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SEUS PTGI HRR Test.zip 4.2 MB
August 7, 2020

[Download] SEUS PTGI HRR Test

So, as I talked about in the last dev news post, I've been working on this "Half Resolution Rendering" concept for quite some time. It aims to achieve higher frame rates by rendering the image at a lower internal resolution (half, per axis) and upscaling to full resolution. 

This has been the most difficult shader project I've worked on so far. I know it seems ridiculous that it's taken so long to get to even a test version, but trust me, it's been very difficult. Unfortunately, there are a few things keeping me from saying that it was a success.

Firstly, due to the limitations in the programmability of rendering with shaders in OptiFine, it's impossible to do this half-resolution rendering and full-resolution reconstruction without paying an overhead cost that essentially doesn't go towards rendering the final image whatsoever. So, the frame rate gains are limited by this, unfortunately. I'm pretty surprised at how high this cost is. Don't expect this test version at 4k to run as well as E12 at 1080p does, even though they're rendering at the same internal resolution. This is a huge bummer, and it's worse than I had anticipated. If this weren't the case, the ideal nearly 3x frame rate increase would be possible as my initial testing indicated, but I've barely been able to achieve 1.5-2x. I know 2x sounds like a lot, but a 2x frame rate increase for an image that only has one fourth of the real information is, in my opinion, not a worthy trade.

Secondly, because a significant amount of frame time is dedicated to this reconstruction/upscaling filter, if you think about the rendering in terms of a ratio between the amount of rays per pixel and the frame rate (sadly I only recently started thinking this way), this version actually loses out. Because the image is being rendered at half resolution per-axis, the effective ray per pixel count is reduced by 1/4th, but the frame rate is not quadrupled. Far from it, especially with the issue I mentioned above. Rays are precious in real-time ray tracing. Rays are real information. The more rays per pixel, the better your image looks. When we're drastically sacrificing ray count for a vastly disproportionate frame rate increase (especially because of the above issue), the trade off just isn't worth it. 

Yes, this version running at the same resolution as E12 will run at a higher frame rate, and when there isn't too much motion, it looks about the same. However, with a more dynamic scene where there are lots of disocclusions (newly revealed areas of the world that haven't been rendered in previous frames), you'll really see the reduced image quality. Not to mention that diffuse lighting takes longer to fade (to compensate for lower ray count), and reflections look noisier. 

I really didn't want to give up on this, which is why I beat my head against it for so long. I just cannot find a way around these issues. I've learned a lesson with this experiment. I saw the red flags long ago, but the promise of the ideal outcome: 3x frame rate for little visual quality drop was too alluring, I just had to keep trying. The ideal implementation cannot be made because I lack the flexibility with OptiFine. At least I can say that I really have thoroughly tried everything within my ability to make this a success.

I really don't want to leave you all empty-handed for even longer. Though I am not happy with it, those who are curious and/or desperate for better frame rate can try it out for themselves. This version is essentially E12 with some minor fixes and HRR (Half-Resolution Rendering) implemented. I've seen anywhere from 1.3x to 2x frame rate increase vs E12, and this depends on your hardware and render resolution (crank up your resolution to see the biggest benefit). I haven't bothered specifically addressing AMD graphics cards, because I consider this a failure. Unless I receive overwhelmingly positive feedback, or OptiFine becomes a little more flexible, I'm giving up on the idea and going back to working on resource pack based voxelization and other core improvements. 

If you're curious, I've added an option (Post-Processing>Anti-Aliasing>Skip All Anti-Aliasing) to disable all anti-aliasing and reconstruction so you can see the raw internal rendered image without any processing. I think purely visually speaking, it's a cool  demonstration of how much information the upscaling filter is able to reconstruct. But again, I don't think it's worth the disproportionate bump in frame rate.

I'm sorry for the bad news, hope you understand.

 

PLEASE READ THE FOLLOWING REQUIREMENTS FOR USING THIS SHADER PACK!


  • Minecraft 1.14.4 (older version compatibility is work in progress)

  • OptiFine HD U F3 or newer

  • Options > Video Settings > Details > Alternate Blocks: OFF

  • Options > Video Settings > Details > Trees: Fancy or Fast (Smart may break lighting)

  • Options > Video Settings > Quality > Natural Textures: OFF

  • Options > Video Settings > Shaders > Shadow Quality: 1x

  • Options > Video Settings > Shaders > Old Lighting : DEFAULT

  • Resource packs with custom block models will probably cause  lighting glitches!!!!!!

