2025 年 4 月 17 日,Mojang 员工、Minecraft(Java 版)开发者 Dinnerbone 在其个人 BlueSky 社交账号上发布了这样一条消息:
I've started a very unofficial discord server where some mojang developers and modders are discussing the rendering overhaul that Minecraft java edition is going through. It's free for all to read (though it's likely quite technical 😅), but only relevant modders can speak.
discord.gg/eWmK8p565c
我刚刚建了个「很不官方」的 Discord 服务器,把 Mojang 员工和 Mod 开发者撮合到一起,讨论《Minecraft(Java 版)》接下来的渲染重构。所有人都可以加入并浏览聊天记录(但会很偏技术),但只有有关开发者有发言权限。
discord.gg/eWmK8p565c
——Nathan "Dinnerbone" Adams,2025 年 4 月 17 日于 BlueSky
https://bsky.app/profile/dinnerbone.com/post/3lmziytg3qk2a
该 Discord 邀请链接指向一个名为「Vibrant Vanguard」的 Discord 服务器。Vanguard 一词在英语中意为「先头部队」「先锋」。
服务器中 #faq
频道中有一段 Dinnerbone 撰写的介绍。根据介绍,该服务器意在令 Java 版内容创作者(Mod 开发者、着色器包开发者、……)与 Mojang 员工就 Java 版 Vibrant Visuals 的问题保持沟通与协调。
Welcome to the unofficial Vibrant Visuals Java Edition development chat!
This is a place to discuss the technical details and changes of Java Edition that are taking place to support Vibrant Visuals, in a way that impacts Modders and shader creators.
This is a safe place to discuss how the changes impact you, including the frustrations - but please understand that we are all human and we can't accommodate everything.
As this is a small and unofficial server, moderation is limited and we've decided to restrict the ability to talk to those who we believe have an interest in this topic. You may not talk unless granted the @Speaker
role. This role is only given to people with a veted interest, such as mod developers who make something that will be impacted by Vibrant Visuals and the technical changes.
As with any other Minecraft server, we ask that you follow the Discord Terms of Service, Discord Community Guidelines, and Minecraft Community Standards.
欢迎来到非官方 Vibrant Visuals(Java 版)开发讨论组!
你可以在这里讨论未来 Java 版为支持 Vibrant Visuals 而做出的技术变更及其细节,以及这些变更对 Mod/着色器开发者产生的影响。
你可以在这里放心阐述这些技术更新对你造成的影响——正面或者负面。然而,我们开发者也是人,做不到有求必应。
鉴于这个小服务器并无官方背景,我们并没有多少管理员,因此我们决定仅允许利益相关者发言。简言之,你需要 @Speaker
这一角色才能发言;只有经过审核确认的利益相关者才能获得这一角色,比如遭 Vibrant Visuals 及相关技术细节变化波及的 Mod 开发者等。
和其他 Minecraft 相关 Discord 服务器一样,我们要求您遵守 Discord 服务条款、Discord 社区指南和 Minecraft 社区标准。
Dinnerbone 同时还在 #announcement
频道强调,即便不能发言,这个讨论组的信息本身也很有价值,并请求扩散该消息:
Developers: Please feel free to share invites to this server in your various discords, if you wish. This place should be open to all, even if only to look at.
If you have codevelopers, maintainers or resource pack creators who you think should be able to speak, please let us know.
致开发者:请将本 Discord 服务器的邀请链接分享到你所在的其他 Discord 服务器。本服务器理应面向所有人开放——哪怕只能查看聊天记录。
如果你认识其他需要发言权限的开发者、维护者或是资源包创作者,请通知我们。
另一位 Mojang 员工后来在 #faq
频道中又追加了一系列常见问题回答:
Q: How to get the Speaker role?
A: The process that has organically grown so far is that you ask someone you know and can vouch for you who already is a Speaker to suggest you in the No Access
channel. The moderators will then look into it. Please don't use DMs to the developers for this.
问:怎样才能发言?
