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November 8, 2019

SEUS PTGI E11 Dev News

Hello again! Here's what's going on with the development of SEUS PTGI E11!

A lot of research has gone into this update, and there are still some things being worked out that will hopefully arrive in E12. The adaptive temporal GI filter (for instant lighting changes) is still being worked on, for example, and won't make it into E11.

I've put a lot of time into working on optimization. Most ideas don't work out, but some do. I've managed to optimize the GI filter a bit without redesigning it, so it should mostly look the same. The reflection filter has a new optimization feature that basically tries to skip doing denoising if reflections aren't very visible in a region of pixels. It works fairly well, and it does cause additional noise in areas where reflections are subtle/not very bright, but I'll include an option to disable this optimization.

The worst performance situations occur when using high resolution resource packs with normal and specular maps and Full Raytrace Reflections is On. I've tried to save some frames in this situation by simplifying the shading of blocks that rays hit. This makes almost no difference visually in most cases, but gives a bit performance boost. The only problem left with it is that this simplification is really noticeable with reflected blocks that are close to the reflective surface. I need to add logic to fix this to be able to say just how much performance improvement there will be, but things are looking good!

Quite a bit of research has gone into improving mod support in the future as well. I'll probably be putting together a tool that will help users setup SEUS PTGI to be compatible with the mods they've got installed. This will require a rework of SEUS PTGI's block ID handling and voxelization to make sure things don't break too much with unexpected block shapes. Know that this is something I'll be working on, even if I don't mention it in the next dev news post.

Lastly, I've put a lot of work into one of the visually weakest areas of PTGI, the sky and clouds. The sky is a really simple (and really fake) model I put together to be as lightweight as possible. But recently, I've found a new approach that relies more heavily on the math (so a lot of work goes into creating the right formulas), but after the math is worked out, the shader code is as simple as evaluating the final formula, without any iteration loops. The result is a hopefully more realistic sky overall, but it still needs a little bit of work. Expect somewhat abrupt dawn/dusk transitions while that is being worked out.

And well, the clouds in SEUS PTGI are ancient and bad. When approaching writing the new clouds, I knew that I wanted them to be cheap enough to have them render in raytraced reflections and GI. So, volumetric clouds were out of the question. I decided to see how far I could push a 2D clouds system to look 3D.


Also, I experimented with making the structure of the clouds more blocky, to bring some Minecraft essence to them.


Which look do you prefer? I'll have an option for both, but I've always enjoyed the juxtaposition of a blocky world rendered in a realistic manner, and the blocky clouds give that sort of vibe.

Once again, I'll provide an option to disable them altogether if you'd rather save the frames, but the performance impact is looking pretty low so far, since they're just 2D clouds (no raymarching). 

Looking forward to hearing your thoughts!

Comments (68)

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easy pc tech Tv · October 31, 2020

yea

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mckite · May 30, 2020

Some Graphics are have glitches

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DeybyGarcia · May 19, 2020

PTGI pe when

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Max Daisley · May 21, 2020

PE Shaders will never exist, sorry kid.

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Sa1mon · March 18, 2020

HOW TO WITHDRAW FROM SUPPORTING LESS TO PAY EVERY MONTH 1usd

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1xenon1 . · February 18, 2020

VAFFANCULO

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1xenon1 . · February 18, 2020

ti ho dato 1€ e tu NON MI DAI LA SHADER

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Hunger_Legend · February 12, 2020

YES!!! PTGI fonctionne avec les CG AMD ( j'ai une rx 580oc) je fait du 15-30fps avec le jeux quasi au max

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Alabi · January 25, 2020

Follow me to check some of my pictures

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Putitdown · January 20, 2020

amazing job

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Bray · December 29, 2019

it keeps saying ive supported 10$ yet i dont have access to anything

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Stephen M. Robinson · December 28, 2019

It’s been a blast I’m as soon as I was done I wanted to build another one haha but thanks for the advice!!

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Stephen M. Robinson · December 28, 2019

I’ve been using it since last night and I don’t want to play Minecraft any other way lol. I was tweaking with a lot of the setting and I’ve been able to get good settings with steady 55-60 FPS

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Stephen M. Robinson · December 26, 2019

This is my first pc build, and just wanted to know will I be ok running these shaders with a 2080, a 3800x, and 32gb of ram?