Some of the currently known issues are as follows:


  • Block texture alpha is not considered in diffuse GI tracing, so doors and trapdoors don't let any light through their windows currently.

  • Being underwater in ravines/caves shows light leaking, and “glowing” water fog. This is unavoidable currently.

  • "Disco Floor" flickering artifact mostly seen in reflections (the new Secondary GI Samples option can help with this)

  • Secondary GI bounces (2nd bounce and onward) can take a while to adapt to lighting changes

  • Issues with the rendering of semi-transparent/translucent materials

  • Lighting breaks often when using resource packs with custom models, a solution is being investigated!

AN IMPORTANT NOTE ON GRAPHICS DRIVER ISSUES AND GPU COMPATIBILITY:

Since different GPUs can compile shaders differently than others, you may experience compile errors (causes "[Shaders] Error: Invalid program..." messages to appear in the in-game chat). 

If you experience compile errors and you're using an NVIDIA GPU, you can help me fix them by following the steps on this page, in the "How to Report a Compile Error" drop-down section and sending me the log!

Compatibility with AMD GPUs is being actively worked on. You will still experience some minor visual bugs, and you may experience random crashing. If you experience crashing while trying to load the game or enable SEUS PTGI, try doing so first in windowed mode, with a small window.

Compatibility with Intel GPUs is not guaranteed or planned at all!

Comments (160)

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川崎 · February 26, 2022

看不懂啊怎么下载光影

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可弟玖绪 · March 31, 2022

最下方有个tag"SEUS PTGI HRR Test.zip"点这里。

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Matthias Olsen · March 4, 2021

buttery smooth on my 3070 with around 120fps! insane!

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Stjepan Mazalovic · April 26, 2021

isnt dlss already there? why hrr?

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Chad Hake · January 19, 2021

You Could always look into using the Fabric engine instead, from what I understand there should be less limitations you would have to deal with. sorry if im incorrect :P

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Michael · December 16, 2020

if we are getting compile 7 is there nothing we can do besides just wait for a patch

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RC · December 16, 2020

I've tried a bunch of your shaders but none of them worked for me? I would either crash or get a error message like compile 7. I am using a AMD graphics card and AMD cpu.

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Logan · January 5, 2021

maybe read the post?

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Jason Brooks · December 13, 2020

108TI 4k and 1080 3/4 FPS, free renewed is running much better

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Christopher Georgiou · December 12, 2020

how do you cancel the membership

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Ze Fu · December 12, 2020

RTX 3070 3700x memory32gb avg 41fps min 31fps mix 51fps

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Omega Lord · December 12, 2020

I found some bugs in you shader like if wearing iron armor or chain iron armor it the frame pick different up like it make double frames and it will do bugs if player walk next to you in speed the frames pick up even on 100fps it do that on my Nvidia super rtx 2070 and amd ryzen 7 3700 core 8 also have on my YouTube channel if look for jack prince you see how it show up if you don't understand me I have discord but it hard connecting you discord so have now ps i from Netherlands I hope can try to understand and year i love your shader work

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Who439 · December 9, 2020

up to date drivers, running on a GTX 980 TI with average of 30 fps in rain with fancy trees and dynamic lighting. SOmetimes in dark spaces it will take a moment to adjust to the correct lighting, but that may just be my GPU

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Reynold Mosley · December 8, 2020

LOVE LOVE LOVE this shader pack. That being said, I've noticed at night or in caves there will be random multicoloured mystery light glowing everywhere. I've followed the instructions and applied all of the correct settings and still can't find a solution. I didn't see it being an issue for anyone else so I'm sure it's user error on my part. I'm using a RTX2080Super btw, more than capable.

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GameRundown · February 11, 2021

SAME

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KaiNoobly · December 6, 2020

I get average 58 FPS in a default world 1.15.2 without a texture pack - 1660Super

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Dzwonek 2007 · December 8, 2020

That's nice for that card

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Simon Ryen Dirfeldt · December 3, 2020

idk why? but immediately after i downloaded your shader, my resource pack got deleted. Can you help me fix this?

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Vauge Hairston · December 3, 2020

can i run this on 16.4?

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PenguinoPlays304 TV-PG13 · December 7, 2020

it can but the shroomlights are glitched and dont light up

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Ben Gillispie · December 1, 2020

Im having trouble getting your shader to show up in Minecraft. Im using optifine for 14.4 I'm not sure what else to do

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Alex · December 1, 2020

dramatically improves fps!

