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Another step towards Vibrant Visuals
迈向灵动视效的又一步
Bringing modern rendering to Java
为Java版带来现代化渲染技术
We’re still hard at work getting Vibrant Visuals ready for Minecraft: Java Edition. If you’ve been following our updates, then you’ll know we’ve been exploring refactoring and looking at ways to modernize our rendering code . Following this work, we’re now preparing to make a change to the underlying technology we use to render the game, by switching from OpenGL to Vulkan.
我们仍在努力为Minecraft Java版准备灵动视效。如果您一直关注我们的更新,那么您会知道我们一直在探索重构并寻找现代化渲染代码的方法。在此之后,我们现在正准备对我们用于渲染游戏的基础技术进行改变,即从 OpenGL 切换到 Vulkan。
This change will bring exciting possibilities for both Java’s graphics and performance, but it’s a big switch – and we know it’s going to also bring some challenges for our modding community and for some of our players. That’s why we’re here today, to take a deeper dive into what’s going to happen, what this means, and how you can help us as we pave the road for Vibrant Visuals.
这项改动将为Java版的画面表现与性能带来令人期待的全新可能,但这也是一次重大改变 —— 我们知道,这同时会给模组社区和部分玩家带来一些挑战。因此,我们今天在此,深入讲解即将发生的改动、它所代表的意义,以及在我们为灵动视效铺路的过程中,你可以如何提供帮助。
WHAT ARE WE CHANGING? 我们正在改变什么?
Today, Minecraft: Java Edition uses a technology called OpenGL to render Minecraft on your screen. This is a graphics API that was created in the 1990s, and Java Edition has been using it right from the start.
时至今日,Minecraft Java版使用一种名为 OpenGL 的技术在你的屏幕上渲染 Minecraft。这是一种创建于 20 世纪 90 年代的图形 API,Java版从一开始就一直在使用它。
One of the reasons we stuck with OpenGL is because it allowed us to keep Java Edition running across all operating systems: Linux, Windows and macOS. For a long time, OpenGL supported our goal with Java Edition – to make it run on almost any operating system and any PC or Mac.
我们坚持使用 OpenGL 的原因之一,是因为它让我们能够保持Java版在所有操作系统上运行:Linux、Windows 和 macOS。长期以来,OpenGL 都支持着我们对Java版的目标——让它能在几乎任何操作系统、任何 PC 或 Mac 上运行。
However, 9 years ago OpenGL stopped receiving updates and is being deprecated on macOS, and in the future OpenGL will not run at all on macOS devices – a problem we knew we had to solve. Alongside that, it’d become increasingly difficult for us to maintain and modernize the Java codebase using OpenGL, as we were limited to using older versions that still supported macOS.
然而,9年前 OpenGL 停止接收更新,并在 macOS上被弃用,未来 OpenGL 将完全无法在 macOS 设备上运行——这是一个我们知道必须解决的问题。与此同时,由于我们被限制在仍需要支持 macOS 的旧版本,使用 OpenGL 来维护和现代化Java代码库变得越来越困难。
Our goal is to keep Minecraft: Java Edition playable for almost any PC-operating system, including macOS and Linux, so it’s time for us to transition away from OpenGL and switch to something new that can not only support our goal of maintaining access across all PCs and Macs, but also help us with another, very important goal of ours. Bringing Vibrant Visuals to Java Edition!
我们的目标是让Minecraft Java版能在几乎所有 PC 操作系统上运行,包括 macOS 和 Linux。因此,是时候让我们从 OpenGL 过渡,转向一种新的技术了。这种新技术不仅能支持我们实现在所有 PC 和 Mac 上保持可用性的目标,还能帮助我们实现另一个非常重要的目标:为Java版带来灵动视效!
INTRODUCING: VULKAN 隆重介绍:VULKAN
Vulkan is a graphics API that has a 10-year history in the market, with adoption across all major hardware vendors – and is one of the only APIs that will support all our needs for the future.
Vulkan 是一种在市面上已拥有 10 年历史的图形 API,已被所有主要硬件供应商采用——并且是未来能够满足我们所有需求的少数 API 之一。
Vulkan is already directly supported by modern Linux and Windows devices*, and it can be supported by macOS devices by applying a “translation layer” – without performance penalties. In return, Vulkan will allow for eventual performance gains and increased capabilities, which we’ll need for Vibrant Visuals.
Vulkan 已直接受现代 Linux 和 Windows 设备* 支持,并且可通过应用“转换层”在 macOS 设备上获得支持——且不会造成性能损失。作为回报,Vulkan 将带来最终的性能提升和增强的功能,这正是我们实现灵动视效所需的。
*For players whose GPUs are 10 years old or more, Vulkan may not be supported.
*对于GPU已使用10年或更久的玩家,可能不支持Vulkan。
WHAT DOES THIS MEAN FOR MODDERS? 这对模组制作者意味着什么?
Switching from OpenGL to Vulkan will have an impact on the mods that currently use OpenGL for rendering, and we anticipate that updating from OpenGL to Vulkan will take modders more effort than the updates you undertake for each of our releases.
