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Radiante

0.2.0 alpha

Hardware ray tracing for Minecraft 26.3, running on the game's own Vulkan renderer.

A fork of Radiance and its native renderer MCVR, rewritten to share the Vulkan device Minecraft already creates instead of opening a second one beside it. Path-traced light, shadows and global illumination, a physically based sky, LabPBR materials, and upscaling through DLSS, FSR 3 and XeSS. Client-side only.

Loaders
Fabric, NeoForge, Forge
Minecraft
26.3
Java
25
Platform
Windows x64

Requirements

WhatNeeded
SystemWindows x64. The only supported platform for now.
GPUVulkan hardware ray tracing: NVIDIA RTX 20-series or newer, AMD RX 6000 or newer, Intel Arc.
Graphics APIVulkan. Ray tracing does not exist on OpenGL.
Minecraft26.3
Java25
DLSS, FSR 3, XeSS and NRD ship inside the mod. There is nothing to download separately; which ones appear depends only on your GPU and driver.

Installation

  1. Install Fabric Loader 0.19.5 or newer for Minecraft 26.3.
  2. Put Fabric API 0.160.5+26.3 or newer in the mods folder.
  3. Put Radiante in the mods folder and launch with the Fabric profile.
Fabric is the only loader with Frame Generation and NVIDIA Reflex for now.

Remove Sodium, Iris or any other renderer first: Radiante does the same job and conflicts with them. Nothing is needed on the server.

First launch

  • The game must run on Vulkan. On OpenGL a screen explains it and offers to switch and restart.
  • If your GPU has no hardware ray tracing, you get "Radiante: ray tracing unavailable" and the game carries on with Minecraft's own renderer.
  • Otherwise it turns on as soon as you enter a world, on RT-DLSS if your GPU supports it.
F6
Open Radiante settings
F7
Turn ray tracing on or off

Settings

Press F6. Changes are collected while the screen is open and applied together when you close it, so the pipeline rebuilds once, not on every click. Each value below is shown at its default.

The settings screen

Quality & Upscaling open, with Quality and Reset to Defaults visible at the top.

Screenshot pending
Reset to Defaults puts everything back to a fresh install, including pipeline and shader pack values that have no control on this screen yet.

Quality & Upscaling

  • Pipeline

    Which denoiser and upscaler the engine uses. Only the ones your GPU can run are listed. RT-DLSS does both with DLSS Ray Reconstruction; the others pair the NRD denoiser with no upscaler, FSR 3 or XeSS, all of which work on any vendor.

    RT-DLSSRT-NRDRT-NRD-FSRRT-NRD-XeSS
  • DLSS Mode

    Internal resolution before upscaling. Quality is sharpest and costs most; Ultra Performance is fastest and softest.

    Only with Pipeline set to RT-DLSS.

    Ultra PerformancePerformanceBalancedQuality
  • Frame Generation

    DLSS inserts generated frames between rendered ones: smoother motion on high refresh monitors, a little more input latency.

    RT-DLSS, NVIDIA and Fabric only. The first time it is turned on needs a restart.

    Off2x3x4x
  • NVIDIA Reflex

    Low latency mode: holds the CPU back so each frame starts as late as the GPU allows, cutting input lag.

    NVIDIA and Fabric only. The first time it is turned on needs a restart.

    Off

Image

  • Picture Style

    Sets Saturation, Bounced Light, Sky Light and Tone Mapping together. See Picture styles below.

    NaturalBedrockVivid
  • Tone Mapping

    How bright light is fitted to the screen. PBR Neutral keeps colours true, ACES is filmic with more contrast, Reinhard is soft and flat.

    PBR NeutralACESReinhard
  • Saturation

    How colourful the image is. 100% leaves it unchanged.

    120%50%200%
  • Eye Adaptation

    How far exposure follows what you look at. Lower keeps dark rooms dark and daylight bright, as in Bedrock.

    50%0%100%
  • Exposure

    Overall brightness, in photographic stops.

    +0.7 EV-3 EV3 EV
  • Motion Blur

    Smears moving things along their motion, like a camera. Changing it rebuilds the shaders.

    Off
  • Depth of Field

    Keeps the centre of the screen sharp and blurs what is much nearer or farther. Changing it rebuilds the shaders.

    Off

Lighting

  • Day Brightness

    Sunlight and daytime sky, as a share of the shader pack's own.

    25%0%400%
  • Night Brightness

    Moonlight and night sky.

    35%0%400%
  • Light Source Brightness

    Torches, lava, glowstone and other light-emitting blocks.

    12%0%400%
  • Held Light Brightness

    What you hold: its own glow and the light it casts around you.

    12%0%400%
  • Bounced Light

    How much light carries on after bouncing. Higher fills rooms from one patch of sun, as Bedrock RTX does; 100% is physically based.