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Steven Waggoner · November 29, 2020

I hope something can be figured out for AMD cards soon. It just black screens for me with an RX5700.

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Sasski_ · November 29, 2020

me to on the RX 5500 XT

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Edwin Reyes · November 29, 2020

Went from 31fps to a smooth 60+ fps!

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Derrick Greenspan · November 28, 2020

This does not seem to work properly with AMD cards, at least on Linux. SEUS PTGI E12 does though!

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YaketsukuKitsune · November 25, 2020

how well would this run with a GTX 1660 super and a ryzen 5 3600?

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Diamond Playz · November 25, 2020

It runs well without any texture pack, getting 50-60 fps

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Takeya · November 24, 2020

What's the word on support for 1.12? i'd love to use this on my current modpack but its a 1.12 ^^;

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Xan likes · November 24, 2020

the soul lantern and soul torch and end rods do not appear to give off light in this as well

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Borys Wisniewski · November 20, 2020

what should I do if it says Invalid Program 'Composite7'

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Leonardo · November 23, 2020

I don't know, i have the same problem. anyone can help?

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Dzwonek 2007 · November 13, 2020

THIS IS THE BEST SHADERS FOR MINECRAFT I HAVE 80 FPS ON IT ITS BEAUTIFULL. WAYYY BETTER THEN NORMAL PTGI. PLS CONTINUE THIS PROJECT.

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RocketDragon500 · November 9, 2020

doethis work in 1.16

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Jonathan Selnes · November 9, 2020

DON'T listen to him! He has obviously worked really hard on it and see all the things that could be better... For me THIS IS AMAZING! I went from 20-ish fps (not really playable) to a stable 40+ fps experience! I play at 4K with ray tracing with an GTX1070, I am blown away! Sonic, Don't beat yourself up, you have made a masterpiece!

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Xero · November 7, 2020

So Far PTGI HRR Has worked wonderfully for me I am very impressed with your work.

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Knavenator · November 1, 2020

The fps is much higher in this version than the e12 im currently running on a 1060.

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Callie D · November 1, 2020

I'd love to see a bare-bones version of this shader that does just a bit of raytracing, and aside from that just uses SEUS Renewed as a base for everything else, just so I can get just a little bit of that raytracing glory on my potato pc

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Nykvoes · November 1, 2020

is it normal that things in movement like cows leave a ghost behind them? they are blurry.

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James Anthony · October 31, 2020

Glass reflections aren't compatible with sky shaders. And 1.16.3 lighting (soul lanterns etc) and beacon beams do not emit light.

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Bol Sadguy · October 31, 2020

this is really nice, but do you have any plans of adding an atmospheric density setting? It would be nice, especially in the nether, to get some more fog going.

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cory pedersen · October 30, 2020

this is fantastic but im getting ghosting on moving objects is there a fix for this? non rtx nvidia gpu

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BlackZ Cat · October 29, 2020

is it possible to fix shroomlight

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PenguinoPlays304 TV-PG13 · December 7, 2020

im pretty sure this is made for 1.14 so we need to wait, its annoying i know

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Miguel Silvino · October 28, 2020

shader error and black screen in RX 5700XT

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Miguel Silvino · October 28, 2020

[Shaders] Error: Invalid program "composite7"

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kaden verville · October 28, 2020

wow really increases frame rate, and I haven't experienced any issues, keep at it man

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Darren B · October 27, 2020

This guy is making 50k every month for a release every 3 months. wtf

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Ian McAlindon · October 27, 2020

5,000 people enjoy a good Minecraft shader for a small fee of $10 a month. No surprise here. Not to mention the guy has dedicated years of his life to creating the best Minecraft shaders to be had. It's essentially painstakingly programmed works of art that are highly demanded. I won't go on, I just don't get why people find it so appalling that he makes the money he does doing this... Yes, releases or info regarding such could be more prevalent for some, but that doesn't change any of the aforementioned points.

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Kradle Til'Saiyan · October 20, 2020

I dont see my flame animation on torches and the smoke of campfire, why?

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FrostiDragon · October 21, 2020

All particles are transparent, but leave behind depth aberrations. This holds true for UI positioned in 3D space as well. You'll notice it on the particles dropped by breaking blocks and landing critical hits as well.

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Kryniowesegryderiusz · October 19, 2020

When will be all light sources added? :C

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Austin · October 18, 2020

works awesome. way better performance.

