[Download] SEUS PTGI HRR Test
Added 2020-08-07 12:46:54 +0000 UTCSo, 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
最下方有个tag"SEUS PTGI HRR Test.zip"点这里。
可弟玖绪
2022-03-31 02:11:26 +0000 UTC看不懂啊怎么下载光影
川崎
2022-02-26 04:36:36 +0000 UTCYes! Check out the Patrix resource pack which is made for PTGI. Literally looks insane lol
2021-09-10 00:58:45 +0000 UTCis there any resource pack to go along with this?
2021-06-06 23:57:26 +0000 UTCisnt dlss already there? why hrr?
Stjepan Mazalovic
2021-04-26 14:24:04 +0000 UTCbuttery smooth on my 3070 with around 120fps! insane!
Matthias Olsen
2021-03-04 15:55:50 +0000 UTCSAME
GameRundown
2021-02-11 00:49:30 +0000 UTCYou 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
Chad Hake
2021-01-19 02:52:31 +0000 UTCmaybe read the post?
Logan
2021-01-05 21:49:02 +0000 UTCif we are getting compile 7 is there nothing we can do besides just wait for a patch
Michael
2020-12-16 15:50:40 +0000 UTCI'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.
RC
2020-12-16 03:57:45 +0000 UTC108TI 4k and 1080 3/4 FPS, free renewed is running much better
Jason Brooks
2020-12-13 12:41:12 +0000 UTChow do you cancel the membership
Christopher Georgiou
2020-12-12 23:36:49 +0000 UTCRTX 3070 3700x memory32gb avg 41fps min 31fps mix 51fps
Ze Fu
2020-12-12 12:38:31 +0000 UTCI 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
Omega Lord
2020-12-12 02:11:44 +0000 UTCup 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
Who439
2020-12-09 00:40:39 +0000 UTCThat's nice for that card
Dzwonek 2007
2020-12-08 21:23:38 +0000 UTCLOVE 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.
Reynold Mosley
2020-12-08 17:49:19 +0000 UTCi can average 60 at the highest settings at 4k on my 2080 ti, but in my village on my survival world its like 50-55, perfectly fine though
PenguinoPlays304 TV-PG13
2020-12-07 23:12:02 +0000 UTCim pretty sure this is made for 1.14 so we need to wait, its annoying i know
PenguinoPlays304 TV-PG13
2020-12-07 23:09:04 +0000 UTCit can but the shroomlights are glitched and dont light up
PenguinoPlays304 TV-PG13
2020-12-07 23:04:17 +0000 UTCI get average 58 FPS in a default world 1.15.2 without a texture pack - 1660Super
KaiNoobly
2020-12-06 14:26:43 +0000 UTCIn my eyes, this isn't as much of a failure as you say it is. I went from 38 FPS with E12 to 69(Nice) Average with this on a 1080ti. Sure it's not what you anticipated, but it's a step in the right direction nonetheless. I think you could have something here, even if it takes a bit longer than anticipated.
2020-12-06 05:53:04 +0000 UTCidk why? but immediately after i downloaded your shader, my resource pack got deleted. Can you help me fix this?
Simon Ryen Dirfeldt
2020-12-03 20:42:48 +0000 UTCcan i run this on 16.4?
Vauge Hairston
2020-12-03 17:47:21 +0000 UTCIm having trouble getting your shader to show up in Minecraft. Im using optifine for 14.4 I'm not sure what else to do
Ben Gillispie
2020-12-01 23:34:09 +0000 UTCdramatically improves fps!
Alex
2020-12-01 04:48:04 +0000 UTCme to on the RX 5500 XT
Sasski_
2020-11-29 21:23:03 +0000 UTCI hope something can be figured out for AMD cards soon. It just black screens for me with an RX5700.
Steven Waggoner
2020-11-29 20:00:00 +0000 UTCWent from 31fps to a smooth 60+ fps!
Edwin Reyes
2020-11-29 02:40:02 +0000 UTCThis does not seem to work properly with AMD cards, at least on Linux. SEUS PTGI E12 does though!
Derrick Greenspan
2020-11-28 21:34:24 +0000 UTCIt runs well without any texture pack, getting 50-60 fps
Diamond Playz
2020-11-25 05:18:09 +0000 UTChow well would this run with a GTX 1660 super and a ryzen 5 3600?