从 OpenGL 切换到 Vulkan 会对当前使用 OpenGL 进行渲染的模组产生影响,我们预计,从 OpenGL 升级到 Vulkan 所花费的精力,会比模组作者们在我们每次版本更新时做的适配要更多。
To start with, we recommend our modding community look at moving away from OpenGL usage. We encourage authors to try to reuse as much of the internal rendering APIs as possible, to make this transition as easy as possible. If that is not sufficient for your needs, then come and talk to us!
首先,我们建议我们的模组社区开始考虑逐步弃用 OpenGL。我们鼓励作者们尽可能多地复用内部渲染API,以使这一转换尽可能顺利。如果这仍无法满足您的需求,那么请来与我们交流!
Feedback from modders is welcome on our Vibrant Visuals Discord channel, which you can join here . Our Discord channel isn’t for announcements, instead it’s a place for modders and our developers to have more in-depth, technical discussions . Rest assured, we want to make this switch as easy as possible for you all, and we’ll be here to help.
欢迎模组制作者在我们的 Vibrant Visuals Discord 频道提供反馈,您可以在此加入。我们的Discord频道并非用于发布公告,而是供模组制作者与我们的开发者进行更深入技术讨论的场所。请放心,我们希望为所有人尽可能简化此次改变,我们将在此提供帮助。
WHAT DOES THIS MEAN FOR PLAYERS? 这对玩家意味着什么?
For players, this means that the mods you play might be impacted by this change. We ask that you have patience with authors of your favorite mods – as the process of updating to Vulkan will take more time for authors than the updates made for each of our retail releases.
对于玩家来说,这意味着你所使用的模组可能会受到这次改变的影响。我们希望你能对喜爱的模组作者保持耐心——因为升级到 Vulkan 的过程,会比作者们为每次正式版更新所做的适配花费更多时间。
It also means that in the future, you’ll start to see Vulkan rolling out side-by-side with OpenGL in snapshots while we work to minimize any issues arising from this implementation. Once this happens, players will be able to switch between OpenGL rendering and Vulkan rendering both in snapshots and retail releases of Minecraft: Java Edition while we iron out issues with stability and any bugs. As always, we’ll need your feedback to ensure this transition is as smooth as possible, and you’ll be able to help us by reporting bugs via bugs.mojang.com.
这也意味着在未来,当我们努力最小化此改变带来的问题时,您将开始在快照中看到 Vulkan 与 OpenGL 并行推出。一旦实现,在我们解决稳定性和任何漏洞问题的同时,玩家将能够在Minecraft Java版的快照和正式版中,在 OpenGL 渲染和 Vulkan 渲染之间切换。一如既往,我们需要您的反馈以确保此次改变尽可能顺利,您可以通过 bugs.mojang.com 报告漏洞来帮助我们。
WHEN IS THIS HAPPENING? 这将何时发生?
We’re aiming to bring Vulkan into snapshot testing to start collating feedback sometime over the summer. Players will be able to toggle between OpenGL and Vulkan while we are in the testing period, and we will stay in the testing period until we’re confident that the Vulkan implementation is stable, performant and ready.
我们计划在夏季的某个时候将 Vulkan 引入快照,以开始收集反馈。在测试期间,玩家将能够在 OpenGL 和 Vulkan 之间切换,并且我们将持续进行测试,直到我们确信 Vulkan 实现稳定、性能良好且准备就绪。
Once we’re happy with the performance and stability of Vulkan across devices we will remove the OpenGL implementation. Players will be notified in advance before this happens, and we’ll make updates as needed to our “minimum requirements” specifications.
一旦我们对 Vulkan 跨设备的性能和稳定性感到满意,我们将移除 OpenGL 。玩家将在此发生前提前收到通知,并且我们将根据需要更新我们的“最低要求”。
VULKAN AND VIBRANT VISUALS VULKAN 与灵动视效
Modernizing the renderer we use is an important step for us in our road to bringing Vibrant Visuals to Java Edition. In the long term, the switch to Vulkan will give us more capacity to improve the graphics for Java Edition, bring greater performance capabilities, and will hopefully reduce the number of driver-based bugs players experience. But what’s most important is that Vulkan will ensure Minecraft: Java Edition remains playable on macOS, so that players across all of our supported operating systems, not just some, can join us as we take steps towards a vibrant future for Minecraft: Java Edition.
对我们而言,升级所用的渲染器,是在Java版中实现灵动视效路上的重要一步。从长远来看,转向 Vulkan 将使我们有更多能力改进Java版的图形效果,带来更强大的性能表现,并有望减少玩家遇到的驱动程序相关错误数量。但最重要的是,Vulkan 将确保Minecraft Java版在 macOS 上保持可玩性,这样我们所有受支持操作系统上的玩家,而不仅仅是部分玩家,都能在我们迈向Minecraft Java版充满活力的未来时加入我们。

【mxy333 译自Staff 2026 年 2 月 18 日发布的 Another step towards Vibrant Visuals】
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