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Verklarte Nacht · October 17, 2020

Does this work with 1.16.3?

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Frank Simmons · October 18, 2020

it works, but any light source that was added past 1.14.3 wont emit light.

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Sami Nael · October 16, 2020

So far, this shader is great! I am getting 60 fps on Minecraft (same fps as SEUS renewed), and it looks just like SEUS PTGI E12. Keep working on this, you're doing great!

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文凱 余 · October 15, 2020

I found a problem, the afterimage is very serious when moving

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Tyler Jackson · October 15, 2020

How can I fix entities having multiple renders? it's like I have multiple shadows of myself following me and text is a little hard to read as I have to sit still to prevent that

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Dylan Trisciuzzi · October 10, 2020

Hello! I am curious if anyone's gotten this pack to work with the technic launcher specifically test pack?

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Christian Michael McKinnon-Olson · October 5, 2020

Hello, I am curious if you have stumbled into this technique for light tracing. I honestly dont know anything about coding hit this seems very promisingnif you could get it going! In combination with HHR https://youtu.be/Popg7ej4AUU and possibly rival RTX DLSS performance and clarity/Quality.

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bedro · October 5, 2020

is this supposed to be like a DLSS but on budget?

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Ethan Diprose · October 5, 2020

hey i keep having issues with invisible rain?

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Sanzu · September 26, 2020

I like it! At 4k I'm hitting around approximate 39-45fps / 20 chunks / default / suggested Optifine options corrected. It's sitting around 22fps in the open at the same spot with E12.

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Daniel F. · September 20, 2020

So I've just installed it for version 1.16.3 and it's wonderful! On 4K with only 20 fps (I'll switch to 1080p later - actually I don't, I'll only get 28fps with the resolution changed. The CPU seems to be the bottleneck) but I noticed that torches have no animations. Without the shader or the optifine internal shader, those work fine. Animations in settings are (of course) on. Any ideas how I can get those animations? Feels strange to run around with a flashlight instead of a torch.

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Cringe · September 19, 2020

Really love this despite what you had said my game improved alot

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Derek Gebhart · September 18, 2020

First of all, outstanding work! Without your shader, Minecraft for me, is unplayable. I NEED better lighting than vanilla. I only started playing MC in the last year because of your shader! Is it perfect? No (hence the test part). Are hand held maps and some mobs VERY difficult to look at with the temporal distortion? Perhaps. The upside of extra FPS, is TOTALLY worth it for me. I do have 1 small issue that I would like clarity on though. Why am I not seeing any particle effects? And mobs lit on fire are not emissive (I guess that's 2 small issues. LOL). Is this a problem with something at my end? A setting or hardware issue perhaps? I'm running an OCd 2080ti on a 9900k.

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Remos Xizkv · September 10, 2020

how do i put it onto my mine craft

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Lovino · September 10, 2020

I'm getting a weird blur effect when other players or mobs move, or when I move in third person, is it possible to disable this?

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Danny Mountjoy · September 12, 2020

Unfortunately no, this shader is just a test and will most likely fix this bug soon.

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Martin · September 9, 2020

how do i get the pack

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Tommy Krambeck · September 7, 2020

A nice 50-60 fps boost, very impressive upscaling quality. Love it so far

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muzinicemoon · September 5, 2020

great performance improve! and acceptable blur

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Strawbunny · September 4, 2020

I followed the instructions completely and the view just seems very blurry no matter where I look, any help?

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CaptianBadtouch · September 4, 2020

Do you think you would ever make this compatible with the windows 10 Minecraft .

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xdlolxd · September 14, 2020

You literally have official rtx support there lmao

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whis · September 3, 2020

i played 1.12.2 and the reflection of glass was incorrect, how can i fix it?

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ichimo · September 2, 2020

Are there any specific Nvidia driver/geforce settings to use to get better fps? I have an rtx 2080ti and my fps was around 30-40 sometimes goes lower at night.

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Kalvin · September 3, 2020

hey man i dont think you should be getting 30-40 fps on your 2080 ti? Check optifine if not re install optifine to reset the settings and make things back to normal. I have a rtx 2070 super in PTGI E12 i got about 60-80fps now i get 100-140 FPS with HRR shaders which is great. i play on 1080p

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Ryan Medina · September 1, 2020

I went from ~50fps @ 1440p to about ~100fps .... 2080 RTX. Great work my man!

