Vanillaccurate RTX 1.6.3

[cjtoolbox name=’ref_p’]

There is a new version available, click here.

This pack is for the Bedrock Windows 10 edition with hardware ray-tracing support, NOT the Java edition.

A new Vanillaccurate RTX version was released, fixing various issues with torches roughness and FPS drops with redstone torches.

All versions are now free for the time being! Enjoy!

Click the download links to get the corresponding resolution. If a download link doesn’t work or has issues, use the alt links.

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16xdownloadmirror 1mirror 2mirror 3
32xdownloadmirror 1mirror 2mirror 3
64xdownloadmirror 1mirror 2mirror 3
128xdownloadmirror 1mirror 2mirror 3
256xdownloadmirror 1mirror 2mirror 3
512xdownloadmirror 1mirror 2mirror 3
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128x DEMO
not up to date
downloadmirror 1mirror 2mirror 3


30 thoughts on “Vanillaccurate RTX 1.6.3

  1. Hello guys,
    First of all let me say this Pack is just perfect, I love the Vanilla look and feel of the game, thats why I am after such RPacks!

    I know this is probably not the place to ask, but I will try πŸ™‚

    I m running Bedrock edition on Win10 PC and when I try to run the 256x or 512x RP I get a message “Low Memory. Textures will have reduced level of detail.”

    Any idea about it, is it possible to run this pack with 256 or 512 or its only possible with Java edition and Optifine? 😦

    Just for reference
    My PC specs: i9 9900k, MSI 2080ti, 32GB 3200mh Corsair


    1. Hey there! I am aware of that error message popping up, I have experienced it myself.
      It doesn’t seem to reduce significantly the visual quality, when I load my 512x pack the textures resolution is obviously higher than the 256x one.
      I’d recommend simply disregarding the message if you don’t have significant issues in game.
      For reference, I get the message with the 512x pack (but not with the 256x one), and my system is a Ryzen7 3700x based one with 64GB RAM and a 3080RTX GPU.

      Liked by 1 person

    2. Also, even when it complains about low memory I notice the game is only taking a very small amount of total RAM (maybe less than 10GB?) and a very low amount of VRAM as well, so i don’t really know what it’s complaining about to be honest.

      Liked by 1 person

  2. This is the best RTX texture pack I’ve found so far, it’s great! You should advertise it on the MinecraftRTX subreddit and such so it’s easier to find πŸ™‚

    Would be even better if you made some nice almost-invisible glass textures, I’ve paired it with Nvidias transparent glass for now (downside is that that glass is so transparent it’s invisible with RTX off)

    Oh and the low memory warning is because the Bedrock version has a silly ~100mb resource pack size limit for now as I understand it 😦 Will look even better when they fix that!


    1. Hey man, thanks for you kind words! It would be interesting to play around with glass opacity indeed, a full pack might not even be required, maybe just an add-on for glass. Thanks for the suggestion!
      As for memory, I’m aware of that warning message but I haven’t noticed any significant drop in quality, which is weird…


  3. I need some help. I understand that these files are a .mcpack but I can’t seem to be able to have them show up by putting it in the resource pack folder for Minecraft, and putting the files inside a folder doesn’t work either. What should I do with it?


    1. what version of Minecraft Bedrock are you trying to use this pack on? It should work with all versions since 1.13 and support the latest “raytracing” accelerated patch that released a few weeks ago.
      I’ll go out on a limb here and say you didn’t read the *very first* sentence of this post πŸ™‚
      “This pack is for the Bedrock Windows 10 edition with hardware ray-tracing support, NOT the Java edition.”
      If you indeed need packs for the Java Edition (with Optifine) then you will find them here:
      For detailed instructions on how to install and run them (if you don’t already know) you can check this page (it’s not 100% complete yet but it’s already pretty detailed):


      1. Thank you so much! Yeah, I was using this for Java version. I thought the Ray Tracing was going to come from the shader, not from the bedrock Ray Tracing version. My bad. Thank you for helping me regardless, despite the frustrations you must’ve had reading my comment.


      2. Haha absolutely no worries mate πŸ˜…
        Thing is, raytracing is a bit vague in most people’s minds. The fact I call my Bedrock packs « RTX » doesn’t help I guess…
        RTX is a platform by nVidia that consists of dedicated raytracing hardware and associated drivers/software. AMD has introduced a similar platform with their new Navi cards. The RTX platform is used by Vulkan (VKRT) and DirectX (DXR) to allow for those fancy realtime raytraced effects.
        You totally could have those effects without dedicated hardware (we’ve been using raytracing -sometimes unknowingly- for decades. Wolfenstein 3D from 30 years ago used raytracing/raycasting for the world rendering), it would just be slower.
        As a matter of fact almost all Java shaders use some amount of raytracing already (for reflections like SSR, screenspace indirect lighting or SSGI, screenspace path tracing or SSPT, or even the famous world space path tracing global illumination better known as PTGI). They just can’t use the dedicated hardware because Minecraft is stuck using an old OpenGL version (for legacy compatibility) that can’t take advantage of RTX/AMD’s RT. But lots of shader devs are just brilliant minds and managed to get much better and faster results without hardware support than Bedrock that has full access to the rendering pipeline…
        Bedrock uses shaders too of course (almost all 3D programs rely on programmable shaders nowadays), they just can use hardware-accelerated raytracing functions.
        I hope I could help you understand a bit better what raytracing is about and what difference there is between Java and Bedrock πŸ˜‰


  4. This resource pack is nice!!!!
    But the colour of the glass is weird if I turn on RTX. That will make this resource pack perfect if you fix that.


      1. Hmm I don’t remember if I tweaked that value or even used it. There’s not much doc regarding the bedrock structure and metadata anyways so it’s usually pretty much hit-and-miss.


    1. Waving plants are not done through textures, they’re usually done in a vertex shader to offset the vertex coordinates of the triangles representing the plant.
      Have you seen any bedrock pack doing this? Maybe there’s something specific to bedrock but I haven’t heard of it.


      1. sorry, not that link!
        or I should say,
        no one made waving plant resource pack for renderdragon yet.
        But I think it can be done unless renderdragon took away that feature


      2. Oooh right. Those are Bedrock shaders. As Bedrock is the successor to Pocket Edition, it was possible to build shaders for those. Pocket shaders are much more limited that what’s possible with Java Optifine shaders though.
        Now since Render Dragon I don’t know if it’s still possible to do. I think Mojang was talking about opening the rendering pipeline to shader devs but I don’t know what it means regarding current versions (even non “raytraced”) programmability.
        In any case this requires a shader pack, not a resource/texture pack. And I’m no shader dev ☺️


  5. Bedrock shaders are actually resources pack
    (Because bedrock Minecraft can’t install any real shaders unless you have RTX graphic card)


    1. I thought Bedrock didn’t even call them resourcepacks but texturepacks anyways. But yeah the only shaders currently useable since Render Dragon seem to be the built-in “raytraced” ones that require hardware-accelerated raytracing (AMD 6800 / Geforce RTX).
      It’s more DXR than RTX though. RTX is the vendor-specific platform from nVidia that has more than just raytracing, like IA-dedicated cores.
      DXR is the DirectX extensions that take advantage of the different vendor specific hardware (RTX/RT cores, AMD RT whatever the name). The Vulkan counterpart being VKRT.
      All in all DXR/VKRT are at a higher abstraction level (Graphics API) than the vendor specific platforms like RTX or AMD’s (driver level).


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