SpiritusKitsune
2020-11-25 01:15:03 +0000 UTCWhat's the word on support for 1.12? i'd love to use this on my current modpack but its a 1.12 ^^;
Nuno Pissarreira
2020-11-24 18:46:27 +0000 UTCthe soul lantern and soul torch and end rods do not appear to give off light in this as well
Xan likes
2020-11-24 05:46:30 +0000 UTCI don't know, i have the same problem. anyone can help?
Leonardo
2020-11-23 14:17:34 +0000 UTCwhat should I do if it says Invalid Program 'Composite7'
Borys Wisniewski
2020-11-20 21:36:41 +0000 UTCthats the same problem i'm having
Skep
2020-11-14 01:25:20 +0000 UTCTHIS IS THE BEST SHADERS FOR MINECRAFT I HAVE 80 FPS ON IT ITS BEAUTIFULL. WAYYY BETTER THEN NORMAL PTGI. PLS CONTINUE THIS PROJECT.
Dzwonek 2007
2020-11-13 19:57:03 +0000 UTCdoethis work in 1.16
RocketDragon500
2020-11-09 16:14:50 +0000 UTCDON'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!
Jonathan Selnes
2020-11-09 11:59:42 +0000 UTCSo Far PTGI HRR Has worked wonderfully for me I am very impressed with your work.
Xero
2020-11-07 03:34:09 +0000 UTCThe fps is much higher in this version than the e12 im currently running on a 1060.
Knavenator
2020-11-01 20:18:13 +0000 UTCI'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
Callie D
2020-11-01 19:32:34 +0000 UTCis it normal that things in movement like cows leave a ghost behind them? they are blurry.
Nykvoes
2020-11-01 16:48:54 +0000 UTCThe reflections seem to ignore a few blocks on occasion. This becomes obvious when entering a build that's underground, meaning that you can see through the walls and view nearby cave systems. Also stained glass panes are just solid colors when they're put into item frames. Plus, on top of the 1.16 light sources... not lighting, End Rods have the same problem. On the plus side, FPS is definitely better while using this over the previous E12.
GamerOC
2020-11-01 01:23:34 +0000 UTCGlass reflections aren't compatible with sky shaders. And 1.16.3 lighting (soul lanterns etc) and beacon beams do not emit light.
James Anthony
2020-10-31 15:34:59 +0000 UTCthis 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.
Bol Sadguy
2020-10-31 14:56:54 +0000 UTCthis is fantastic but im getting ghosting on moving objects is there a fix for this? non rtx nvidia gpu
cory pedersen
2020-10-30 23:27:00 +0000 UTCI have found that when I use replaymod to take screenshots with this shader active, the resulting screenshots are highly overexposed and not really usable. It works fine with other shaders.
OceanPhoenix
2020-10-30 12:04:56 +0000 UTCis it possible to fix shroomlight
BlackZ Cat
2020-10-29 08:50:30 +0000 UTC[Shaders] Error: Invalid program "composite7"
Miguel Silvino
2020-10-28 22:37:51 +0000 UTCshader error and black screen in RX 5700XT
Miguel Silvino
2020-10-28 22:36:50 +0000 UTCwow really increases frame rate, and I haven't experienced any issues, keep at it man
kaden verville
2020-10-28 20:53:27 +0000 UTC5,000 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.
Ian McAlindon
2020-10-27 04:47:11 +0000 UTCThis guy is making 50k every month for a release every 3 months. wtf
Darren B
2020-10-27 01:07:43 +0000 UTCAll 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.
Team Helia
2020-10-21 10:25:17 +0000 UTCI dont see my flame animation on torches and the smoke of campfire, why?
Kradle Til'Saiyan
2020-10-20 05:23:58 +0000 UTCWhen will be all light sources added? :C
Kryniowesegryderiusz
2020-10-19 18:44:16 +0000 UTCworks awesome. way better performance.
Austin
2020-10-18 02:22:59 +0000 UTCit works, but any light source that was added past 1.14.3 wont emit light.
Frank Simmons
2020-10-18 01:34:37 +0000 UTCDoes this work with 1.16.3?
Verklarte Nacht
2020-10-17 01:35:38 +0000 UTCSo 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!
Sami Nael
2020-10-16 17:53:58 +0000 UTCI found a problem, the afterimage is very serious when moving
文凱 余
2020-10-15 08:17:07 +0000 UTCHow 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
Tyler Jackson
2020-10-15 00:19:00 +0000 UTCHello! I am curious if anyone's gotten this pack to work with the technic launcher specifically test pack?
Dylan Trisciuzzi
2020-10-10 17:28:54 +0000 UTCHello, 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.