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SolidID · August 31, 2020

Hi guys, just tested with Minecraft 1.16.2 and OptiFine 1.16.2 HD U G3. I have about 60fps with default settings. When I set raytracing options to Ultra I still have about 40fps. I am using Stratum 128 texturepack combined with Monsterly and Vanilla PBR. One big FPS boost gave me when I changed minecraft to run in fullscreen instead of windowed. I have a RTX 2080 and gave minecraft 32gig of ram usage.

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That Jedi · August 30, 2020

I just get a black screen, and an error that says OpenGL error 1282 invalid operation and one under it that says shaders error:Invalid program “composite?” Help, I’m using an RX 5700 xt

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Tomasz Dysinski · September 2, 2020

Me too. I get full black with the error: "OpenGL Error: 1287 (invalid value). Error: invalid program: composite7" I'm on a new Ryzen7 computer with an RTX 2060 and 16GB RAM.

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pAsS tHe BoOf _L0w · August 29, 2020

huh im running at 19 fps with a 2070, is that normal?

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Yegroid · August 31, 2020

Dead ass?....I got the same card... im worried

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Kiran MacLeod · August 29, 2020

I barely hit 30fps with my 2080ti (PTGI E12) - is that normal? Or am I just whack?

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Arin · August 29, 2020

I would recommend increasing the amount of RAM dedicated to your game i would user 20GB if you have it

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Ron Carmen · August 28, 2020

I don't really see the appeal of this. If people are installing SEUS PTGI, they're not looking to run it at high frame rates with a low end GPU. In my experience, this only provided about an extra 10-12 fps vs PTGI E12 (Low 70s vs Low 80s with an RTX 2070). It makes everything look blurry and less vibrant, and visibly distorted even with motion blur disabled. It still looks great in comparison to other shader packs, but going from E12 to this feels like a big downgrade in quality for a pretty small upgrade in performance. Not worth it in my opinion.

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QLST · August 29, 2020

True

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Danny Mountjoy · August 25, 2020

great shader test but the hrr makes everything "goast" so you can see previous frame for a second and it looks really wired and this is not just entities, just to let you know and also. Running on GeForce RTX 2070 s getting 60-70 frames. Also just a suggestion, there should be a slider in the "anti aliasing" tab that lets you change what resolution it renders at. Just a thought. and then upscales to so like "base resolution" slider and then something like "output resolution", this is just a concept and Im sure there are probably going to be issues with this but please do take this into consideration. a few bugs that are happening is: >Open GL error 1282 when fishing >No particles are presented properly in 1.15 or above >Srange lighting bug when waking up from a bed

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Ryan Medina · September 11, 2020

I can concur with this and I am running a 2080 RTX.

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wesley lim · August 24, 2020

The HRR shaders work perfectly in the static environment but quickly fall apart when applied to other characters moving around, especially when they're wearing reflective armor. But otherwise this is amazing stuff! I can ALMOST run this shader while playing in VR on a 2080S

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meh20000 · August 20, 2020

shaders load but everything is black.

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Louis Garbour · August 20, 2020

Imo this isn't a failure. I'm getting 100+ fps with my 1080 at 1080p, which is really good, better performing than your non PTGI shaders in my experience.

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DEtobbel LP · August 20, 2020

Hey, I've got some really weird things going on. if im walking with full raytracing i'm getting some weird light glitches(?) its like a disco light, lightsources at 100% slowly reducing intensity and its like every frame again over and over some sources are staying at 100%. looks really weird and kind of funny to. and if i turn full raytracing off nothing changes RTX 2080 Super I7 7700k if it depends on the hardware

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TheMobDestroyer · August 20, 2020

Did you try Options > Video Settings > Details > Alternate Blocks: OFF Options > Video Settings > Details > Trees: Fancy or Fast (Smart may break lighting) Options > Video Settings > Quality > Natural Textures: OFF Options > Video Settings > Shaders > Shadow Quality: 1x Options > Video Settings > Shaders > Old Lighting : DEFAULT

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QLST · August 20, 2020

Running 1.12.2 GTX 1080Ti FTW3 and it is amazing, seeing 2x frame rate increase in 1080p (60fps )and 30fps in 4k with all settings at there max. Although there are some weird lines at chunk boundaires (like a blured line).

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Zz · August 18, 2020

I tried this with VII,it showed "Invalid Program Composite7" then the game went glitched for a few seconds and shut down

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Kristian Mucha · August 16, 2020

"Invalid Program Composite7" and I can't see anything, everything on my screen is black in game. I get this on a 5700XT with Optifine 1.14.4.

