SEUS PTGI E13 Dev News 2
Hey all! Sorry it's been a while, I've been wanting to share the progress I've made with E13, but I needed to really make sure that I didn't accidentally promise something that would turn out not to be possible. The pieces of the puzzle are finally coming together, so I can announce confirmed new features!
So, if you haven't read the last Dev News post, I've been working on a completely new approach to voxelization and representation of block shapes for ray tracing. This is definitely the most complicated system I've ever built! E13 will be the biggest update PTGI has ever seen, and here's what I can confirm will be working!
Voxelization based on a Resource Pack
In order for PTGI to get information about what blocks are in the world for ray tracing, you will now need to have a specific resource pack loaded. For the first E13 release, I will include a resource pack--that you should always have enabled when using PTGI--that will provide the necessary information for vanilla block models.
With this new method, geometry shaders are no longer needed for voxelization! AMD graphics cards are quite slow with geometry shaders, so this is good news for AMD GPU owners! Though, I can't state anything certain about what performance will be like when everything is put together.
You will be able to use resource packs that contain custom textures along with this just fine (loading the PTGI resource pack first, and the one with the textures you want at the top of the list). Any custom block models defined in the resource pack, however, will cause that block not to be voxelized (thus, not be visible in ray tracing). But, there's a solution for this!
Resource pack conversion tool
Since PTGI will now need a special resource pack, I'm working on a tool that will convert any resource pack to this special format. This means that resource packs with custom models will now be able to provide the correct models for PTGI to use for ray tracing! This tool will go through all of the models defined in the resource pack and convert them to a format that PTGI can use.
It will also bake an associated "shape data" file that will need to be placed inside SEUS PTGI's .zip file. This data is baked for the specific resource pack being converted, so it'll be important not to mix and match these! Eventually I'll have the tool do this for you.
You'll need to be careful not to feed it something that has many models with lots of elements in them, as it could slow down the shader, and the "shape data" file may potentially not be able to contain all of the model shape data.
Any block model properly ray traced!
Any block model in the world (that isn't a tile entity like chests, armor stands, signs, etc.) will now properly show up in ray traced reflections and lighting! That means stairs, slabs, fences, doors, trapdoors, torches, crops, levers--pretty much anything can be properly represented in the ray tracing now! And none of this is hand-coded, it's all automatically figured out by the Resource Pack conversion tool and PTGI! This means that there is the potential that blocks (that aren't tile entities) added by mods could work as well!
Sadly, we still have the limitation that only one texture can be rendered on a block seen inside ray tracing. So, block models that use multiple textures like grass block (dirt on the sides, grass on top), logs, grindstone, etc. will only map one texture to all of the geometry. Right now, the texture that PTGI uses is the particle texture. I don't think it's likely that I can overcome this limitation. But there are potential workarounds, like fusing these textures together into one .png and then editing the block model .json file to work with this little mini atlas texture.
Per-pixel emissive light sources
I'm migrating away from blocks either being light sources and fully glowing or not in favor of per-pixel light emission. That means that any block being a light or not will simply be based on textures. So, any block can give off any amount, color, or intensity of light!
Alpha testing in ray tracing
Blocks seen in ray traced lighting and reflections will now properly handle cutout transparency. That means that leaf blocks, doors, glass, grass, crops, etc. will now render properly! Stained glass will eventually properly show up and tint reflections and lighting, but that's not quite working yet.
Ray traced contact shadows
With how reliably PTGI can ray trace properly shaped blocks, I've added ray traced contact shadows. These are quite cheap, since they only need to trace a few blocks just to get that crisp contact shadow, but they make quite a difference!
Now, there are definitely some things to work out! A few blocks are not rendering properly, the resource pack conversion tool is still just a C# script in Unity, and the whole thing is young and unoptimized. This means you'll definitely see a performance drop. But, these new features bring a level of detail and complexity to your world as seen through the reflection of an iron block that I never thought would be possible!
Thank you for hanging in there while I've been working on this! I didn't post sooner, again, because I wanted to be sure that I could happily and proudly announce these features and be confident they're going to work. I'm incredibly excited for this new tech, and I hope you are too!
And, of course, thank you for your support!! As always, and especially when it's been a while since there's been an update, I wanted to remind you that you'll only be charged if you're a patron during the turn of a new month. If you'd rather just pledge when there's an update, download the update, and then unpledge, that's totally fine, I have charge up-front disabled for this reason! For more information on how this works, take a look at this page.
Comments (134)
Hi, I just want to say that I'm a huge fan of your work, and someday I'd like to be as good as you.