Christian Michael McKinnon-Olson
2020-10-05 20:29:16 +0000 UTCis this supposed to be like a DLSS but on budget?
Badri Isiani
2020-10-05 04:08:18 +0000 UTChey i keep having issues with invisible rain?
Ethan Diprose
2020-10-05 02:21:36 +0000 UTCMe too
Duck
2020-10-01 17:30:19 +0000 UTCIm having a problom with the shader light block are not emitting light
Red
2020-10-01 06:18:41 +0000 UTCHave to looked at the sodium mod replacement for optifine maybe as they implement shaders you could work with them to achieve your half resolution project?
Qdogathome
2020-09-28 23:00:08 +0000 UTCI 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.
Sanzu
2020-09-26 06:50:40 +0000 UTCThis is a step into the right direction. I have 1050ti and with this shader I am managing to get 30-40 fps in 1080p which is totally playable for me. Kudos my man
Powelus
2020-09-20 15:13:50 +0000 UTCSo 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.
Daniel F.
2020-09-20 13:58:02 +0000 UTCI'm geting composite7 error, please help me.
SG6
2020-09-20 11:40:35 +0000 UTCReally love this despite what you had said my game improved alot
Cringe
2020-09-19 14:35:21 +0000 UTCFirst 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.
Derek Gebhart
2020-09-18 16:02:11 +0000 UTCI am getting Invalid program errors. I am using an RTX 2070. The page you linked is 404ed now....
VanshingTacos
2020-09-17 03:48:11 +0000 UTCYou literally have official rtx support there lmao
xdlolxd
2020-09-14 07:21:17 +0000 UTCUnfortunately no, this shader is just a test and will most likely fix this bug soon.
Danny Mountjoy
2020-09-12 15:11:44 +0000 UTCI can concur with this and I am running a 2080 RTX.
Ryan Medina
2020-09-11 15:39:55 +0000 UTChow do i put it onto my mine craft
Remos Xizkv
2020-09-10 22:39:47 +0000 UTCI'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?
Lovino
2020-09-10 18:53:06 +0000 UTC[Here](https://www.patreon.com/file?h=40196477&i=6121958)
Brandon Dyer
2020-09-10 17:25:42 +0000 UTChow do i get the pack
Martin
2020-09-09 13:46:37 +0000 UTCsome amazing stuff man, cant wait for an update with soul flame light implementation. i'll keep supporting, keep doing your thing, my g.
2020-09-08 00:45:20 +0000 UTCA nice 50-60 fps boost, very impressive upscaling quality. Love it so far
Tommy Krambeck
2020-09-07 15:54:31 +0000 UTCi get a black screen
Joshua Banister
2020-09-05 17:29:21 +0000 UTCgreat performance improve! and acceptable blur
muzinicemoon
2020-09-05 03:20:32 +0000 UTCI followed the instructions completely and the view just seems very blurry no matter where I look, any help?
Strawbunny
2020-09-04 18:22:25 +0000 UTCDo you think you would ever make this compatible with the windows 10 Minecraft .
CaptianBadtouch
2020-09-04 04:47:12 +0000 UTCi played 1.12.2 and the reflection of glass was incorrect, how can i fix it?
whis
2020-09-03 15:59:33 +0000 UTChey 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
GamingTv
2020-09-03 03:48:03 +0000 UTCAre 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.
ichimo
2020-09-02 22:31:21 +0000 UTCMe 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.
Tomasz Dysinski
2020-09-02 19:25:03 +0000 UTCI went from ~50fps @ 1440p to about ~100fps .... 2080 RTX. Great work my man!
Ryan Medina
2020-09-01 22:54:25 +0000 UTCHi 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.
SolidID
2020-08-31 05:59:03 +0000 UTCDead ass?....I got the same card... im worried
Yegroid
2020-08-31 04:19:59 +0000 UTCI 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
That Jedi
2020-08-30 23:18:35 +0000 UTChuh im running at 19 fps with a 2070, is that normal?
pAsS tHe BoOf _L0w
2020-08-29 19:33:46 +0000 UTCI would recommend increasing the amount of RAM dedicated to your game i would user 20GB if you have it
Arin
2020-08-29 18:39:36 +0000 UTCI barely hit 30fps with my 2080ti (PTGI E12) - is that normal? Or am I just whack?
Kiran MacLeod
2020-08-29 17:42:32 +0000 UTCTrue
QLST
2020-08-29 10:43:40 +0000 UTCI 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.
Ron Carmen
2020-08-28 03:33:46 +0000 UTCgreat 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
Danny Mountjoy
2020-08-25 18:58:16 +0000 UTCThe 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
wesley lim
2020-08-24 16:17:09 +0000 UTCshaders load but everything is black.
meh20000
2020-08-20 21:38:13 +0000 UTCDid 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
FBKong
2020-08-20 16:55:11 +0000 UTCImo 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.
Louis Garbour
2020-08-20 16:17:57 +0000 UTCHey, 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
DEtobbel LP
2020-08-20 14:32:22 +0000 UTCRunning 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).
QLST
2020-08-20 09:20:08 +0000 UTCI tried this with VII,it showed "Invalid Program Composite7" then the game went glitched for a few seconds and shut down
Potassium Chloride
2020-08-18 11:34:22 +0000 UTCIt says above he hasn't bothered adding proper support for amd cards on this experiment.
Hana
2020-08-17 15:56:06 +0000 UTCIt says above he hasn't bothered adding proper support for amd cards on this experiment.
Hana
2020-08-17 15:56:01 +0000 UTCSame problem with 5700XT... "Invalid Program Composite7"
Andy Hu
2020-08-17 04:24:53 +0000 UTC"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.
Kristian Mucha
2020-08-16 23:07:33 +0000 UTC"Invalid Program - Composite7" with Optifine 1.16.1 on 5700XT. The previous shader version works though.
Heiden Shadows
2020-08-16 06:16:09 +0000 UTCThis is amazing! I'm getting around 60 fps on 4K. With i7 8086K + RTX Titan.
Yi Han
2020-08-15 19:43:47 +0000 UTCI 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.
Randomx7
2020-08-15 19:43:33 +0000 UTCI'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.
John
2020-08-15 03:23:35 +0000 UTCHoly 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!
Hana
2020-08-15 03:21:54 +0000 UTCI'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%.
Gareth Welch
2020-08-12 19:37:05 +0000 UTCYes this is very worth it! I have an RTX 2070 SUPER and it’s still a HUGE improvement from before!
Samuel Eckl
2020-08-12 17:22:11 +0000 UTCUpon 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.
Barnaby Brown
2020-08-12 12:40:49 +0000 UTCMy 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
GHDaddy
2020-08-12 05:42:03 +0000 UTCRTX 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
GHDaddy
2020-08-12 03:32:37 +0000 UTCJust 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
Ian McAlindon
2020-08-11 19:19:24 +0000 UTCWould love a dedicated skybox for the end dimension. The current one makes the dimension nigh unplayable imo right now.
Tucker Curtis
2020-08-11 17:19:25 +0000 UTCI love everything about this.
Maxuvious
2020-08-11 09:48:27 +0000 UTCStill, keeping fingers crossed for AMD GPUs.
Michał Hojwa
2020-08-11 02:30:36 +0000 UTChow do you get 50 fps? I get like 30 with a 2070 super and a ryzen 7 2700.
Colin Lacy
2020-08-10 15:19:06 +0000 UTCPlease 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.
BlueInfinity
2020-08-10 10:07:59 +0000 UTCIt clearrly states, it does not work on AMD cards
BlueInfinity
2020-08-10 10:05:46 +0000 UTCI 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
BlueInfinity
2020-08-10 10:02:09 +0000 UTCIt tells you it does not work if you just read the post..
BlueInfinity
2020-08-10 00:45:56 +0000 UTCSince 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).
Christopher Williams
2020-08-09 22:20:26 +0000 UTCWaiting for 1.12 :)
Michael Ernst
2020-08-09 22:04:38 +0000 UTCIt seems to work really well for me. I went from a bit under 50 fps to 70-80 fps. my specs : 2700x & 1660 ti
Sean Tedeschi
2020-08-09 19:16:07 +0000 UTCGetting Invalid program composite7 on 3600CPU+5700GPU, what to do?
Michał Hojwa
2020-08-09 08:03:49 +0000 UTCwait 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
Spheraz
2020-08-09 07:43:46 +0000 UTCI`m your patron again so already a success I guess. Thank you for your work. Will test, if I can get 4k60 on 5700.
Michał Hojwa
2020-08-09 06:53:18 +0000 UTCyou're a true hero to society, this does wonders
John Turner
2020-08-09 03:11:25 +0000 UTCYeah, 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
Amy M
2020-08-08 20:44:59 +0000 UTCPlayin on 1.12 with Optifine HD F5. Modded Light sources like oven or candles are not giving light. Some idea?
Tom Hundertmark
2020-08-08 20:30:31 +0000 UTCi get over double the performance of the last release, nice job
Rowan Steyn 3D
2020-08-08 20:20:47 +0000 UTCI've seen a massive performance increase, going from around 25fps to 50+: running at 12 render distance. Not bad at all! Got a 1070.
Lavin
2020-08-08 18:22:12 +0000 UTCDoesn'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.
Heiden Shadows
2020-08-08 09:53:17 +0000 UTCBrandon approves the Shader test 60 fps to 137 fps
JUST THAT
2020-08-08 09:14:23 +0000 UTCI can't see anything, only a black screen
altyu 알트쌍쌍바
2020-08-08 00:59:47 +0000 UTCTwice the framerate on my 1080, excellent!
VergilPrime
2020-08-07 23:51:47 +0000 UTCglad to see you back!!
Mycorvette Garcia
2020-08-07 22:51:23 +0000 UTCReading 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?
Demonoid47
2020-08-07 21:52:05 +0000 UTCFree 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"
ada0436 (discord)
2020-08-07 21:03:17 +0000 UTCI think the reconstruction is great. Even if it is not a 3x improvement, it works well enough that I can run PTGI shaders with a significantly more playable framerate now.
Ruben Svensson
2020-08-07 20:34:45 +0000 UTCrealy cool that you are so persistent! but i think it will be better if you work on other stuff. new graphiccards will come soon and maybe in the future when optifine is better for that you can work again on this realy cool idea. dont break your head for things how are not good enough for yourself at the end.
GulliUlli
2020-08-07 20:10:31 +0000 UTCIts 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!
david newman
2020-08-07 17:26:45 +0000 UTCAhh it's so good to hear from you. :) Hope you're doing well.
Leslie Butcher
2020-08-07 15:18:28 +0000 UTCamazing! i can get 59fps on survival gameplay with maxed out shader settings
Logan
2020-08-07 14:41:02 +0000 UTCHonestly, I think it's worth at least keeping the current HRR as an experimental option in the main shaders, and potentially coming back and revisiting the concept in the future. There's always the possibility that more possibilities will open up later, or that time away from the concept will bring insight as to a solution when you revisit it. But yeah, I think it's the right choice to at least set it aside for now, considering the circumstances.
Quin
2020-08-07 14:24:26 +0000 UTCMy 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.
Sonic Ether
2020-08-07 14:04:04 +0000 UTCTechnically, 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.
Sonic Ether
2020-08-07 14:01:20 +0000 UTCThanks! I can tell you definitely relate. It's good to hear that. :)
Sonic Ether
2020-08-07 14:00:07 +0000 UTCThis 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.
Elliot Wright
2020-08-07 13:58:10 +0000 UTCSonic, 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 !
HardTop
2020-08-07 13:37:41 +0000 UTCI 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 :-)
G3N3ZIS
2020-08-07 13:35:08 +0000 UTCHonestly 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!
Reno Blaauw
2020-08-07 13:33:13 +0000 UTCSame here, even when enabiling the "dissable all anti-aliasing" it doesn't work
Waity5
2020-08-07 13:32:49 +0000 UTCNot 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"
Waity5
2020-08-07 13:29:01 +0000 UTCOh 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!
Sonic Ether
2020-08-07 13:11:40 +0000 UTCSo 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.
WesleyTyler
2020-08-07 13:08:55 +0000 UTCOh, 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
Gabin Lefranc
2020-08-07 13:05:42 +0000 UTCAs 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.
Azarel Howard
2020-08-07 13:00:38 +0000 UTCgood job! I hope you can figure it out the x3 fps soon so you can move onto other ideas for SEUS!
WesleyTyler
2020-08-07 12:59:11 +0000 UTCThank you for the kind words, I really appreciate it!
Sonic Ether
2020-08-07 12:57:45 +0000 UTCThanks, that's a good way to look at it! I also think there's value in knowing for sure that something won't work.
Sonic Ether
2020-08-07 12:57:31 +0000 UTCCan'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!
Valerie
2020-08-07 12:56:02 +0000 UTCthanks 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!
Sean Gill
2020-08-07 12:55:06 +0000 UTClmao same
big bad guy
2020-08-07 12:53:40 +0000 UTCI never clicked so fast on the notification in my life!
Ultimate Immersion
2020-08-07 12:49:06 +0000 UTC