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Stardust Journal · August 17, 2020

It says above he hasn't bothered adding proper support for amd cards on this experiment.

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Heiden Shadows · August 16, 2020

"Invalid Program - Composite7" with Optifine 1.16.1 on 5700XT. The previous shader version works though.

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Stardust Journal · August 17, 2020

It says above he hasn't bothered adding proper support for amd cards on this experiment.

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Yi Han · August 15, 2020

This is amazing! I'm getting around 60 fps on 4K. With i7 8086K + RTX Titan.

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Randomx7 · August 15, 2020

I rly have to say that you did an amazing job with this Test Version, it works with no problems at all with my limited frame rate of 75 ( unlimited goes up to 120 ) with ultra Settings enabled and i cant notice a quality drop. The Previous Version worked roughly at 60 fps with high ( but not ultra ) settings. I would rly appreciate if the new Features of this Testing version would be an aviable option for Future Versions of youre shader :) Youre doing an amazing Job with this Shader :) Oh btw. if my specs are relevant: i9 10900k, RTX 2080 Super and 32 GB ram.

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John · August 15, 2020

I'm personally getting a huge performance increase from this, 43 to 77fps just toggling between this and E12 in the same place. GTX 1080 at 1440p. Thanks so much for this release! For me, the slight drop in image quality is well worth the extra performance for gameplay.

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Stardust Journal · August 15, 2020

Holy shit? You consider this a failure????? I can't tell any drop in quality at all at 1440p or 4k. At 1440p it raises my fps from 20, to 50-60 fps. On 4k, from 10, to 35-40. If I crank my render distance to max at 1440p It drops to around 44 fps, up from 5 fps, so an absolutely massive increase. This is all with the shaders at thier absolute max graphics btw.... I think you hit your goal of minimum of x3 fps..... You should absolutely keep this as an option for future full versions! I will say there is almost no noticeable increase at 1080p on the gtx 1080, but for anything over 1920 x1080 this is a godsend!

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Gareth Welch · August 12, 2020

I've been suspicious that OptiFine for 1.16 has some bottlenecking issues when using shaders, but FWIW my performance hit when "Skip All Anti-Aliasing" is disabled is around 5%.

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Samuel Eckl · August 12, 2020

Yes this is very worth it! I have an RTX 2070 SUPER and it’s still a HUGE improvement from before!

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Barnaby Brown · August 12, 2020

Upon trying it my self using an i7 6900k and a GTX 1080, I've noticed it's considerably smoother and makes the game run far better. While you may not be quite so impressed with the outcome, I've still found it to be a major improvement and extremely pleased with the result. I'm glad you put the time and effort into it as personally I'd say it was worth it.

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Strudle Master V2 · August 12, 2020

RTX 2070S and an i7-9700F getting around 50-60 frames. I can see the difference, but my frames haven't really changed much at all sadly

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Strudle Master V2 · August 12, 2020

My bad, after changing some settings back to default and sacrificing about 4 chunks for render distance, i'm getting a substantial increase in frames. it's roughly around 60 now. It's a bit playable, but im sure in a final release it'll run much more smoothly

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Ian McAlindon · August 11, 2020

Just did some testing of my own, using a Ryzen 5 3600 and RTX 2060 S, playing at 1080p, 16 chunk render dist. Between E12 and HHR Test, I'm seeing an increase from ~53fps to ~72fps using default settings, and an increase from ~40fps to ~53fps using maxed raytracing settings. The only price I'm really seeing paid with this gain that I notice is very slightly decreased image quality and funky looking entity movement. Haven't tested any differences in ray speeds, as I doubt I'll really ever notice anyways. I'd say it is a worthy price to pay for what appears to be a 35% increase on default settings and a 30% increase on max settings. I'll gladly use it until getting my RTX3070/80

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Tucker Curtis · August 11, 2020

Would love a dedicated skybox for the end dimension. The current one makes the dimension nigh unplayable imo right now.

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Maxuvious · August 11, 2020

I love everything about this.

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Michał Hojwa · August 11, 2020

Still, keeping fingers crossed for AMD GPUs.

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BlueInfinity · August 10, 2020

Please Dont Fully Abondon this, Release this as an OPTION at least, clearly stating that it might not be worth it for everyone, And that it is for NVDIA users only, Along with advising users that play on Higher Resoloutions being the best Candiate, I truly WELL AND TRULY, belive the peformance increse IS MORE THAN worth the visual hit.

