Fast enough to play
Features
VSPT traces the path light takes through the world, from the sun or a torch, off whatever it hits, to your eye. These are the things that changes. Each picture is a moment from the gallery: hover over it to see the same moment in the unmodded game, or click to compare them side by side.
Light from real sources
Every torch, lantern, oil lamp, candle, campfire and pool of lava is a real light. It reaches what it can see and nothing else, so a cave stays dark until you bring a light into it, and a torch lights the rock around it, warm and flickering.
VSPT handles many lights at once, so a hall full of torches works as well as a single one. Light colour, on the Materials page, sets how warm the flames are.
Sunlight that bounces
The sun and the sky light the world, and the light keeps going: off a sunlit floor onto the ceiling, off a bright wall into the shade beside it. Shadows soften with their distance from what casts them.
The quality presets trace one bounce on Low and up to four on Ultra.
Water
The sea moves in real waves, with foam and whitecaps, and boats ride the swell and leave a wake. It takes its colour from the local climate, bluer and clearer offshore.
Sunlight through the surface throws caustics on the bed below, and the surface reflects the sky and the shore.
Reflections and glass
Water, metal, polished stone and glass reflect what is really around them, including what is behind you or off the screen.
Glass bends the light that goes through it. Coloured glass tints by its thickness, frosted glass blurs what is behind it, and opal and milk glass glow when light shines through them.
Materials, texel by texel
About 9,000 of the game's textures have hand-made maps for relief, roughness, metal and glow, at the game's own pixel size. Ore glints in the rock, metal shines, soil stays matte, and the pixel art stays pixel art.
Blocks from other mods get a sensible material on their own, and modders can give theirs better ones with the guides.
Fire and hot metal
Hot metal glows the way hot metal does: dull red at 600 °C, cherry red at 900 °C, white at 1,500 °C, in the forge, on the anvil and in your hand. Its light falls on everything around it.
Embers and smithing sparks light what they fly past.
Clouds, fog and weather
Volumetric clouds are lit by the sun and cast their shadows on the land, and they can reach all the way to the horizon.
Fog is traced too, so the sun throws shafts of light through it. Rain, lightning and puddles are part of the traced world.
Night
Nights are dark, lit by the moon and the stars, and the aurora ripples across the sky in the cold north.
The view adapts to the dark over a second or so, as your eyes do.
Land to the horizon
With Far terrain on, the land past the loaded chunks reaches out as far as 8,192 blocks, read from Algernon's Terrain Sampler, and World curvature bends it down towards the horizon.
Far terrain works in single player for now.
HDR from the first ray
VSPT works in HDR from the first ray to the last. On an HDR display the sun, flames and highlights go brighter than white; on an SDR display the same picture is fitted to it.
Tone mapping has four curves (Standard, GT7, Filmic and AgX), and the Vanilla look slider brings back as much of the game art's own colour as you like.
And more
Photo mode
One mod to install
Works with your mods
Windows and Linux
In your language