    150%50%200%
  • Sky Light

    How strongly the open sky lights the world. Higher brightens shade under trees and roofs.

    180%50%400%
  • Block Light Sampling

    Surfaces aim a shadow ray at a nearby light instead of waiting for a random bounce to find it. Far less noise at night and in caves, for a small cost.

    Needs Block Emission (Performance).

    On
  • Held Item Light

    A torch, lantern or other light held in either hand lights its surroundings.

    On
  • Pixelated Lighting

    Snaps light and shadow to the texture's pixel grid for a retro, blocky look, like BetterRTX's pixelated lighting.

    Off
  • First Person Shadow

    Draws you for shadows and reflections in first person. Without it you cast no shadow and do not show in water or glass.

    On

Sky, Fog & Water

  • Atmosphere

    Bedrock uses Bedrock RTX's sky and sunlight colours when their files are available; Java uses Radiante's own sky. Without the files it falls back to Java.

    JavaBedrock
  • Clouds

    Volumetric clouds are real 3D clouds that cast shadows and cost the most; vanilla are the usual cells, traced and lit; off is fastest.

    OffVanillaVolumetric
  • Sun Glow

    The halo around the sun.

    100%0%300%
  • Light Shafts

    Beams through windows, skylights and leaves.

    Needs Volumetric Fog.

    100%0%400%
  • Vanilla Sun Path

    Sun and moon pass straight overhead. Off, the path leans ten degrees south so noon shadows are not straight down.

    On
  • Vanilla Sun/Moon Rotation

    Sun and moon squares stay lined up with their path instead of turning as they cross the sky.

    On
  • Biome Fog

    Per-biome haze in every dimension: warm dust over deserts, green air over swamps, purple haze in the End. Stays out of overworld caves.

    On
  • Biome Fog Strength

    How thick that haze is. No effect on performance.

    100%0%400%
  • Volumetric Fog

    Ray marches the air like Bedrock RTX: sunlight and moonlight scatter in the fog and terrain casts light shafts through it. Overworld only; noticeably more GPU time.

    On
  • Volumetric Fog Strength

    How thick the air that shows sunbeams is. No effect on performance.

    100%0%400%
  • Water Waves

    How rough the surface is. 0% is a flat mirror.

    100%0%400%
  • Water Murkiness

    How fast the view fades underwater. Lower is clearer.

    100%0%500%
  • Underwater Light Rays

    Sunbeams through the surface while you are underwater.

    100%0%400%

Performance

  • Light Bounces

    How many times light bounces. 4 to 2 is about +55% FPS, 4 to 1 about +130%, with little visible change; rooms lit only by bounced light get a bit darker.

    414
  • Carved Surfaces

    Depth on resource pack textures with height maps. Off is flat and a little faster; no effect without such a pack.

    On
  • Volumetric Fog Quality

    Samples per ray. Fewer is faster and slightly noisier; 32 costs about 30% more than 16.

    16432
  • Chunk Threads

    CPU threads that turn chunks into ray tracing geometry. More loads new areas faster but competes with the game. Capped at half your logical cores, because more only slows rendering.

    Depends on your CPU
  • Chunk Batch Size

    Sections per acceleration structure build. Higher fills the world faster but can spike frame time while loading.

    12164
  • Chunk Batches

    Builds in flight on the GPU at once. Higher loads faster and uses more video memory; lower it if you run out of VRAM.

    12164
  • Block Emission

    Light-giving blocks light up the world around them. Off saves a little but sources only glow themselves.

    On

Other

  • Block Outline

    The outline around the block under the crosshair.

    Off
  • See-through Parallax Edges

    With carved resource packs, the carved outer edges of a block become see-through, as if really cut away.

    Off
  • Debug Logging

    Writes detailed diagnostics to the log. Turn it on before reproducing a problem you want to report.

    Off

HDR

At the bottom of the Image section. Sunlight, lava and reflections go brighter than white on an HDR display.

  • HDR Output

    Needs HDR turned on in Windows display settings for that monitor.

    Applies after restarting the game.

    Off
  • HDR Peak Brightness

    The brightest your display can show; highlights are fitted under it. Check its specs or Windows HDR Calibration.

    1000 nits400 nits4000 nits
  • HDR Paper White

    How bright menus, text and ordinary surfaces are. Raise it in a bright room, lower it in a dark one.

    200 nits80 nits400 nits
  • HDR Debug View

    Tints blue everything shown in SDR, so what keeps its colour is the world in HDR. Not saved.

    Off

Picture styles and quality levels

Two shortcuts that set several options at once. Changing any of them by hand switches the selector to Custom.

Quality levels

LevelDLSS ModeVolumetric fogCloudsRender distanceBouncesCarved surfacesFog quality
LowUltra PerformanceOffOff81Off8
MediumPerformanceOffVanilla122Off8
HighBalancedOnVanilla163On16
UltraQualityOnVolumetric244On24

Measured on one scene: from Ultra Performance, Performance costs about 45% of the frame rate and Quality about 65%. Block light sampling is on at every level.

