
PLEASE READ AND ADHERE TO THE USAGE REQUIREMENTS BELOW BEFORE REPORTING ISSUES!!!!
UPDATE (OCT 6): A compile error that occurs when disabling Atmospheric Godrays has been fixed. Re-download to get the fixed version!
So, I talked about an improvement for the GI denoising filter I've been working on for this update in this post recently. I tried really hard to get it ready for this update (which is why this release is coming a little later than usual), but it's just not there quite yet; it still has performance and visual issues. I'll keep working at it!
Other than this new feature which I couldn't include yet, I've mostly been working on bugfixes and performance improvements for this update. Performance has overall improved since E9, even with a few newly added features!
Also, after further investigation about whether to use instancing rather than geometry shaders to achieve voxelization, for now it seems that instancing isn't overall worth it. Only a small minority of users with atypical hardware combination saw a significant increase in performance vs geometry shaders. Also, instancing is much more fragile and can cause very broken lighting when using resource packs with custom block models (which is still not recommended yet), which isn't fun. Overall, it doesn't seem worth it for the added work of essentially managing two different versions of SEUS PTGI. So, this version just goes back to the old way of doing it before E9: geometry shaders.
Here's the changelog:
- New reflection denoising filter, now shows reflection elongation at grazing angles and shows less flickering at near contact points
- Fixed issue where ray traced reflections weren't as bright as they should be
- Sunlight tinted by stained glass now bounces the correct color in GI
- Added Atmospheric Godrays (can be disabled in Lighting & Shadows Options > Atmospheric Godrays). Godrays are also tinted by stained glass
- Actually for real fixed the black sky underwater bug
- Fixed rain splash effect showing on water in caves
- Fixed water refraction artifacts on edges of objects in front of water
- Fixed bug causing wrong reflection coloring, was mostly visible on water
- Lots of small optimizations, leading to an overall performance increase vs E9, even with new features
- Fixed jittering appearance of screen-space reflections on water
- Changes to sky, much more natural horizon colors
- Screen-space shadows on grass adjusted to prevent weird noisy light leaking
- Sunlight shadow artifacts reduced, incorrect self-shadowing "banding" reduced at near noon times, less shadow "peter panning"
- Reduced artifacts at edges of water in shadow/caustics
- Furnaces now emit GI, only from their lit side
- Added "Utility" options section
- Added Utility > Visualize Dangerous Light Level for helping determine where mobs may spawn in survival gameplay (highlights areas with a block light level of 7 or less)
- Added grass path and farmland tracing to "Geometry Raytrace Quality" 1 and up, and they no longer fail to be voxelized and traced at "Geometry Raytrace Quality" 0
- Added Raytracing Options > GI Leaf Transparency option. Allows for leaves to partially allow indirect light through them instead of fully blocking light. Enabled by default. Causes a slight decrease in performance, you may turn it off if you wish.
- Added Raytracing Options > Glowing Emerald Block option. Enabled by default.
- Tweaked sunlight colors, sunlight should be a little more realistically golden during sunrise/sunset
- Fixed average exposure calculation not sampling from the center of the screen, causing lopsided exposure adjustment
PLEASE READ THE FOLLOWING REQUIREMENTS FOR USING THIS SHADER PACK!
- Minecraft 1.14.4 (older version compatibility isn’t possible until new OptiFine features are ported back)
- 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 some 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!