
Samotracia
A captivating 64-palette resource pack, enhances Minecraft's graphics while preserving its pixelated charm. Inspired by CRT games, it offers a calming, welcoming atmosphere. Optimized for fabulous graphics, it ensures a unique gaming experience
Список изменений
📜 Samotracia v1.14.4
🎨 Shader Overhaul & Dithering Refinement
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Transition to Ordered Bayer Dithering:
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Replaced the previous randomized noise generator (
pseudoNoise) with an optimized 4x4 Bayer Matrix. -
Eliminates screen flickering, motion blur, and the aggressive "noise" effect when moving the camera or walking through high-contrast areas.
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Pixel-Aligned Dithering Grid:
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The dither pattern is now mathematically locked to the half-resolution pixel grid rather than individual screen pixels.
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Produces a crisp, authentic 8-bit retro aesthetic that remains completely static relative to the game world, drastically reducing visual strain.
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Improved Contrast & Shadow Readability:
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Recalibrated color quantization levels to prevent dark areas (such as caves and night cycles) from turning into unreadable black or purple blocks.
⚡ Performance & Optimization
- Shader Pipeline Streamlining:
- Removed expensive trigonometric (
sin,dot) calls from the frame pipeline in favor of hardware-native bitwise operations (& 3). - Significantly reduces GPU fill-rate strain and prevents frame drops during post-processing rendering.
🖼️ Visual Comparison
Below are two side-by-side screenshots demonstrating the visual improvements between the legacy shader and the new Bayer dithering implementation:
- Deep Dark Environment: Notice how shadow details and sculk textures remain visible without turning into chaotic, flashing noise artifacts.
!DeepDark Bayer
!DeepDark Random Dithering (Old Samotracia 1.14.3)
- Overworld Surface (Daylight): Demonstrates the clean, retro 8-bit dithering pattern across wide gradients like the sky, providing a retro feel without camera flickering.
!Overworld Bayer Dither
!Overworld Random Dither (Old Samotracia 1.14.3)
💡 Developer Note: A sincere apology regarding the previous shader: I am deeply sorry if the previous post-effect shader ruined your gameplay experience, caused eye strain, or made dark environments unplayable. The old implementation relied on a pseudo-random algorithm that created an overly aggressive "flickering" effect during movement, which made playing for more than a few minutes extremely uncomfortable. With v1.14.4, the post-effect system has been completely rewritten from scratch. The new ordered dithering provides the exact retro aesthetic I envisioned—sharp, stylish, and retro—but without the motion sickness or visual noise. If you previously disabled the shader or stopped playing due to visual fatigue, I warmly invite you to give it another try.