A fresh install shows Custom: the default 4 bounces with Ultra Performance match no level. Pick one once and it sticks.
Low vs. Ultra

The same scene and angle at both levels.

Screenshot pending

Picture styles

StyleTone mappingSaturationBounced lightSky light
NaturalPBR Neutral100%100%100%
BedrockPBR Neutral120%150%180%
VividACES130%150%150%
  • Natural is physically correct light and colour, with nothing tuned on top.
  • Bedrock matches Bedrock RTX: more saturated, with brighter shade and bounced light than physics would give.
  • Vivid adds contrast through ACES and more colour, without Bedrock's extra sky light.
Natural

Daytime outdoor scene.

Screenshot pending
Bedrock

Same scene and time.

Screenshot pending

Bedrock RTX packs

Radiante converts Bedrock RTX .mcpack resource packs into LabPBR, and can read Bedrock's own sky and caustics. Neither is required; Radiante ships maps for 154 vanilla textures.

Using a .mcpack

  1. Drop the .mcpack into the resourcepacks folder as it is. No unzipping or renaming.
  2. Enable it in the resource pack menu, where it shows up directly.
  3. The first time, it is converted and cached in radiante/bedrock_packs/. It is only converted again if the pack changes.

Colour, metalness, emission, roughness, subsurface and normals are carried over, along with the pack's per-biome fog.

With and without a pack

The same scene with a .mcpack on and off.

Screenshot pending

Bedrock sky and caustics

With Atmosphere set to Bedrock, Radiante looks for sky.png, look_up_tables.png and caustics.png here, in order:

<game folder>/radiante/bedrock/
C:/XboxGames/Minecraft for Windows/Content/data/ray_tracing/
If sky.png is not 64×256 or look_up_tables.png is not 128 wide, the Java sky is used without any message. Without caustics.png, Radiante's procedural caustics are used.
Java vs. Bedrock atmosphere

The sky at the same time with each setting.

Screenshot pending

Distant Horizons

Experimental. With Distant Horizons installed, its far terrain is traced with the rest of the world, one colour per block face, and lit, shadowed and reflected like any other section. There is nothing to turn on.

  • You may see the odd seam or flicker where detail levels swap.
  • Frame cost grows with Distant Horizons' own render distance; lower that first if it gets heavy.
  • Tested on Fabric and NeoForge: day, night, rain, underwater, 70 to 4000 blocks up.
Far terrain

Near terrain fully traced, Distant Horizons terrain beyond it.

Screenshot pending

Getting more FPS

Start with the Quality selector. If you tune by hand, these matter most, in order:

  1. DLSS Mode, or the equivalent FSR/XeSS mode.
  2. Light Bounces: 2 instead of 4 is about +55% with little visible change.
  3. Render distance: 24 chunks costs about 30% more than 16.
  4. Volumetric Fog and its quality.
  5. Block Light Sampling, though turning it off brings back a lot of noise.
Short on VRAM: lower Chunk Batches or render distance. Stutter while loading: tune Chunk Threads or Chunk Batch Size.

Troubleshooting

The game says it is running on OpenGL

Set Graphics API to Prefer Vulkan or Default in Minecraft's video settings and restart. If Minecraft switched to OpenGL by itself after a failed start, that only lasts one session; just launch again.

"Ray tracing unavailable" appears

Your GPU or driver does not report hardware ray tracing. Update the driver first; if the card is not RTX 20+, RX 6000+ or Arc, it cannot run Radiante.

A pipeline is missing from the list

Nothing is missing from your install. The list only shows what your GPU and driver can run; DLSS needs a recent NVIDIA driver.

Frame Generation or Reflex do not show up

Both need an NVIDIA GPU and the Fabric build. On NeoForge and Forge they are hidden for now.

HDR is on but nothing changed

Restart the game, and check HDR is on in Windows for that monitor. The option's tooltip says whether it is actually running.

Is there still an Advanced shader pack?

No. It was removed; its one advantage, less block light noise, now comes from Block Light Sampling in vanilla-pt, which also has carved surfaces, FFT water and full LabPBR.

Still stuck: turn on Debug Logging, reproduce the problem, and share the log on Discord or in a GitHub issue.

Known limitations

  • NRD-based pipelines are noisier than DLSS Ray Reconstruction. On NVIDIA, RT-DLSS is the stable choice.
  • Light from a held item only reaches a small radius around you.
  • Weather and the block-breaking animation are not traced yet.
  • Frame Generation and Reflex are Fabric only.
  • The Advanced... button on the settings screen is a placeholder for a future full editor.

The full list of open work is in ROADMAP.md on GitHub.

GPL-3.0, inherited from Radiance and MCVR by LJIONG and Interstellarss. This fork keeps their licence and credits.