In PTGI 13 could you fix honey looking like water?
E12 is currently experiencing some bugs in Minecraft version (1.16.5), but I recently subscribed and are eagerly waiting for E13. Even if the release is delayed, I hope that the completeness will be high. :D
can't wait for it myself either :D
Let's finish that man!
Well I'll add that with all the $ you're making monthly you should hire a few programmers to help you deliver version on a more timely fashion.
Will you add custom lava?
will the transparency of glass show through other glass blocks?
With all the $ you're making monthly on this project you should hire someone to better manage your community.
Will the E13 Shader work on version 1.16.1?
How are you uising E13?
version?
Thank you for making your shaders. I use them for my resource pack!
where can i download it
It is Dev News It is news about the development That means it is not released yet
A little teensy weensy update note would be nice though
I think this is gonna be really big! i'm really excited for this!
Do you need help beta testing the shaders? I don't mind helping, I used to work for Sony Online Entertainment as a GM/Tester.
I am looking forward to this.
What is the ETA on this release?
Wow! Cool
I don't get it. Do I need to download resource pack to allow the shaders run ray tracing? Or the ray tracing effects is already have in my game with default texture pack?
Nope, no resource pack needed for the ray tracing to work. Now if you want reflective/3D textures on blocks and whatnot then you will need to download a resource pack, but as far as I am aware it will not change the way the light itself behaves
Hey bro, havent heard anything in 2 months and i am really excited for this texture pack, when do you think it will be ready?
Hey! I'm having a problem with end rods not lighting up when i get close to them. I was wondering if this was an issue in my settings or something with the shaders themselves, thanks!!
I should clarify that I'm using E12
when will it come out?
Dude has to compete with actual RTX now and he just doesn't know how to do it. I say just ditch trying to make RTX a functional shaderpack and just make texture packs with decent PBR mapping as there is a lack of that now that works with Bedrock Edition.
I'd say he is competing with RTX and winning Much better performance and a wider range of GPU options
when will you add support to rtx graphics cards? so that the shaderpack will use rt cores?
i am with this guy, when if at all will you utilize rt core
It’s been 5 months since the last version was released... In that time, we’ve cumulatively given you just over $310,000. Could take a moment to fill us in on what’s going on?
Well he has an aggressive way to put his words, but he is not completly wrong in a sense. A little message, not a big dev knews but you know.. A little hi to say: "I'm doing fine, I'm testing whatever feature rn, it's taking a lot a freaking time" would be apreciated. You know just a way to let his salar-... hum community know he's not dead xD he doesn't owe us that, but that would be great you know.
Hmmm hope we have some more news soon
Will modded light sources emit light? I mean, if a mod adds a block that emits light, will it emit light when using the shaders without having to add it to block.properties?
I'm not sure, but I think that the mods will have to have a special texture to tell the shader what intensity and color of light it emits. And that's up to the mod creators.
Will snow and rain particles be visible? in E13
Will the E13 Shader work on version 1.15.2?
Maybe Someday™
i'm waiting this version :) Thanks for u efforts
when will the Shader be released?
Assuming you're referring to E13, I'm pretty sure unless Sonic himself were to come out and say so, which as far as I am aware, he has not, we do not know. My guess is it is coming soon, its been in development a while, and way longer than any other version I've seen so far, granted he looks to be doing a lot with this one.
hi can you add depth of field and the ability to edit and tweak colors
Will the E13 Shader compatible with 1.15 ?
I asked the same question a while back, but 1.15 Optifine is still in its "Preview" phase. So I'm not sure this was made with 1.15 in mind, we'll have to wait and see...
so ya someone uploaded seus to google play with ads, biggest flaw with patron only, you can't report stolen stuff, rip no twitter, no discord, no youtube, no email to report stolen content. i don't know how people do these type of thing where the only people that can talk are people who can afford to pay. o well
True, but if you ask me, if I was raking in 720 grand a year off those who are loyal, I wouldn't really give a damn at that point haha.
my computer is 8GB ram - GTS450 with 970MB Vram quad core Q9400 CPU is it gonna run good cuz i tried some shader packs with shadows and it does drop to 1FPS
That will most certainly not run well, even a GTX 1060 is struggling to keep up
How will a vega frontier do?
I am looking forward to E13, E12 runs well, I am curious to see the new innovation and look forward to the conversion tool.
Already May!!
e13 when?
no one knows.....
Where do i find the discord patron sever?
Just can't wait for the best shaderpack.
