Hi Yoshibest58_2. Thank you for your reply.
My video card is a Radeon HD 4300, TeraScale 1, which is around a 2008 model, which physically can’t do vulkan. Do you have the same card or is yours newer? I haven’t tried updating drivers because the latest driver update is the 2015 one which predates Vulkan. Vulkan 1.0 requires GCN architecture which didn’t arrive until the HD 7000 series in 2012.
I have been consulting Claude AI extensively on this and your fix hinted that I might install the standalone LunarG Vulkan Runtime loader which drops in the vulkan-1.dll and might allow me to bypass the no loader crash and possibly get into the fallback to openGL path.
After I got the first crash report I installed the vulcan libraries. I believe the 2nd crash report I have provided is after installing the libraries and setting improvedTransparency:false.
Ok, I tried the LunarG vulkan Runtime which worked as expected. I forgot I already tried something similar before but this time it revealed new information. Once a loader is present the game correctly falls back to OpenGL.
Now here’s the interesting thing, from what Claude is able to tell me, previously in snapshot 2 it failed to compile the new transparency (OIT) shaders because of an error: (#162) Wrong operand types … ‘highp float’ … ‘const int’. Which was a bug in Mojang’s shader source – a ternary mixing a float with an int literal (cond ? someFloat : 0) which is rejected by strict GLSL compilers such as my old OpenGL 3.3 compiler.
This time however, the game loaded. Mojang’s release notes for 26.3 Snapshot 5 list “Order-independent Transparency (OIT)-related shader changes”. There is no one specific bug fix which mentions it but before snapshot 5, MC handled the raw OIT GLSL straight from the GPU’s own OpenGL driver to compile, which on my machine rejected the float ? … :0 int/float ternary with error (#162).
From snapshot 5, MC compiles all shaders through ShaderC (Google’s host-side glslang>SPIR-v compiler, then cross-compiled to GLSL for the OpenGL backend). So the shaders are now compiled by the CPU instead which allows it to work.
So although this bug report is still valid, it no longer effects me.