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Lazyflame2 · December 28, 2019

Yep, you'll be A-okay. Im running an RTX2070 super, an old Intel i7-6700k and 64gb of ram. The hardware you mentioned will be plenty fast to run this, just keep in mind that the shader is still in development so you might need to play with settings a bit to get a stable frame rate that your happy with. but from the devlogs Sonic said he is trying to work on optimization so I would expect frame rates to get a little better in the future. Good luck with your first build! its super exciting the first time you get a new system to post!

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joona · December 25, 2019

i just wasted 10 euros for thisi cant run this with gtx 1060 3gb and inter i5-8400 does anyone have any advice how i can make it run other than i already tried lower resolution but it had no signicant performance difference PLEASE HELP.

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Bob · December 20, 2019

How do I make it not so blurry under water

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Kylo Ren · December 17, 2019

What version of Minecraft do I need to run for pgti e11 to work? And what version of optifine

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Jonas Pribyl · December 12, 2019

When can we expect fog to be implemented? I really like the looks of this pack, but can't justify the price, because the edges where rendering stops are just plain ugly to me. Also, everything just looks so much better with quality fog!

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Fischer · December 6, 2019

can we get an option for og clouds/sky? I think i'd be cool to have raytraced cloud shadows with the original sky/clouds

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Fischer · December 6, 2019

Oh, also, can we expect to ever be able to see the playermodel in reflections? (ok just one more: what about fully reflective iron blocks? like mirrors)

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Niffle · November 30, 2019

What about the snow . .

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TheCultCompound · November 27, 2019

3D clouds are way better

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Pink Lightning gaming · November 25, 2019

I like where they look more natural

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Aurélien Faugere · November 24, 2019

what is the minimal configuration of SEUS PTGI E11? ANd the recommended configuration? The configuration GTX 1650, 16 Go of RAM, Core I5 9300H is enough?

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Heiden Shadows · November 26, 2019

I get about 50-60fps with a Vega 56, and the Vega 56 is about 50% faster than a 1650, so you might see yourself in the 30-40 fps range. Cutting down render distance is one of the best ways to improve performance. I play at 16 chunks.

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Hunger_Legend · November 24, 2019

Bonjour, quelle abonnement faut prendre pour avoir accès au discord et au shader seus ptgi ?

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MikjoA · November 24, 2019

le gold, et le téléchargement des shaders se trouve en bas des posts

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schneehaskiy · November 22, 2019

Can anyone help me Have a Nvidia gtx 1070, but I have extreme lags with the shader although I've seen test where people have significantly more FPS.

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Evan The Sloth · November 22, 2019

I have an RTX 2060 SUPER and can only run it at 100-120 so lag is a given unless you have a pretty beefy computer

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StanchestCord3 · November 21, 2019

For clouds you could add a setting where we could change how the clouds look, the thickness to them, how blocky they look, maybe color

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FoxtrotDelta · November 20, 2019

Amazing clouds!

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Sam Sam · November 20, 2019

So I paid 1$ for nothing? great bro....

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Ian McAlindon · November 26, 2019

That's why you read what you're getting before buying something online, you have nobody to blame but yourself. It clearly says that only the $10/mo tier gets you access to experimental shaders

炜
炜铖 叶 · November 17, 2019

为什么没有别的支付方式

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FoxtrotDelta · November 20, 2019

Da ge .. xie yingwen ba.

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Vapor619 · November 17, 2019

hey i have a question about this new update and v10 do the iron blocks still do the reflections like mirrors or is that a removed feature? if you can respond that'll be great.

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Heiden Shadows · November 26, 2019

This is dependent on your resource pack.

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Cypressed · November 16, 2019

Okay I am LOVING the Minecrafty blocky clouds SO MUCH, I literally blurted out "awwww YEAH" at work XD thank goodness I'm alone overnight! Could there be some kind of hybrid mode where the clouds ARE occupying 3d space that you can fly through but their REFLECTIONS are 2d...? Or would that just be crazy trouble?

