SEUS PTGI E10 Dev News
Hey, everyone! Here's what's going on with the development of SEUS PTGI E10!
So, what you see above is a preview of some tech that I've been working on, regarding the GI denoising filter.
In order to get more effective samples per pixel, I have designed a filter that, like most other denoising filters, utilizes information from previous frames. This temporal filtering is quite effective and common in games nowadays for various different rendering techniques and effects. However, it has an obvious downside: if you re-use information from previous frames, you introduce "lag". This can be seen in SEUS PTGI when, for example, destroying a light block, where a "ghost" image of the lighting is left on-screen, then slowly fades away.
I have been working on a big technical overhaul of the ray tracing and filtering in order to try to overcome this issue. In fact, this has been one of the most difficult problems I've ever worked on, especially considering how fully SEUS PTGI is already utilizing the resources that OptiFine provides! Whatever the solution, it had to be really lean.
The goal of this new feature is to detect when lighting changes on-screen, and force the temporal filter to discard information from old frames, so that lighting instantly updates. This not only promises improved lighting responsiveness (like when blocks are placed or removed, or when mobs walk by, casting screen-space traced shadows), but also better lighting stability and filter quality when no lighting changes are occurring (since if no changes are happening, the temporal filter can allow itself to more aggressively use previous frame data).
It's a simple enough concept, but it's been quite difficult in practice. Just as I was about to give up on it, I had a breakthrough that brought it to the point where it may be good enough to actually put in the next update! As you can see above, so far it's working fairly well! Though, do keep in mind that due to how OptiFine operates there will always be one frame of latency in the lighting data (you can see that happen when the door opens). But, lighting "ghosting" is significantly reduced!
Just like the existing filter design needed time to grow and improve, this one will as well, and the first release with this feature may be more of a step sideways rather than forward overall, but the potential is strong enough to explore and see what becomes of it!
So, this will probably be the main new feature of SEUS PTGI E10, but as usual, there are lots of other smaller improvements coming as well. There are still a handful of things to fix with this new filter, so I can't predict for certain what kind of performance impact it will have, or when it'll be ready. Whatever the case, I'll keep you guys updated!
Comments (44)
https://i.gyazo.com/61277c033e7d5cd4ac49094b8a29f4e9.png https://i.gyazo.com/91b7af5df556f360ffa053c54d83a6ca.png https://i.gyazo.com/52aa2ea5dad85519a339044b7431b20c.png
If I used the latest shader, it would be like this. I would like to know how to deal with it.
Does this work for both bedrock and java? Because on iPad it doesnt
bruh its only for java you wasted your money if you have bedrock only
Is the a ptgi for 1.7.10
1.14.4
where exactly do i download the shaders
put in shaders folder with the search %appdata%
Excuse me but I'm new to this, how are the shaders installed?
install forge, that will create folder inside appdata folder called shaders - put the downloaded zip there, then in game in video settings in shaders choose your shader
Is 1.12.2 supported? I want to use a couple of mods with this shader☺.
yea patreon sucks only got a week of service and wants me to renew just because its a new month.. fk it
iron, gold, diamond and emerald are not reflecting for me. Any advice? I followed all the steps and have 16 set for text res. Not sure what to do :(
i have a lot of questions, 1:is it possible to make older versions of ptgi free? like e5 or 6? 2: would a rtx 2070 be able to run it at 4k 30fps? and last, if ptgi could tke advantage of rt cores, how much of a performance difference would it make? and could it be possible to implement support for it?. that is all
Awesome work, but Can you add DOF to better appreciate the textures and scenes? I had the basic version with DOF and I loved it, if you applied that with this version it would look just wonderful, of course, only if possible
I hope you see this. Currently, whenever I use E8 for 1.12 everything's glitched. Is this because E8 doesn't support 1.12?
wäre es möglich, dass die fackeln, Glowstones etc ebenfalls bei dem Spieler einen schatten wirft
Greating! Requeriments??
I cant install optifine as it just downloads a .jar file rather than an actual program I can use, help??
Run the .jar and it will install itself for you.
Is carpet still "transparent"? Also shouldn't the creeper be about as bright as the wall beside you?
Can we get a solution to the Modded Blocks not emitting light problem? I really enjoy PTGI's ability to let light-source blocks emit color based on the color of the texture, and I would love to have mods like Aether 2, Twilight Forest, or mods like Biblocraft, or mods that just add in flat-colored blocks to let blocks emit light properly. Here's a showcase of what I mean https://imgur.com/a/iWIUCUZ
I hope that furnaces and mobs can emit light soon, that's a major thing I've noticed
Any time frame we may see E10?
Definitely would like to know!
will water ever get full ray traced reflections back
I wonder how mad my gtx 1070 will get once i install this when it releases
I have a question. When using some photorealistic resource packs, shadow errors occur on doors and trap doors (version E9 only I think). Even with resource packs written to be compatible with seus ptgi E9, shadow errors still occur. How can I fix this and if there is no solution, Please solve this problem in the E10 update.
How to install that
Is there going to be bump-mapping and specular support soon?
Specular and normal maps are already supported.
This is pretty exciting. I can't wait to see the final product. I was wondering why light faded slowly and now I know why :) Keep up the great work!
Anyone know if block lighting, transparency and emissive can be adjusted via resource packs? i've noticed things like water, ice and some lit objects we cant adjust yet?
When's this coming out mate I'd happily promote your work in my new minecraft series and leave a link to your patreon page for you so people can check it out themselves
>(you can see that happen when the door opens I didnt notice it until you told me
I got your shader wiht usoma texture pack its really awesome but i think there are some blocks they can't support ray tracing but i like it :D.
you should try going into shaders-then look for a texture resolution setting it should be on 16 by default and you can set it to 256 512 ect but use the correct number w your pack
Awesome work! Keep it up
Can't wait to give it a spin. This mod has been responsible for making my Vega 56 work hard the past few months :D
Do you still think the "1.0 release" will come out this year?
1.0 is released. It's 1.1 and up that isn't out yet
It's always good to see a new improvement c:
Pretty exciting. I would also like to see the basic features more complete as well, such as all lighting sources included, like fire arrows, Blazes etc. I use PTGI almost exclusively, but I really miss all the little polishes to those sorts of things as well.
Will there be an option to turn ghosting filter on/off if performance impact is too great?