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BlueInfinity · August 10, 2020

I really do not consider this a failure AT ALL, Granted, This is because - I play at 4k -Am a NVDIA USER -Played about with sharpening and scaling settings, to the point where the ghosting is more minimal, I strongly belive this is better than you think, Granted the overly dark shadowing on textures and issues with resource packs

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Michael Ernst · August 9, 2020

Waiting for 1.12 :)

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Sean Tedeschi · August 9, 2020

It seems to work really well for me. I went from a bit under 50 fps to 70-80 fps. my specs : 2700x & 1660 ti

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Colin Lacy · August 10, 2020

how do you get 50 fps? I get like 30 with a 2070 super and a ryzen 7 2700.

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Michał Hojwa · August 9, 2020

Getting Invalid program composite7 on 3600CPU+5700GPU, what to do?

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Christopher Williams · August 9, 2020

Since I'm getting the exact same error (and nothing but a black screen (menu's work fine), I'm pretty confident it is an AMD GPU thing. I was trying it out on my laptop (i7-8705 which has 'Radeon RX Vega M GL' Graphics, which is actually not half bad considering); with 12 it would load okay (of course low framerate with most everything turned down).

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fluit · August 9, 2020

wait a second cant you just enable this shader and then make the render resolution to 2.0? or a bit lower? or will that not work

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Michał Hojwa · August 9, 2020

I`m your patron again so already a success I guess. Thank you for your work. Will test, if I can get 4k60 on 5700.

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BlueInfinity · August 10, 2020

It clearrly states, it does not work on AMD cards

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John Turner · August 9, 2020

you're a true hero to society, this does wonders

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Tom Hundertmark · August 8, 2020

Playin on 1.12 with Optifine HD F5. Modded Light sources like oven or candles are not giving light. Some idea?

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Amy M · August 8, 2020

Yeah, i've just noticed it now. If you're in creative or fly away far enough from the light sources (given if you have a high render distance) the light sources will actually glow. I'm not sure what's happening with them up close. It does say there might be some glitches in lighting

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Rowan Steyn 3D · August 8, 2020

i get over double the performance of the last release, nice job

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Lavin · August 8, 2020

I've seen a massive performance increase, going from around 25fps to 50+: running at 12 render distance. Not bad at all! Got a 1070.

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Heiden Shadows · August 8, 2020

Doesn't help that Minecraft keeps updating and leaving the Optifine devs in the dust. 1.15 never saw an official release and we're in 1.16.1 and just now got a release. I've been away from the Minecraft scene but what kept me from migrating my server further is 1.14.4 was the final Optifine release because I wanted to continue to use PTGI. Newer hardware is launching and given a few years everyone will have a chance to have better hardware.

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JUST THAT · August 8, 2020

Brandon approves the Shader test 60 fps to 137 fps

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altyu 알트쌍쌍바 · August 8, 2020

I can't see anything, only a black screen

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VergilPrime · August 7, 2020

Twice the framerate on my 1080, excellent!

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Mycorvette Garcia · August 7, 2020

glad to see you back!!

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Demonoid47 · August 7, 2020

Reading the comments i can see that most people are having a great time with it but i personally wont have time to give it a spin until the weekend. But in your post you mention that you weren't able to get the performance boost you were expecting because of of the limitations of Optifine. I don't know how far down the code-hole goes to know how obtuse it would be to switch to an Optifine-like foundation thingy (i don't know the technical term for what Optifine does to know what to call it). Have you experimented, or entertained the idea of looking for something that can flex to the degree that you are looking for?

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ada0436 (discord) · August 7, 2020

Free perf is free perf right? Great option to have. On my Radeon card seems to give me an error:OpenGL Error:1282 (Invalid operation) [ Shaders] Error: invalid program "composite7"

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david newman · August 7, 2020

Its awesome that you keep putting so much effort in,although you may not be happy with it. What your trying to do is a revolutionary for Minecraft graphics! I really hope you can get this project to a place your happy with, keep up the good work!

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Leslie Butcher · August 7, 2020

Ahh it's so good to hear from you. :) Hope you're doing well.

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Logan · August 7, 2020

amazing! i can get 59fps on survival gameplay with maxed out shader settings

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Seer of the Cubic Oasis · August 7, 2020

This has been really impressive! The image quality for stills is really great. For gameplay it's a little trickier, like you said, when there's motion in the scene you can notice the difference. I tend to play at 0.7x render quality on a 1440p display anyway, and this HRR approach gets roughly the same FPS as that in my extremely limited testing but with sharper visuals for the still parts of the image. This approach is a really interesting and innovative idea. Maybe one day it'll be easier to make it work better and then it can be revisited.