答:目前我们有一套自发形成的流程:你需要找一位你认识的有发言权限的人,问问他能否为你担保,在 No access
频道里提出申请。申请提交后我们会过目的。请不要私信(Mojang 的)开发者询问此事。
译注:Discord 的权限控制会令无权限的用户只能看到「没有访问权限」(No Access)字样,而无法看到真正的频道名称。
Q: When will Java Vibrant Visuals come out?
A: As soon as it is ready. Definitely not in the next release. We have a lot to do, and we are not even close to being able to reasonably estimate the release date. But it will not be a "Big Bang" release. Features will be released when they are ready. For example, octree-based frustum culling optimization was released last summer and extended cloud range and GUI rendering improvements were released recently.
问:Java 版的 Vibrant Visuals 什么时候出?
答:准备好了就出,但肯定不是下一个大版本发布。我们还有很多事要做,多到根本不能合理预测发布时间。另外,这次不会是「大爆炸」式更新:我们一旦完成某个特性就会立即发布。举例:去年夏天我们便发布了基于八叉树的视锥剔除,最近我们还发布了扩展云渲染范围以及用户界面相关优化。
译注:「基于八叉树的视锥剔除」是在 24w34a 中发布的,但其更新日志中仅提及「Framerate has been improved when using higher render distances」「Significantly reduced the performance impact when turning the camera」,而没有提及技术细节。
Q: Do you plan to use instanced rendering for entities/block entities/something else?
A: Very likely. We are looking into it and will evaluate case by case.
问:是否计划在实体、方块实体、或者别的地方使用实例化渲染?
答:很有可能。我们已经在着手调研,并根据具体情况进行具体分析。
Q: Colored light?
A: No.
问:彩色光?
答:否。
Q: Will you increase render distance? Implement an LOD system similar to Distant Horizons?
A: We really want to, but it is not in our current plans and is outside of Vibrant Visuals scope.
问:会提升渲染距离吗?考虑下 Distant Horizon 那样的细节层次(LOD)系统?
答:我们很想做,但这不在现在的计划中,也不在 Vibrant Visuals 的范围内。
Q: Are you switching to Vulkan?
A: We don't know yet. It is one of the options we have, alongside with trying to stick to OpenGL, supporting both renderers and some other options. We really don't want to deprecate the devices that players are currently using to play Minecraft. We are currently gathering data to make an informed decision. We will let you know when we know ourselves.
问:你们会换 Vulkan 吗?
答:我们不知道。Vulkan 是我们面前的选项之一,其他选项还包括「坚持 OpenGL 不变」「两个都支持」以及其他选项。我们不想也不愿放弃玩家现在在玩 Minecraft 时用的设备。我们目前还在收集相关数据,并会在此基础上作出决定;届时我们也会通知你们。
这位 Mojang 员工在 #devlog
频道中还分享了他们眼下大致的工作方向:
Also want to share a bit on our general direction. Of course it is subject to change, but this is something we are currently structuring our work around.
- We want to first refactor/modernize/optimize our rendering code and then start adding more complex rendering features like shadows or reflections.
- We want to stop rendering the game on the main thread and want to introduce a second, render thread for this. As a prerequisite, we are going through the code system by system and preparing it for the extraction of the game state on the main thread to be used to render things on the render thread. We've mostly done it for entities a while ago. We are in progress of doing it for UI now. Later we will need to do particles, terrain, block entities, etc.
- We want to deliver things as they are done, and not them in long-running integration branches. This allows us to be more efficient, but probably causes issues for you, modders, because the code is changing significantly every release.
- We want to preserve graphical modding for Java Edition. We do not want to fully replace the mods. We want to disrupt you as little as possible, while acknowledging that we will most likely disrupt you a lot. We aim to end up with a much more solid graphical foundation both for Vanilla game and modders as a result of our work.
As you can see, even our own goals are somewhat contradicting each other. So we would be happy to get your feedback and help to be able to move forward in a best possible way. You are welcome to discuss those points in #general
and #rendering
channels depending on which is more relevant.