Hey sonic can't wait for the PTGI 13 I live stream your shaders and viewers go nuts when they see your shaders compared to others LOL. Like they drown in the shaders. I am on PTGI 12 on minecraft 1.14.4 and its not bad at all. its up to date and up to par with everything and I hope that you path trace the pocket edition. I know that doesn't sound popular but they go nuts for that too.
WOW CAN'T WAIT
i am so freaking excited its been a while but im still excited
Torches are broken in 1.15. Look, I know 1.15 bugs annoy you from Optifine, however Renewed looks and runs far better than PTGI. I'm extremely disappointed and will be moving to BSL until this project is further supported. If SEUS Renewed runs perfect on my wifes toaster (minus 2-3 annoying visual bugs we can't fix on our own) but PTGI doesn't even run or work right on my NVIDIA 1060 then we've got problems. Best of luck. Will re-support at a later date.
Dude I'm sorry, but this comment is absolutely pathetic. First of all, correct me if I am wrong, but this shader pack is not yet compatible with 1.15. If you look at the download link to E12 it specifically says to use Optifine 1.14.4, and to add to that, Optifine has not even been fully released for 1.15! So do some research there first before you comment, please. Secondly, Do you have even the slightest clue how intense ray/path tracing is computationally. It's really no surprise that 1. SEUS Renewed would run better than PTGI, and that 2. Pardon my language, but your piece of shit 1060 cant run PTGI. Let me clue you in here. I own a 1660ti, and off the top of my head I believe SEUS Renewed gets around 100-150fps, and SUES PTGI gets roughly 40fps, 30 if you want it to look real nice. For comparison, Microsoft's Minecraft with RTX cant even run without an RTX card, and if it could run on my 1660ti, would probably get horrendous frames. My point is, ray/path tracing is SERIOUS stuff, for big boy graphics cards. So please, for the love of god, do some research before you go trashing the hard work Sonic has put into this pack, let alone have the fucking audacity to advertise your affinity for BSL. Sorry for the rant, but that was just pathetic. Could it hurt you to be just a little grateful and appreciate what this creator has done? It's groundbreaking stuff, really. It requires time
Just became a patron because I saw the amazing work! You're doing awesome and this is definitely worth my money!
I'm with Artem, the installation guide is broke, I'm new (and unfamiliar with even adding shaders to minecraft java) so I need this to work please
Really excited for this. I just became a Patreon to let you know that your work has been outstanding and thank you for delivering on making Minecraft better!
Your Installation Guide link is broken.
This really tp really is amazing, especially seeing as it is made by only one person. Keep it up!
i am i 1$ donor and i want to get ray tracing--how do i find a download?
i think you need to donate at least 10$ for the ray tracing shaders
Wow! How is a great job!!
do you have a date?
When its coming out?
Cody, do you share any information, articles on how your method works in general? I'm a CG programmer for many years and clearly understand that honest real time path tracing is not possible, so all new projects that claim it, do lots of tricks. RTX, for example, processes noisy traced (with quasy random numbers) picture through AI de-noiser, specially trained for that. I'm wondering how your method works and how it's different. If that's not a secret, of course.
czemu płacić
no bo lubimy prace co SEUS robi
Is there a way that I can outright buy seus ptgi? I don’t have enough money to do monthly payments but I’m happy to still pay $10.
if you read the end of his post yould see that you dont need to pay
Holy cow, thats a nice amount per month... Well deserved though... Can't wait till this release!!
Wow
SEUS is still the best overall Minecraft raytracing experience I'm having!
I assume that you are making sure that it works realy well to compete with RTX Minecraft. If the performance of E12 where to stay the same (60fps 1080p on a 1060 6GB), RTX Minecraft could become worthless!
will it be free
you need to donate $10 every month to get it
Very cool and exciting stuff. I'm using an AMD RX 5700 XT in my computer; can't wait to try your work on it!
how porly does E12 run? i have an rx 570 and i get 40fps at 720p. The game only fails to load if you put a lower than native resolution
Do you think it'll be possible to implement NVIDIA DLSS in future versions of SEUS PTGI?
For now, PTGI doesn't take advantage of any RTX-specific features such as the RT cores or DLSS. I'm not sure if it's something that's planned to be implemented in the future.
I can't wait for that amazing shader. When will it be released?
Why does water in stained glass disappear?
My torches are not emitting light with the exception if they are in my hand. I'm new here is this normal?
I get the same probleme
Can you fix water in caves? It has a weird glow.
Will E13 be compatible with newer minecraft versions? I love these shaders, but I mainly play on realms.
do you mean versions without optifine? well, that depends on wether optifine is released for those versions. shanders need optifine
Will there be several shadows from several light sources?
Awesome
How to instal this?
