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Unlikely as the only current active developer of Iris is IMS212, and they are focused on other development work.

This code is intended to sequence entity rendering such that entities of the same type render right after each other, which ideally improves overall performance since Batched Entity Rendering will...

Yeah, looking a bit more I don't think I expected it to actually show in a profile. But ideally the best way would be to change the data structure for...

FSR 2 works very differently from FSR 1 and is not possible to get working with shaders unless the shader pack itself implements FSR 2. You can either have FSR...

I'm not going to say it's out of scope, but it's not a high priority since there's not as much stopping another mod from implementing it, and there's a lot...

We did look into this a little more since the last time, but FSR 2 is actually quite a bit different from FSR 1 as shown in the video. In...

Overall, I'll say that the real challenge isn't porting FSR 1 / 2 to OpenGL, but rather conceptually determining how to integrate it into an existing rendering process.

This is likely unfixable in Iris / the shader. The graphics drivers for HD 4000 on Windows are very broken unfortunately because they have not been actively developed for a...

This is most likely related to core shaders being used on armor - please confirm whether or not core shaders are in use.

Thanks for the detailed report. I will say - in the absence of some sort of order-independent translucency (seemingly unattainable holy grail in MC shaders), changing the particle ordering out...