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Creative Update
Hey, all! So, here's what's been going on in my world creatively! I've been working on a rewrite of SEUS PTGI, and have been experimenting with some new approaches to ray tracing. SEUS PTGI has been in need of a rewrite for a few years, and I'm redesigning it from the ground up. Some of the new ray
Aug 5, 2022 0 6
Dev News
Hey all! Sorry it's been a while! Here's what's going on with the development of SEUS PTGI. I've been putting most of my development effort into getting E13's tech ready for a first release. It's been much more challenging than I thought it would be as I've gotten closer to finishing. Then, OptiFine
Apr 7, 2021 0
Dev News
Hey all! Since it's been a while since you heard from me, I wanted to let you know how things are going. Though I'm always working on SEUS, progress with actual results tend come sporadically, and as SEUS PTGI gets more advanced, each update becomes more difficult to achieve. Though I said I felt re
Nov 2, 2020 0
Dev News
Hey all! Sorry it's been a while again, here's what's been going on. Since the last dev news post, I've been working on another potentially huge feature for PTGI E13. Performance is one of my highest priorities with SEUS PTGI, and I always try every little idea that comes to me that could promise pe
Jun 4, 2020 0
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 fe
Apr 3, 2020 0 1
SEUS PTGI E13 Dev News
Hey, all! Here's what's going on with the development of SEUS PTGI E13. The focus of this update is compatibility and robustness. I've talked before about some ideas I've had about making PTGI work well with mods and custom block models, and none of those ideas were all that great. However, I think
Feb 20, 2020 0
SEUS PTGI E11 Dev News
Hello again! Here's what's going on with the development of SEUS PTGI E11! A lot of research has gone into this update, and there are still some things being worked out that will hopefully arrive in E12. The adaptive temporal GI filter (for instant lighting changes) is still being worked on, for exa
Nov 8, 2019 0 7
SEUS PTGI E10 Dev News
Hey, everyone! Here's what's going on with the development of SEUS PTGI E10! So, what you see above is a preview of some tech that I've been working on, regarding the GI denoising filter. In order to get more effective samples per pixel, I have designed a filter that, like most other denoising filte
Sep 25, 2019 0 1
SEUS PTGI E9 Dev News 2
Hey everyone, sorry it's been a while since the last news post or update! Here's what's been going on. So, I bought an AMD Radeon RX 580 GPU a few weeks ago and have been working on AMD GPU compatibility for SEUS PTGI E9. I was quite disappointed with the performance on this card, though, and after
Aug 8, 2019 0 1
SEUS PTGI E9 Dev News
Hey, all! Here's what's going on with the development of SEUS PTGI E9. Something I've talked about for a long time is the issue of ray/path tracing against blocks that aren't shaped like a full cube. Lots of other issues have taken importance before this, but now it's finally time to address it! I'v
Jul 16, 2019 0 3
SEUS PTGI E8 Dev News
Hey, everyone! As you have surely noticed, SEUS PTGI has thus far been hideous in underwater scenes. I figured it's quite time to change that (especially now that Minecraft 1.13 compatibility is here), so this is mostly what I've been focusing on for E8 In the past, I've just relied on a thick appli
Jun 19, 2019 0 13
SEUS PTGI E7 Dev News
Hey, all! Here's what's been going on with the development of SEUS PTGI E7. The focus for E7 is bug fixes and optimizations. SEUS PTGI has been long overdue for a deep cleaning. It's built on top of an old beta version of SEUS Renewed, and I've been so focused on adding and improving features that I
May 7, 2019 0
SEUS PTGI E6 Dev News
Whew, sorry it's been so long, everyone! I feel like E6 has been perpetually in a state of "it'll be done tomorrow" for weeks. So, what's the struggle all about? I decided to redesign the GI filter. The design I've been using works well when all sources of light are around the same intensity, but it
Mar 20, 2019 0 1
SEUS PTGI Development Update: Sunlight and Infinite Bounces!
EDIT: SEUS PTGI E3 is out now! https://www.patreon.com/posts/22415508 Exciting news about SEUS PTGI! So, first of all, I've gotten sunlight with proper GI contribution working with path traced GI! I also was able to optimize the inner path tracing code, so optimized path tracing + sunlight contribut
Oct 28, 2018 0 7
Path-Traced GI Showcase Video!
Just wanted to post the video here, in case you guys missed it. I put together a quick video showcasing the new path-traced global illumination. An experimental version of SEUS with this tech will be released soon! SEUS: Path-Traced Global Illumination Showcase (YouTube)
Feb 21, 2018 0 1
Dev News: Path Tracing Experiments!
Dec 27, 2017 0

