The experimental Deferred Lighting Pipeline is a commendable step. However, for upcoming architectures like NVIDIA Blackwell (RTX 50-series), the current Blaze3D layer remains a significant bottleneck. To future-proof Java Edition, I propose:
1. Native Vulkan RT (VK_KHR_ray_tracing): Deferred shaders lack the efficiency of hardware-accelerated Ray Tracing. Integrating native Vulkan RT allows utilizing dedicated cores, bypassing the overhead of software-based ray-marching currently used in the community.
2. Modern Upscaling Hooks (DLSS/FSR): High-resolution rendering (4K/8K) requires tensor-based upscaling. Standardizing an interface for DLSS and FSR within Blaze3D is essential for modern display standards and performance stability.
3. Blaze3D Bypass for Native Engines: Blaze3D often introduces legacy JVM overhead and GC stutters. Providing native hooks to bypass RenderSystem would enable direct JNI-based GPU communication (DirectX 12/Vulkan). This unlocks the full potential of high-VRAM hardware without Java heap limitations.
We ask Mojang to provide the architectural "keys" to the hardware to build the most performant Minecraft ever.
Best regards,
Tungsten Labs / DirectJ Project(A DirectX 12 Ultimate JNI Bridge for Java - JDX12)
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