I noticed that these lines exist in medium shadows as well, but they’re less visible.
I’m using a Prizma Visuals Legacy. You can find it here: Prizma Visuals Legacy (Vibrant Visuals Pack Deferred) - Minecraft Bedrock Texture Packs - CurseForge
It affects 1.21.131 and 26.0.26 Preview too
It affects the latest versions as well.
It affects the latest versions as well, including Preview versions. It’s becoming quite difficult to play on this console because of this bug.
@harmiess, however in previous preview versions (like 1.20.70), TAAU wasn’t that much blurry, compared to know. Moreover, players should be able to play in native 1080p without having their native output being upscaled to 4K. However, this is currently not available for PS5 and Xbox Series X|S.
Oh I forgot to say that FOV is on 90
We hope it gets reopened, because it can’t be intentional if this behaviour is different from other platforms. Performance loss with minimal advantages can’t be ignored, especially on Series S. Xbox Series S was marketed to be able to run up to 1440p, so it makes sense it struggles with 4K. If the reason it is intentional is downsampling, an Xbox Series S should not use 4 times the amount of pixels on the screen with its limited power.
Allowing the render resolution to be lower to 1440p or 1080p without relying on upscaling would make the experience playable in terms of performance.
Affects Xbox consoles as well in 1.21.92
@EveryCabbage884 This is not supposed to be working this way, at least if the game has performance and optimization on current-gen in mind. Why wouldn’t the game adapt to the screen’s resolution? If for me seeing in 1080p and 4K makes literally no difference because I have a 1080p monitor, why am I forced to choose the most demanding option without giving up on anti-aliasing or sharpening because of upscaling? 4K should be the maximum resolution the user is able to play, not the target resolution that the user must choose without any other option.
Besides, even if it was actually working as intended, then why the resolution properly adapts on Windows and Android platforms? It’s most likely a bug.
This is not supposed to be working this way, at least if the game has performance and optimization on current-gen in mind. Why wouldn’t the game adapt to the screen’s resolution? If for me seeing in 1080p and 4K makes literally no difference because I have a 1080p monitor, why am I forced to choose the most demanding option without giving up on anti-aliasing or sharpening because of upscaling? 4K should be the maximum resolution the user is able to play, not the target resolution that the user must choose without any other option.
Besides, even if it was actually working as intended, then why the resolution properly adapts on Windows and Android platforms? It’s most likely a bug.
“Fixed shadow stripes appearing on the ground during sunset and sunrise with high FoV on low quality settings in Vibrant Visuals mode.” from the changelog for 26.0.27.
The shadow stripes still exist, but they’re less visible now in 26.0.27.