It hasn't released yet, but once it does it will tell you what to do on the patreon post
Im a New Patreon that was instantly HOOKED by videos i saw and im SO EXCITED TO TRY!!
how do you install it
hopefully this allowes my rx 570 to get off SUES Renewed!
I'm asking because the translation of the sentence is not correct.
Will the amount be paid in advance from now on?
how do I download the texture pack or shader?
When's the AMD support coming out?
with this update, he did say it in the 4th paragraph.
Please, fix the end and the nether :)
What does this mean for modded blocks? Does this mean that those can get textured automatically? Or does this only apply to vanilla models?]
very very nice!
I can't wait!
This looks great but I do have a question. What version of Minecraft is this being designed to run on?
It depends more on Optifine. Any MC Version with a somewhat up-to-date version of Optifine available is basically compatible
I'll be curious how Simon will adapt Chromahills to work with this, as that resource pack has been a SEUS supporter for years. And because of that, I've been using it for years. Even at 128x, my Vega 56 plows through this PTGI mod with relative ease, staying well within my monitor's freesync range at all times. The result is a butter-smooth experience even in my large medieval metropolitan areas.
So with voxelization would it now be compatible with earlier versions of Minecraft?
Wow. You’re work is amazing.
Nice!
This is a very exciting update! so much potentials to make my texture pack even more beautiful, thank you so much for your amazing work, I can't wait to start implementing the new features especially "Per-pixel emissive light sources" and "Alpha testing in ray tracing". It will be great If there is a way to have access to an experimental version to work with before the final release. Thank you so much, have a nice day.
Any ETA when a beta build becomes available? I'm so eager to get my hands on this as a AMD user.
please be aware that people could just pledge for gold, download the shaders, and then unpledge/switch back to stone with no cost
Thank you for answering me. At the moment I have an I3 8350k and a GTX 1660 Super, I know that Minecraft does not use the processor much, but the problem is that my processor only has 4 hearts ...
Minecraft actually hammers the CPU fairly hard, especially during chunk loading. Particles like rain splashes are also very CPU heavy. However I find that it likes more clock speed than actual cores, as the i5 2400 on my HTPC can keep up with my Ryzen 7 2700 in my laptop.
You’re a god! This is another revolutionary update and it just so happens I‘m now working on a new update with custom emissive textures on custom models. Someone did a few code modification snippets in PTGI so it’s possible but it only allows emissive textures to somewhat work (There are few screens in my dev news on my Patreon). So I wanted to ask you for permission if these code modifications could be shared (not a full shader ofc). But looks like I won’t need that at all since you’re bringing it with the next update, how convenient! Thanks again, this is definitely most exciting update after E6 revolution. Keep up the great work, I’m so excited!
The versatility of this mod is what'll separate the official Mojang ray tracing from this. The customization features are very rich with PTGI, and the fact it works on older yet still powerful graphics cards is also a boon, as everyone can't afford the latest RTX or even upcoming RDNA 2 architectures yet.
Thanks for your hard work my guy, you are turning your hard work into something absolutely amazing. Keep up the good work. :D
Hi, I admire your work. I subscribed a few months ago and I am really satisfied, frankly you are doing a great job 😍😆 !!! But I have a question for you, Can an 8th generation i5 support Ray tracing PTGI ?!
PTGI really doesn't put much stress on the CPU, so I'm more worried about what GPU you have. I'm running a an I7-6700k not overclocked at the moment and it never goes over 10% usage just rendering a scene, rapid chunk loading is the only thing that can ever be hard on it. While my GTX 1060 3GB is pinned at 100% all the time running at an unstable 30ish fps when using this shaderpack with most features enabled at 1080p with 0.7x res scale and a PBR resource pack. So I'm sure your 8th gen I5 is enough, but you need at least a midrange dedicated GPU to run this at a 'playable' framerate.
So potentially modded blocks with custom models could be defined? Would that need more leg work on behalf of the user?
Eventually, it'll be: 1. Make a resource pack for the resources that the mod contains (with the block models) 2. Run the resource pack conversion tool 3. Load the converted resource pack and the modified PTGI that contains the newly exported "shapedata"
This is great!
I can't wait for this to come out, i'm all tingly
I never clicked on a email so fast
Wooop
Could we potentially see future support for things like Lab PBR for PTGI? As having a Universal Shader Texture standard would make things very nice to work with for multiple projects/shaders, especially as Optifine adds more features and support as Minecraft's own Render Evolves
Definitely! Can't say when I'll work it in, or if I'll be able to 100% support all of the features of the standard, but I agree, it's definitely a good idea!
Epic
