resolved.

Wasn’t this resolved over a year ago?

Yes, it is still an issue, and the cause is clear, the feature was implemented with no regards for ray tracing.
Same deal as Enchantment glint accessibility settings, which also don’t work with RTX.

This should now be resolved, it was caused by an outdated DLL shipped with the game, which was recently updated, so RTX 50 series users should be able to use DLSS without issues now.

This issue is also duplicated by MCPE-183630
They all refer to the same core problem.

[media]

You can use this empty rt capable RP to test the issue, it loads only vanilla entity files without modifying anything while allowing you to enable RTX in any world, ideal for testing.

You do not need an example pack to test this issue.
Activate ANY RTX pack, even a pack that declares itself raytraced but NO OTHER FILES.

In other words, you can easily test this with vanilla resources, with ray tracing.

ANY ENTITY that uses UV animations will appear broken with RTX.
This impacts ANY entity that uses UV animation.
For examples:

  • MCPE-183631 - The Breeze's wind texture doesn't animate with Ray Tracing, appearing completely black instead
    MCPE-183629 - The XP orb's broken UV animation makes it always appear small

    Both of which are reported independently, but have the exact same root cause: Entity UV animations not working once RTX is enabled.
    XP orbs use UV animations to choose which portion of the texture to display
    Breeze Wind animates its wind by utilizing UV animations over the wind texture.

    My recommendation is to use this alongside an EMPTY RT-capable resource pack, because community-made RTX texture packs usually work around these issues by utilizing alternative, non-ray-traced materials to temporarily solve the issue


Please re-open this issue, this is one of the top-10 most severe Minecraft RTX issues that remains unresolved since day 1.

Steps to re-produce:
1. Activate an RTX pack with PBR textures alongside a marketplace pack.
2. Check the blocks that have PBR in the RTX pack
3. Done, observe, PBR won’t load, because you activated a marketplace pack.

To my understanding, activating a marketplace pack alongside an RTX pack will prevent its PBR from loading.

Is the actual report that this is a duplicate of referenced anywhere? I am unable to find it.

I can confirm this issue is resolved in the latest version of Minecraft.
The endcrystal beams now appear as they should with ray tracing enabled.

This issue was marked as Duplicate and MCPE-183773 is referenced as the original, this is while this issue in particular is fixed, but MCPE-183773 is still not fixed. So this wasn’t really a duplicate! (Not that it matters now!)

I think that @Nataniel Ciolek Kolodziejczyk is describing warrants a whole new report, this report concerns mainly the ray-traced graphics mode.

This issue report is still valid, but no longer applies, because later down the line Mojang isolated the Vibrant Visuals configurations that controlled the directional lights to VV graphics mode only (i.e. the file no logner allows sun orbital offset to apply in Fancy, or RTX graphics modes) as such, the path to producing this issue is no longer present in game.

Aka, instead of fixing the issue, it got buried under an arbitrary limit on using VV configs to alter ray tracing as well, which is a huge disappointment knowing what could've been.

This issue is the direct outcome of animated texture UVs for entities not working properly with ray tracing.
It breaks not just XP orb textures, but also something like Breeze’s wind texture, and anywhere else with UV textures are animated.

I think it breaks XP Orbs because the part of the texture selected to be displayed for each XP orb plane entity is selected on the fly, but animated uv textures are just broken with ray tracing so, it doesn’t work!

Happy new year, ray tracing can still be a viable and good feature again if this issue is resolved:

Ray tracing is riddled with issues, but to a great extent they’ve been either resolved or rectified by the community through open source solutions.

Flickering blocks remains the only issue that severely impacts gameplay, and if resolved, the feature can be enjoyable again.

It’s almost becoming a year this since bug was first introduced in a Preview version, it is also a highly requested fix, if it does go away, ray tracing is genuinely fully enjoyable again. I sincerely hope Mojang pays a shred of attention to, at the very least, such game-breaking issues.
Additionally, as others mentioned previously, this is quite literally a photosensitivity hazard.
I’m not a photosensitive individual, but I can tell my eyes are hurt, and I’ve been enjoying Minecraft less as a result.

Affects 1.21.120 release

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