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J. -Dr.Pyanco · November 15, 2019

I have an AMD processor; I guess even this shader keeps the incompatibility. So I'll have to find another shader... 😐

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Heiden Shadows · November 26, 2019

Incompatibility? I run with a 2700X and it looks and runs fine...

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Johann Korn · November 14, 2019

I was wondering about the sky already (I've only been testing the pack for a few weeks now) and the new clouds are crazy, I really like them.

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Jordan Bennett · November 14, 2019

Both clouds look awesome but more importantly are end rods getting fixed? They don't illuminate up close.

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Orizon_ · November 13, 2019

Beautiful Clouds! Great Job!!

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Deputy Jed08 · November 12, 2019

block clouds are better but it's better also to make it an option

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akem 8 · November 11, 2019

New clouds look too angular and too many clouds float in the sky. and I think seus ptgi needs more farther shader distance. I was disappointed with this dev news. But I believe it will show you better results as you have done so far.

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Phoenix Nemo · November 11, 2019

Has light source on end rod fixed yet?

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Bobell · November 10, 2019

I like the block clouds

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Giuseppe Iuliano · November 10, 2019

Hi Cody, i like more the blocky clouds

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CielMC · November 9, 2019

Dude, theres another problem with the doors that their shade is just a single line instead of the entire tile entity

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Corosar · November 8, 2019

I find the Boxy clouds amazingly humourous. It works perfectly for how minecraft works out. If its not too much having the choice available for people to choose might be a good idea.. but i worry that means maintaining more things. That could be a problem. I vote for blocky clouds. Also that tool being worked on to help bring modded Block ID's in is gonna be a life saver. I have already delved into the block id file a couple times to get modded torches working right. It would definitely make life easier for those unaware of how to do it. and don't want to risk breaking the shaders multiple times as they try to get light to emit from something.

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Lalo · November 8, 2019

But the clouds would have shadows? I would make it much more realistic, I also still think that a depth of field effect is absolutely necessary to appreciate landscapes, or constructions with texture pcks, will it be added in the future? only if possible of course

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Deputy Jed08 · November 12, 2019

i think seus shaders doesn't have DOF...

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Chase Sutton · November 8, 2019

Those blocky clouds are sick. Besides, if the world/terrain is made to be blocky, what's the harm in a blocky sky? Also, if it means better performance, then definitely put these awesome clouds in.

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Anonlou · November 8, 2019

Looking forward to it. That's the major thing that's been missing from my experience. Although I really miss the clouds that block the ground when you get high enough. It made my map with airships really believable

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Realism Mats · November 8, 2019

This is very interesting and beautiful results and also loving that you are working on high resolution resource packs performance since I'm working on one and I would love if it can get a little more fps, amazing job!

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Patrick Schmitt · November 8, 2019

Your cloud-ideas are really interesting. Looking forward to it Cody! Thanks for your work so far!

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shimmer.shine · November 8, 2019

+1 for boxy clouds! they fit really well with this juxtaposition of realism and the reminder that you are, in fact, in minecraft

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DC · November 8, 2019

I really love the boxy clouds!

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NMLWright · November 8, 2019

I think the boxier cloud option would work best because it better befits the Minecraft aesthetic while maintaining the desired juxtaposition.

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Ultimate Immersion · November 8, 2019

Great work once again Cody, any chance to have both cloud options in shader settings? Natural and “lore-friendly”?

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Sonic Ether · November 8, 2019

Definitely!

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SnowTheBard · November 8, 2019

I definitely think the blocky clouds really fit in better and look fantastic - great work!

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dana44 · November 8, 2019

Any updates about how the shaders run on your Radeon 580 or a newer generation 5700?

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FernyL · November 8, 2019

Loving the blocky clouds! Keep up the good work.

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Ian McCabe · November 8, 2019

I assume the 2D clouds are like MC's 2D Cloud Option? At least at the code level? Also, they do kinda looks like clouds to me, although I do think the connections could be a bit less blocky, the 2nd to the last image is a major showcase of that. As for other topics, will E11 have some implementation of Mod-support based on the previous question you asked?

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TheDankMemeRises · November 8, 2019

The blocky clouds look sick!!!

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Ghent Games · November 8, 2019

Agreed, I love how they stay in theme with minecraft but are very subtle. Definitely go with that :D