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Sonic Ether · August 7, 2020

My thoughts exactly, pretty much! Entities will look MUCH better in motion if/when this feature is implemented into OptiFine https://github.com/sp614x/optifine/issues/4350 I'd say once entities have motion data so they don't look so weird/low res when moving, and if I maybe rendered the player's hand and particles separately so they don't "spoil" the static image, those may be improvements that could tip this feature into the "worth it" side.

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HARDTOPnet · August 7, 2020

Sonic, I think this HRR upscaler is a good option for gameplay, if you can find a way to set a toggle so it can be disabled/enabled on the fly I think it's totally worth keeping !

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Sonic Ether · August 7, 2020

Technically, you can "disable" it by upping your Render Quality settings in the Shaders screen. This has the effect of upping the internal render resolution and minimizing the artifacts. But also reducing the fps gains.

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Petur Reynisson- G3N3ZIS · August 7, 2020

I know how it can be. You have a vision, idea or a goal that you at first think is possible but as you progress you start to discover unexpected challenges. What's tough is to decide whether to abandon or continue. I sometimes have just switched to do something completely else and revisited the first project at a later time and sometimes with a new perspective and solved the issue...and sometimes just realized that indeed nothing can be done. I wish you the best as always and it is good to see you back, I missed updates from you :-)

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Sonic Ether · August 7, 2020

Thanks! I can tell you definitely relate. It's good to hear that. :)

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Reno Blaauw · August 7, 2020

Honestly man, I am impressed either way. You are a one man team bound by the limitations of your surroundings and capabilities. Yet your capabilities have been able to stretch so far beyond many of shaderpack creators. Ofcourse, there is no comparison for between a shaderpack and this project, since this project is way more than just another shaderpack. Thank you for keeping the updates coming, even in time of mental distress. We all love what you do, keep it going!

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Waity5 · August 7, 2020

Not why, but it doesn't function on my graphics card (rx570). I know that sues PTGI doesn't work all that well with AMD in gerneral, but it will at least work bergugingly. With this one it "works", but it shows a black screen. The error code is: [Shaders] Error: Invalid program "composite7"

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BlueInfinity · August 10, 2020

It tells you it does not work if you just read the post..

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Essentials Graphics · August 7, 2020

So loaded the test shaders in and I am on AMD i get [shaders] Error: invalid program "composite?" I was previously just using SEUS e12 and it was perfectly OK.

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Waity5 · August 7, 2020

Same here, even when enabiling the "dissable all anti-aliasing" it doesn't work

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Gabin Lefranc · August 7, 2020

Oh, that seems really bad news. I know what it does when you go in a direction but obstacles make you back then. You tried, and that's a good thing. maybe with a probably next Optifine update, you could come back on HRR with expected performance ! Nice work tho

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Azarel Howard · August 7, 2020

As a coder myself I understand the urge to find the ultimate solution but sometimes you have to let the rabbit go. GG for what you've been able to achieve regardless because... Holy heck I couldn't even dream of doing what you're doing here. Totally outside my field. Looking forward to seeing where you take the project next.

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Sonic Ether · August 7, 2020

Oh man, "let the rabbit go", that's great, I'll remember that! I can tell you've chased your share of rabbits as well! Thanks for the kind words!

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Essentials Graphics · August 7, 2020

good job! I hope you can figure it out the x3 fps soon so you can move onto other ideas for SEUS!

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Valerie · August 7, 2020

Can't win em all, eh? It sounds like it was worth a shot and like you learned from the experience, which can only benefit future projects!

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Sonic Ether · August 7, 2020

Thanks, that's a good way to look at it! I also think there's value in knowing for sure that something won't work.

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Sean Gill · August 7, 2020

thanks for the update! I would just like to say I love you work and even if it's only the slightest bit of improvement in frames it's still a great achievement. I would like to congratulate you for how far you have helped with the development of shaders in minecraft. Honestly your shaders are some of the most beautiful out there. Thank you and keep up the amazing work!

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Sonic Ether · August 7, 2020

Thank you for the kind words, I really appreciate it!

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Ultimate Immersion · August 7, 2020

I never clicked so fast on the notification in my life!

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big bad guy · August 7, 2020

lmao same