我们在此还向分享一点我们的总体方向。当然这随时可能会变,但总的来说我们目前的工作都围绕这套方针展开:
- 我们想首先重构、优化我们的渲染代码,实现渲染现代化,然后再往上加诸如阴影、反光之类更复杂的渲染特性。
- 我们想把渲染移出游戏(客户端)主线程,单开一个专门负责处理渲染的线程。我们正在完成这一项的准备工作:检查游戏底层的每一套系统,并做好把必要的游戏状态从游戏主线程提取到渲染线程上,用于渲染游戏画面准备。一段时间以前我们已经完成了实体的准备工作,目前则是在准备用户界面。未来我们还会过一遍粒子效果、地形和方块实体。
- 我们想交付成品,而不是一直待在合并分支里的半成品。这样一来,我们的工作会更高效一些,但对在座的 Mod 开发者来说可能不是个好消息——这意味着每次大更新底层代码都会剧变。
- 我们想维护 Java 版图形相关 Mod 开发社群的存续。我们不想完全取代 Mod。我们承知我们未来很可能会扰乱各位的开发计划,但我们同时想尽可能将影响降到最低。我们希望我们在图形及渲染上的工作能为未来原版游戏及 Mod 开发者们的开发打下更牢固的基础。
如你所见,连我们自己的目标都有自相矛盾之嫌。我们欢迎各位为此建言献策,让开发工作朝着最好的结果前进。欢迎各位根据实际情况,在 #rendering
或 #general
频道中选一个发起讨论。
目前,该服务器中已有包括 Dinnerbone、Gegy、Slicedlime 等知名 JE 开发者加入,也有大量和渲染、优化相关的 Mod 开发者参与讨论,同时还能发现几大主流 Mod 加载器维护团队核心成员的身影——尽管其中有些人并没有任何发言记录。
Dinnerbone 在服务器中透露,他已经做出了「跑在 Vulkan 上的原型」。
In fact - locally, I have a prototype that runs vulkan, just to test the api. It "works". Not amazing, because it's only a handful of hours of effort, but it's something. You can technically play minecraft on vulkan and only like 2 files needed to care.
——Dinnerbone
有至少两位开发者表示,「如果我们最终选择了 Vulkan,我们会选用 MoltenVK 来兼容 macOS,而不是直接使用 Metal」。
We pretty much ruled out using Metal directly. If we go the Vulkan route we want to rely on MoltenVK.
我们基本排除了直接用 Metal 的可能。如果我们选了 Vulkan,我们会用 MoltenVK。
——LowSkillCamper,Mojang 员工,对 macOS 相关讨论的回复
It's possible, just impractical yeah. Each rendering backend means more maintenance, more test coverage needed. It seems more likely we'd add vulkan (and go moltenvk) than add metal. But again - no plans.
可能,但不现实。多一个渲染后端就是多一份维护工作,多一批需要测试的点。相比于支持 Metal,支持 Vulkan(并且使用 MoltenVK)的可能性更大些。但说到底,我们目前没有相关计划。
——Dinnerbone,Mojang 员工,对 Argon4w「是否有可能同时支持 OpenGL 3.2、OpenGL 4.x 和 Vulkan」的回应
另外,在本周快照 25w17a 发布数小时前,Dinnerbone 在该服务器 #devlog
频道中表示,他此前在同一频道中提及的修复及改进都已经合并入开发主线,或已经提交合并请求:
We're back at work today after a long weekend in Sweden!
But given it's a tuesday, mostly bug fixing 👀 Though everything in my last devlog has made it to a PR, if not already in main.
——Dinnerbone
在此感谢竹若泠Neko、USS_Shenzhou、落雪鸦杀、SihenZhang 等人对本文的意见和建议。
📒 转载本帖时须注明原作者以及本帖地址。
📰 想了解更多 Minecraft 新闻资讯?>>>幻翼块讯