Minecraft Preview on Xbox Series s deffered Lightning greyed out

I wanted to test the new deffered lighting options on the latest minecraft preview, but it was greyed out?

Hello Max, Nilay here and I'm glad to answer your query today. You're probably using "forward rendering". Forward rendering renders each object in sequence and does the real-time lighting calculations on the fly. This is a classic old style of rendering, but it has some gotchas. The biggest most obvious gotcha is that, because it's doing lighting in the same path as the initial rendering, and because it has only one render call to work with, it has a limited number of realtime lights that it can apply to any object. This means that most forward-rendering architectures have to choose which realtime lights are most applicable, and if it chooses wrong, you get effects like this. You have a few options to fix this. One option is to reduce the number of real-time lights and change it to baked lights. This has the advantage of dramatically improving performance and lighting quality. It has the disadvantage that it's a ******* nightmare to work with. Expect hour-long bake times, expect massively bloated filesizes. The company I work for did one game with this (which turned out real pretty) and swore off it forever. Another option is to reduce the number of lights that can affect any single object. You can do this by reducing the number of lights or by making objects smaller. Imagine you have a bridge with a ton of lights on it; you will blow past your max realtime light count instantly. Whereas if you split that bridge into, say, ten-meter spans, you might be within light budget on every single piece of the bridge. The light count per object is the important one here. (Unity also has a global realtime light limit, but it's pretty high and you're unlikely to run into it.) Another option is to stop using forward rendering. Deferred rendering uses a different pathway entirely! Instead of rendering textures and lights in the same pass, it renders all the game objects to a set of buffers known as the "G-buffers", then uses those buffers to composite lighting into your main scene. This has the disadvantage of added overhead per frame and it restricts you from doing some specialized visual effects . . . but almost nobody does those visual effects. And it's actually faster per light! And you don't have to split up objects! Good Luck Regards

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Last updated April 24, 2025 Views 527 Applies to: