[Download] SEUS PTGI HRR Test 2.1
Resource Pack: HardTop Vanillaccurate (OldPBR variant)
Update "SEUS PTGI HRR Test 2.1" (Dec 21 2020) changelog:
Fixed new issue caused by bad placeholder tonemapping that I forgot to revert (caused gross banding in dark areas)
Fixed issue with HRR where darker areas were less responsive/had more ghosting
Added new shader option: Post-Processing Settings > Anti-Aliasing > AA Style. Set to "Responsive" by default, which makes the AA algorithm prefer refreshing the image more quickly when changes occur. This is new functionality, I kept going back and forth on this, let me know what you think! "Stable" is the way HRR has behaved previously, which makes the AA prefer to keep history in order for a more stable image.
BLACK REFLECTIONS BUG WORKAROUND: When you first get in-game, or whenever you load a new resource pack, press F3 + R to reload the shaders. There is a bug in this version that causes off-screen geometry in reflections to appear black, doing this is a workaround for now.
I'm sorry for the long wait! It's taken a while to get things dialed in properly, the new improvements to HRR require tweaking of many parameters which can all throw each other off. That bug I mentioned above has been driving me crazy, I can't seem to fix it. At least there's a workaround.
I'll be posting a poll soon to get a general idea of what you guys think of HRR after trying out this version. This will influence whether I feel it's worth keeping as a permanent new feature or not.
This version is mostly just an improvement to HRR (Half-Resolution Rendering) tech I've been working on for a while. There are a few cool new features as well though! Here's what's new:
Improvements to "HRR" tech: less ghosting and better image quality in general
Parallax Occlusion Mapping, finally! This is a totally new approach to POM that I've been working on for some time. Fragment depth modification allows all kinds of cool stuff: "free" screen-space shadows (sunlight and GI), proper reprojection under motion, and displaced intersections on some blocks (depending on geometry and textures, e.g. redstone dust can look "embedded" on the block it's placed on!)
New shader option: Surface Options > Smooth Parallax Surface. Enables interpolation of the heightmap driving displacement, leading to smooth slopes. Default: On. Let me know what you think of this
New shader option: Anti-Aliasing > Pixel Look. Set to "Sharp" by default, which essentially does nothing. "Filmic" is the alternative setting which softens the rendered image before it's tonemapped which gives a more filmic and less video-gamey look at the cost of image clarity.
Fixed incorrect loss of energy in secondary light bounces which caused indirect lighting to look too dark, particularly in closed spaces/interiors. These areas should look much more realistic now (especially when lighter materials make up the interior space)!
New (work in progress) motion blur technique which properly blurs foreground motion and no longer makes HRR obvious by revealing jagged low-res edges (walking past grass or leaves close to the player shows the new improvements well)
Reworked screen-space shadows: much more accurate and tighter shadows. Helps apparent clarity in lighting with HRR (particularly with grass and leaves) and gives nice contact shadows with POM
Support for Minecraft 1.16. All the new blocks and light sources should properly contribute to GI. Due to a change in particle rendering, particles cannot be rendered and lit properly. Because particles are important to gameplay, I've opted to implement a placeholder way of rendering them which certainly looks incorrect, but at least they're visible.
Improved GI diffuse filter
AMD GPU compatibility should be fixed
PLEASE READ THE FOLLOWING REQUIREMENTS FOR USING THIS SHADER PACK!
Minecraft 1.16.4 (older version compatibility may be present but is not guaranteed)
OptiFine HD U G5 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:
Particles aren't rendered properly yet, this is a 1.16 compatibility problem.
Entities look strange when moving. This may improve if a new rendering feature is added to OptiFine.
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 (249)
where do i get a good pbr?
Thank for this thanks you so much
how sad do you gotta be to charge people for a shader pack XD
베드락 에디션에서는 사용할수 없습니다.베드락에디션에서도 사용할수 있으면 좋겠습니다.
bro my skin is broken
Looks amazing thank you for creating this pack
normal glass, tinted glass, and redstone are for some reason look like water instead of what they should be, all the stained glass works fine tho, any way i can fix this?
is it supported for the newer
why are the trees water blocks
Hello, I am very new to this whole resource pack thing. I have downloaded the 512x resolution for the resource pack (3080ti) with 32gb ram and its so sluggish. What can i do?
I have the same card, im assuming you are at 4k if you having performance issues with hrr. you can use magpie to scale 1440 to 4k with fsr. lighting gets really slow at higher res, hence why hrr was made in the first place
It's a strange feeling, but Resource Pack is very bad because I'm Turkish, but SEUS PTGI HRR Test 2 is good, good computers can be used by those who have a good computer.
For some reason none of my light sources are emitting any light at all.
I had the same issue and toggling 'emissive textures' in the main game video>quality settings fixed it.
it seems to be very will and smoth on my GTX 960 its running on around 25 FPS
i have 3070, ez
Any recommendations for best resource pack to use with this shader pack??
patrix
wow amazing even the torches were emitting light for me with these packs on 2.1 amazing i just wish the grass & the the tree leaves swooshed around to make it l;ook like wind was blowing
I wish that candles could emit light. They don't with this shader. D:
re: MoonStorm; you do realize that he is working on this by him self, and has other stuff to do, right?
i agree with moonstorm im using a 6800 xt and this is diabolical
Can't wait to see how if it does well on my new ASRock Radeon 6900 XT OC Formula!
Looks good in Optifine with an RTX 2080 but that's about it. The water looks horribly grainy on a Radeon 6900XT. Doesn't work at all in Iris. Gotta do better than that.
js letting u know iris is a mod for shaders, its not a graphics card lol
I'm getting very messy shadows I have a video showing my results. I'm on linux more information is in my description. Also my F3 screen is up in the video. https://youtu.be/pR-Zwjy7OkQ
Looks great. Any changes to the End Rods not emitting light?
what is recommended RAM allocation for this?
the game crashes when starting shaders =( video card - rx 6700 xt (I tried running in windowed mode, it didn't help me)
amd cards dont work, only nvidia graphics cards can run the shaders for some reason and hes working on that.
I get this weird aurora that comes into view as it gets towards night and goes away towards morning and Im not sure whats causing it
I am using Hardtop Vanillaccurate and almost everything looks great. Apart from lava has these ugly lines running through it. Other than that it looks great.
composit7 compelete black out
my game keeps crashing i have a 1650 super
thats why it keeps crashing you need the 30 series to even run this shader
Issues with AVPBR reflections. This might be a AVPBR issue but the reflections have weird blocks in them including Redstone lamp, Redstone ore, command blocks, and other Redstone blocks. This could be on my side, AVPBR or PTGI. Just checking to see if I'm the only one with issues
im getting no bugs as of 1.17.1
There are some problems, all the new 1.17 blocks are not considered during the rendering this makes light leaking through these blocks and they are also not reflected on surfaces and water
When I use any option, there are long shadows that follow me wherever I go, and the light during the day, and mostly during the light will never settle in, every time I move every block changes light, and it never looks right, what am I doing wrong?
make sure shadows are set to 1 (below rendering)
Are you interested in problems with the OptiFine 1.17 beta 3?
noticed with touches the flames are not on the touch ends, great looking shader pack tho
Black square boxes keep popping up on the screen, is this a bug? How to fix it?
F3 + R Should fix it, as stated in the "BLACK REFLECTIONS BUG WORKAROUND"
can my 1650 super run this shader?
the shaders run fine but the only problem is reflections looks distorted like water ect. running rx 6700xt
for 1.17 the shaders are really laggy. Is this just a glitch in the new version?
I think it's because Minecraft is now running on OpenGL render engine, which is a bit more intensive on the GPU but is more capable than the previous render engine Minecraft was using. (Someone correct me if I'm wrong, but I'm 95% sure this is correct)
crashes when i use the shader
same
What’s the difference between the test 2 and the test 2.1?
hello, love the work your doing but i was just wondering how to get parallax like in the post picture above? i cant seem to get any parallax at all.. thanks for the help!
Is it normal that the End doesn't have any lighting and the overworld's sky and clouds ?
Hey so this is a later question, but I noticed that there is a strange issue where the metallic blocks (i.e. iron blocks and gold blocks) Are not reflecting, and the lava is not casting as much light as I think it should. Are there any possible solutions to this problem? Thank you!
oh alright. Thank you. I knew about the resource packs I just didn't know that these shaders didn't naturally have it. Thanks for clarifying!
What texture Resolution do I do?
What is your resource pack?
Is it normal for this to be running at 9fps with an rtx 3060?
yes
Hi. Inexperienced player here. So I have NO idea what most of this means.... But is this compatible with the mobile Minecraft game?
no
Is there plans to add tree leaves movement?
Moi ca ne marche pas
anyone else have where end rods wont disperse light when within roughly 72 blocks of them? when I am outside that radius it will light properly.
You should really add cloud shadows next! Imagine how cool that would be... however, if it's too resource-intensive, maybe just make it off by default?
when i look to a specific scene that i have on my world, the glass reflection turns sand to grey leaves. (i hv screenshots)
pls help i dont get any reflections on iron gold or any thing exept glass help i have all the right setingsMinecraft 1.16.4 (older version compatibility may be present but is not guaranteed) OptiFine HD U G5 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!!!!!! add me on dc for helping me Trisse07 #5654 and i got a 3080 oc btw
I have an issue where the rain is black and the water is very pixelated with black dots until i go underwater how could i fix this?
I have an issue where the sky into streaks of red and blue during sunset. Latest NVidia driver, RTX 3090, and 8700K. Could be a setting I'm missing somewhere, but just wanted to toss that out there.
a little confused as to why I'm getting 30fps on a 3090 with 64gb ram and a 12-core Ryzen 9 3900XT. I'm a little confused as to what I may be doing wrong. Does anybody know why this is happening?
How much RAM is being given to Minecraft itself?
GTX 1660 seems to run this shader pretty smoothly at medium settings.
shit buttery smooth on 3060ti bru
is anyone having issues with fire luminance? after shooting a flame arrow and using a flint and steel on the ground, there's no light coming from the flames, and it's completely dark?
isnt dlss already a thing?
kills my gtx 560 ti with Minecraft at about minimum graphics doesn't need much ram tho, used at most 11gb
My 2070 only runs with 12 frames😂😂
yikes, this is killing my ram and I have 16 gigs...think its the resource pack...
^^
I noticed that it is a little noisy is there any way to decrease how blurry it is?
i dont think that makes sense im on a laptop with rtx 2070 and getinng 50 to 60
I'm playing on 2070 RTX max-q and I'm getting 5 fps. While I'm able to play gta 5 on max settings with redux mod with 50-60fps.
Is it normal to get between 30 and 60 fps on a 3070 with an i7 10700k and 32gb of ram?
I get about the same on an RTX 2080 ti, I9-9900k, 64GB ram
how do i install it?
google.com
Got a problem on every version of PTGI, all reflexion have a big amount of grain, looks like a tv without a signal. I have a i7 8700 and a radeon 6900XT nitro+ if u wanted too know
Everything looks blurry, is there a way to fix this?
Same for me. Destroyed my FPS too, but then I am running a really old GPU (GTX780) - don't have the money to upgrade, and can't find anything on the market now anyway.
tried both, 0 and 1.. changed brightness, gamma, sun brightness, tried all known combinations ... don't have any idea left, what does this bug cause! F3+R also didn't work at all ^^
I believe you have to use another version instead of 1.16
I have a bad lighting bug with last HRR 2.1, don't know how to solve this problem. Play with OptiFine_1.16.5_HD_U_G7 , forge-1.16.5-36.0.52, RTX 2060,32GB RAM (allocated 10GB for MC). MC graphic settings as recommended, shader settings as default. Bug: i can change between all ressource packs i use, it's all the same bug... if i don't move my charakter, everything is fine.... i can turn around by camera and crouch, no problems... BUT, when i begin to move in any direction, everything is overlighted: Top of water will get white and very shiny caves are getting overblended, so it's like at daylight, without torches or any other light sources.... if i stop moving, light fades out and everthing gets normal darker, with correct shadows, also caves are nightdark, how it should be. So everytime you move, you get a flashbang feeling ^^ hope you can understand my problem.... btw: POM/PBR works fine!!
do you shadows on 1
When ur 3090 can barely run minecraft :(
I tried using the 2.1 test and none of my light sources are working from, fire, torches, and my nether is completely x-rayed... just me?
What version of Minecraft.
Minecraft 1.12.2, I'm curious wheater or not it's a part of the shader but there seems to be a blue glow against everything. The only light sources in the room are glowstone. Thank you
Getting some, err, interesting lightsaber looking effects around my character. bright blue and green bars that swivel around me...
hey the gaem does not work at all with my setup!?(5900x and 6800xt) please fix or just make it run somehow cause they game worked on my rx 580 no problem but doesnt on my 6800xt
sorry i got it to work by starting world in small windowed mode and then set back to full screen again it run really well on my card big upgrade from 2070 thanks for awsome work!
Any tips for performance? 1660 super, 3700x, 16gb. But running only 20fps
Here's mine lol: https://youtu.be/ivCRq091f88
So big question here, first of all this is amazing, and alot of really beautiful aesthetics! GGs and thank you for your work, but I have 2 "issues/problems" I'm sure alot of us, myself included, use the nether roof for transportation especailly on SMP servers, but I cannot for the life of me figure out a way to see ontop of the roof without changing settings everytime i go up there which then over exposes everything in nether proper or overworld. Please advise. Secondly is there going to be work done to the end ? Its just bright and cloudly like an overworld sky and odd feel/vibe to the end we're used to. Thanks for any input
Eventually then end will be worked on. Remember it’s in Alpha and nowhere near being finished
Does anyone know a for sure way to get rid of the 'disco lights'? The secondary GI samples doesn't seem to do anything. I'm not even sure I'm talking about the same thing. Random RGB lights turning on and off slowly around the environment.
so i have a bug with SEUS PTGI HRR 2.1 and 2, when disabling "force wet when raining" the whole world turns black, even when it isn't raining, might wanna look into that
I hope he's not just gone and cashing in.
What makes you believe that?
hi, I went into an issue with this shaders pack and armor, the armor that I wear is normal but any of my skin showing is all blacked out
Hey, So I've tried both the Test 2 and the Test 2.1 and ran into a huge lighting issue, everything is fine until I start moving! It seems as though their may be a slight issue with the reflective blocks... Every time I start moving everything gets way brighter, is this an issue on your end? or am I doing something wrong? please let me know! Thank you!
Can anyone help me install this shader, ive never isntalled one and im struggling alot
not sure if you found out how but I have found a youtube video that shows how to do it easily
Could you make it so end rods and lanterns produce light like base game?
Version 1.7.10 can't use the new light and shadow package, can you solve it?
I have a question, I can't put depth to the realistic tenxures with the sahder and if I can, how do I do it?
it doesn't work or someone can help me pls
Torches aren't lighting anything. Tried different versions of OptiFine and it crashed. Only works with G5. :(
está a me dar errl do GL de um hora para a outra e nao consigo ver nada só desligado o shaders
im getting a totally glitched screen. cant even see anything except a bunch of different textures completely covering the screen
WOW
Yea comes to find the clouds are 2d -_- literally even his renderer says 2d cloud render space and is easily verifiable ingame of going up to 1k blocks and going higher and it going flat and I mean COMPLETE flat 1px depth.
Good day. I wish to report that this appears to have a bug, in that it treats the nether the same way as the overworld in terms of light. As such, although the nether should never be fully dark, the shader makes it so if you don't have a light source. It's not an issue with SEUS Renewed.
hy there i just use this shader for the first time ans im asking : 1- is there a way to fix sky in the end realm ? because for now its look like the normal worl with bright sun and blue sky instead of the very dark one... 2- is there a way to activate real 3d volumetric clouds like older releases and choose theyre altitude ?
OK, I got it working, I had to start with the first HRR, then enable HRR 2, then go to HRR 2.1
It keeps crashing every time I enable the shaders.
mine looks like its just plane
whenever i try to uise the shader it just makes everything blurry and bad like the dof is super close how can i fix this
still need a brightness setting, can't see anyting at night Also it makes light way to yellow
is there an easy way for me to make portals emit purple light...like editing a file or two inside of the shader pack? Also, is there any world in which you would be able to implement native RTX or is this hidden deep in some sort of cozy licensing deal between microsoft/directx and nvidia?
No. For two reasons. RTX works with NVIDIA Optix, Vulkan, and DX 12. Minecraft Java uses an older version of OpenGL. Implementing NVIDIA's RTX libraries into a games rendering pipeline requires access to more of a game than modders typically have access to. It's a situation where you would need access to the games source to make these kinds of engine level adjustments.
why is mine all black and weird
Does anyone have any recommendations for downloading vanillaccurate? For some reason I can't seems to download it
so today i had to try out your shader pack its fantastic i cant deny that but i was let down when i put armour on my horse and it didnt have the same effect as my diamond armour is they ant news on if your gunna work on that in the future thank you
Hey, just curious if this is a me problem, but... I seem to be locked at 30 fps. No matter what. I've tried adding javaw.exe into my Nvidia contol panel settings and setting max frame rate to 90 fps, but no matter what I do I seem to be capped at 30. I'm fairly certain it's not a hardware issue either, as it seems to remain at 30 without much fluctuation at all.
Hi, I have been using the latest SEUS PTGI HRR Test 2.1 and I get these green lines that look like northern lights only at night. I lessen my render distance and they shrink or disappear. I thought it might have been a mod but it wasn't. I disabled the shader and it stopped, definitely the shader. Have you heard of this before? Do I not have enough RAM? It may happen in a certain biome but it definitely only happens at night. Otherwise, it works great and looks awesome. I have 16gb RAM and it runs fine and looks fine in the daytime but just at night randomly the lines appear. Again, it seemed lessening the render distance helped. My render distance was 16 and I had no issues until randomly the green wavy lines appear in the sky at night.
When do you think we will see some work in the end?
I use the same resourcepack as in the picture above but I can't get the same result as it shows. No matter what settings I use, it just doesn't look like the picture.
Maybe Cody was playing in 4K but you're playing at 1080p?
end rods and almost all mod lights won't lit (in a certain radius)
same. only in 2.1
how do i fix shader error invalid program shadow
sea pickles dont create light with the shader.
Getting a shader error with "shadows" as well as an OpenGL error The documentation page does not exist so I have no way of reporting it
I think i had the same issue on my laptop. The game AND Java were both running off integrated graphics. You need to make sure they are running on the discrete gpu. Hopefully that is your problem.
I've a bug, when you move the light change, it's like the sky light go thru anything You can try it at the surface with some distant water lake or in a caves, day or night time Tried many settings without any improvements Minecraft 1.16.5, OptiFine 1.16.5 HD U G6, SEUS PTGI 2.1 EDIT : Caused by Immersive Portals 0.14
I was troubled by a very weird situation that the ground is half lighted and half dark...
I find the HRR one worse than the ptgi 12, the HRR resolution is just broken, everything looks blurry and the fps doesn't even beat the ptgi 12. Before you ask, yes all my settings are fine and my specs are I9-9900k, 32Gb Ram DDR4 300mhz, RTX 2070 super
I've noticed that some light sources are still not supported such as primary sources like end rods, beacons, and conduits, and ambient sources like ender chests, end portals/gateways, end portal frames, and mushrooms. Despite these not showing in block form, they are recognized by the engine as light blocks when held in your hand. I have to say though, the ominous blue hue that the soul blocks emit is a really nice touch!
I was just about to mention end rods not lighting up, half my house is decorated them so it was a very noticeable difference when i downloaded the pack and had to put lanterns to retain the previous light levels. Despite that, still a wonderful pack, running Ryzen 3950 and 2080 Ti at the moment.
So it does not work in the end at all? Also I have an i9 10th gen 32 gb ram and 3060 ti and fps is low around 40 sometimes i owuld prefer like 90 - 100 is this normal? can someone maybe say there settings?
I'm currently running with an I7-9700K, 32GB RAM, RTX 2070S. My settings are, Antialiasing FXAA 2x, and everything else is default. While the environments I've tested vary some in complexity and depth, I've gotten between 80-110 FPS. I can also confirm, shaders continue to show sky effects regardless of dimension.
I think there are some issues with particles. I noticed on r/Optifine they also noticed that when it rains, you can see the water reflecting on the blocks but no rain particles are visible. Also, I'm not sure if it's related to this issue but these water reflections happen even in the snow biomes, something that doesn't happen with other shader packs.
Did tests with my RTX 2060 on this for 2.0 and 2.1 but I am stuck at 15 fps.. While I saw on test videos people get 90? What the hell went wrong?
hmm, im on a GTX 1660 and my fps is at 40 normally, thats weird
Also, there's a glitch where after removing a light source, there is some residual light still shining. The light fades after a while, but it can be really distracting when you're doing something during the night.
There's a glitch where Lightning appears black. I don't know if that's a problem on my end or what. If it's just a simple graphics setting that I need to change, let me know. Thanks!
End Rods and Soul torches don't emit any light. There might be other things but that is all i have seen
Torches don't seem to work for me...
So, there is there no emissive stuff for mobs eyes and other glowie bits yet? or am I doing something wrong?
Beacons doesnt light but it is amazing
Amazing shader! :) Can this run on Mac as well?
how and where do I get those textures on the pictures?
Look up HARDTOPnet on patreon. he has a few different packs, this being one of them
what does hhr mean?
HRR is Half Resolution Rendering which means you get better frames per second with just a little less inage quality. It helps a lot.
Okay I have the resource pack you have and i've downloaded the shaders you made but my things dont look like that even after doing F3+R.. I confused pls help.
Me looking at the insane FPS number: Holy Jesus! What is that? What the fuck it that?
The performance is amazing!
Is there a fully reflective block?>
to get that you'll need a resource pack that has textures for that, they will work in this shaders
oh also, I'm not sure if this was mentioned already or if its something weird on my end, but occasionally when I look at the sky, these pinkish purple lines flicker across it. I thought at first it was my resource pack, but it seems to still happen without it.
I don't even care that stuff looks fuzzy when it moves, all I care about is the soul fire, look at that blue, A+
At the moment, screen space reflections look pitch black when looking directly at them. Only looking from an angle actually gives the correct lighting in the reflection.
Hi, I am working on a POM Resource Pack for BDCraft 1.16 and I noticed that there isn't any way to adjust the POM depth in the options, would it be possible to add any, if you're not too busy of course.
for some reason rain or snow doesent work, as in, no drops/flakes seen, is this not implemented yet?
not yet.
Hello, I have been using this shader pack with Hodilton's Realistic Resource Pack and I am having an issue with the water. It appears incredibly grainy/static-y. I do not have the issue with other shaders like Continuum, I have messed with just about every shader setting possible including water parallax but cannot seem to find a solution. I did not seem to have this issue with my laptop which had a GTX 1050 as opposed to my current 6800 XT. Every other thing seems to be perfect, I am wondering if there is something with my card I need to adjust, or if this is just a current issue with non Nvidia cards. (This also applies for SUES Test 2.0, 12, 11. Also for the SEUS test 2.1 and 2.0 the sand looks incredibly rough)
hey so ive been having problems with this, everything around me except where i spawned turned red
It have issues with working on mods if use it and also have issues new previous optilfine on the version by 1.16.4
Is there any plans to tweak the atmospherics in the nether? it looks a bit jarring there right now.
Wow! This is amazing. The ghosting on mobs is tolerable and my computer runs it great. Please continue working on this version, I know I'll be using it for the foreseeable future. on an Nvidia 1660 btw.
Uhmm will there like blowing grass and leaves?
Hey! Love the build, and wish you luck on development. Long time SEUS fan. Just wondering if there will ever be a "Paralax depth" feature with the new PTGI paralax functionality. I have a texture pack that only seems to look right when I use .5 paralax death on on SEUS Renewed. Really happy to be able to run awesome path traced java minecraft thanks to your work!
Hey guys ! It looks amazing but i just have a few problems with it so far ! First of, my game crashes when it starts to rain, and second, at night I sometimes have really bright lights (looking kinda like northen lights) in my face, that moves when I look around, does anyone else have theses bugs and did anyone tried fixing them ?
try tweeking the anti-aliasing settings
The clouds are heavily artifacting. The vertical parts of the blocky clouds flicker between black and white repeatedly. Stock settings, no resource packs loaded. Also, disabling blocky clouds in the settings will not remove them.
Lighting blocks dont actually light the environment for me, they just look bright but if theyre in a room the room is still dark? Help!
I just have a black screen... Set the settings and everything, 1.16.4, Optifine G5. I have a RTX 2070 laptop EDIT: I'm an idiot, I was in a hole in the ground
All i see is a bunch of the block images on my screen and the chat fills up immediately with this: "[Shaders] Error: Invalid program" and then a bunch of things like "composite15" "gbuffers_water" and "final". What do i do? I'm starting to get worried i bought this for nothing.. lmao
Mine looks weird the textures are broken
its a test
1282 (Invalid operatino) error:inavlid progran "shadow"
I did notice some improvements in performance, but everything seemed kind of blurry and out of focus, which ended up making my eyes hurt.
Turn shadow resolution to 1X in the shaders tab
Hi, I got the shader pack now but this is what I see in game, is it because I am using a resource pack? I am using patrix's resource pack which claims to work with this shader pack. Anyways... here is what mine looks like. https://youtu.be/ZHa-dQNe82g Thanks in advance. Also I'm new to all this shader stuff so I apologize if I am a bit dumb. Thanks for your hard work!
hey man, not sure if youve solved this or not, but that comes down to your shadow size option under video-shaders (right side of screen) this should be set to 1
well actually what resource pack i need to make all the reflections work correctly
any PBR enabled pack
im so confused, can someone link me to the actual PTGI download so i dont need to go through trying to figure out which is the correct one?
this is a ptgi download? what do you mean
it looks amazing. a few issues I did find though were that there was really no night sky. just an empty void above so it was quite unsettling. another thing is that the end dimension skybox had the overworld skybox. that was a bit jarring and unexpected, but understandable given that the shader is still in development. keep up the good work!
Do RTX cards still have issues rendering this? Im not sure if im alone in this but it seems they dont agree with rendering any global illuminating things like torches or blocks that light up haha. all good though, i know its a work in progress
I don't think RTX cards ever had issues rendering the shaderpack? I'm using an RTX 3070 and I'm not having any issues, everything seems to work fine.
Which version of PTGI did i pay for... i wanna download the right one that i paid for
All of them, you paid for access to all of them.
Any way to make chest render correctly? there transparentish
Any tricks to fixing End Rods not emitting light? That aside, the pack looks absolutely incredible paired with the PBR Textures
I dont know if it's intentional or not, but everything that is a few blocks away or more looks blurry. The resolution looks lower for anything at least a few blocks away.
That's one of the downsides of rendering at a lower resolution and then upscaling, objects further away have less detail than objects close to you, which makes them look blurry once upscaled
How can i fix the issue with the error message? When i click on the "This Page" it said "page not found"
Ay which one has the fog?
For me even if it's running on 60FPS it looks like a dropping framerate. Is there any setting to improve that somehow?
Note that Frames-Per-Second alone does not indicate frame time. When frame time varies between each frame, even 144fps can look incredibly choppy.
Some general first-look PTGI feedback... i know it's in early development and you probably want to focus on foundational stuff, so... take it or leave it :) - I love the lighting! Torchlight & sunlight both, it looks wonderful. Especially breathtaking was going to max height and looking at the water shallows, my goodness - Water is nice but maybe too invisible? In real life, yeah, water is clear, but... you always know it's there, due to reflections & refraction. I could imagine this being improved with reflections. On the other hand, I can't say I prefer water so blue as in Renewed and I do like the subtle blue depth tint in 2.1 - A quick look at the Nether left me quite enthralled with the red/blue ambience - I miss the way light moved through slime blocks, water blocks, and both combined in SEUS renewed -- I use slime as a mood lighting filter. - curious about alternatives to Optifine, e.g. what it would take to have SEUS on fabric / canvas / etc. OF is great but as far as I can tell it's fairly closed source - probably known bugs: - reflections sometimes are just a blurry circle - i have a *very* long delay in light transitions, in a structure with lots of redstone lamps / glass / water /slime blocks -- i.e. when i switch off the lamps, it takes ~10 seconds to get dark. I did try changing some raytracing settings. - no visual effect for enchanted items PS, i'll mention a tool that is a huge help to my coding... TouchCursor, a configurable keyboard function layer, activated via spacebar or any other key, kinda like Vim shortcuts (it's for windows... otherwise google 'SpaceFn')
Nether seems too dark for me, i wish there could be a setting to increase ambient lightning in the nether same goes for overworld and the end world so i don't need to disable shaders when playing in night time or in dark places
These shaders look amazing, there is just one thing that I dislike: In dimly lit areas it is impossible to see anything. Ideally I want to still be able to see decently well in areas without a lot of light.
I'm noticing that the complexity of the environment dramatically impacts whether HRR Test 2.1 is faster than E12. For me, HRR Test 2.1 runs much faster (like 60% to 70% faster) normally, but when I tested the two shaders in the dense city-center of Greenfield, they both performed at equal frame rates. Is HRR supposed to be increasing frame rates compared to E12 in complex environments as well as simple ones? Anyway, keep up the good work, these shaders are incredible regardless of how they perform.
The glowing ores setting doesn't seem to work in this version but otherwise the lighting is much sharper and is overall more detailed, so good job! If you think you have time apart from fixing all the complex bugs and making this one of the best shaders out there, could you make it an option to make all of the ores glow? it's a setting I really enjoy, especially since I spend a lot of time mining, and it really seems to give a lot more life to the caves. Good luck with your work going into PTGI E13!
are there any settings that can make it so when things like mobs move they dont look so blurry? on a 1660ti btw
For my part, I have a difference between the PTGI HRR and PTGI HRR 2.1, the image is still a little more blurry with the PTGI HRR 2.1 for the same configuration as all the PTGIs that I used before. the addition of a more spectacular Bloom gives me great pleasure but not really using a resource pack, I went from 70 fps with the PTGI HRR to 59 fps with the PTGI HRR 2.1 for an image quality not a may more bland but still fun to play. I would have thought for this PTGI that the performance would have increased a little bit more but I totally understand that you are putting effort into this Sonic Ether project. and I totally support your work. I look forward to PTGI E13
2.1 works so much better in any given way, thank you!
I noticed that weird color banding in the last one. This one looks much better.
had much Disco effect i had the setting on 4 that should fix this but still have this
Honestly I feel like, if at all possible, keeping this as a toggle button in the PTGI settings. It works alright, I used to get significant frames but I'm getting the same frames as I do using E12. Might just be my settings, though this does work great at the cost of quality. And though a handful of people don't agree, it should just be a toggle so those who want it can have it and those who don't, well, won't lol. I don't know much about making shaders so I don't know if this is possible but just food for thought, love your work man 👍
The complexity of the implementation of HRR combined with the limitations of OptiFine make this impractical. Though, you can increase your "Render Quality" setting above 1 to effectively cancel out the negative effects of HRR.
I have an RTX 2060 and I get 3 frames like I can literally run every game I own on the highest graphics idk whats wrong
Strange... Take a screenshot with the F3 overlay enabled and I'll take a look :)
I get a stable 70-80 fps on my rtx 3070 at 3440x1440 with a 512x texture pack. This hrr performs much better and looks much better on my gpu.
oh ok people are having the same problem as me, i use a 2080 ti and i lost half of my framerate so its not even playable anymore, i used to be able to get 60 a 1440p with everything maxed out but now i can get 30, big sad im going back to sildurs vibrant shaders
Weird my rtx 3070 gets 70-80 at 3440x1440 which is higher. Rtx 3070 normally performs the same as rtx 2080 ti. Which cpu
My frame rate took a severe hit since the last HRR test. It's about on par with E12 performance. (Running on a 2080)
Strange, perhaps the new POM is to blame? What resource pack are you using? How does performance compare when you disable POM?
frames got lower used to get around 70 - 80 now i get 64 - 40
some shadows are completely black is there a fix for this?
I'm getting an OpenGL Error 1282 (Invalid Operation), anyone know why? AMD Ryzen 7 2700X @ 4150 Mhz, 16GB Ram @ 3200 Mhz, AMD RX 5700 XT on a Mag B550M MB
I'm getting a ton of weird shadows from Botania blocks. It's screwing up everything within render distance. I'm seeing "OpenGL Error: 1282 (Invalid operation". I would report more details but the link in your post to https://sonicether.com/seus-documentation/ seems to be a dead link.
I'm getting some really weird contrast and black shadows with a lot of banding during night. I don't seem to have any issues during the day, have I missed some settings?
I found that changing the tonemap from the default fixes this.
How do I cancel my membership. I am unable to get in contact with the creator. Can someone please help me?
Select the icon in the top right, manage memberships, then in that menu you can edit it.
WOOHOO!!!
Pogg, in fact, Im planning on selling my 2080s for a 3090 so I (hopefully) get more fps out of ptgi, since mc only takes advantage of one card
Awesome job! I just got short feedback - when playing with optifine for 1.16.4 MC I got issue while using tools like pickaxe, whole screen goes white, all I can see is just break lines of a block, but those lines are stretched to fullscreen, not on a block.
Woooo!! So keen.
I love the hrr feature, without it I can't use ptgi in a playable manner. With it its a bit more blurry, but it at least gives me a playable ray tracing experience
Great work!
This update was really good. I appreciate all the effort you're putting into HRR because it improves my fps by around 11% on average compared to PTGI e12 !!! A few things that I'd like to point out is that right before dawn and/or dusk, everything on the screen goes almost completely black and it makes it very difficult to see for about half a minute. Another thing I noticed is that the fire that appears when enemies are on fire, doesn't really look like fire. Other than that, I'm very pleased with what I've seen so far and I hope you can continue to bring this to a new level. Thank you !
That's just amazing! I can't tell you enough how much I'm excited to see my beloved pack with POM on PTGI, that's something I've been long hoping for. Thanks so much, good job Cody!
So cool! I love the improvements! Really enjoy this feature too!
