SEUS PTGI E13 Dev News
Added 2020-02-20 00:01:17 +0000 UTCHey, 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 I may have found one that is!
The idea revolves around using a resource pack along with PTGI. PTGI would then require the use of a resource pack to inform it about the blocks that are in the world. Of course, I'll include one that works with vanilla Minecraft's blocks.
The first really cool thing is that this approach removes the need to use geometry shaders or instancing for voxelization (the process used to store the information needed to perform ray tracing)! Since geometry shaders are quite slow on AMD graphics cards, AMD users stand to see some significant performance improvements. In my preliminary tests, performance on NVIDIA graphics cards seems to be about the same (the savings from avoiding geometry shaders about equals the performance draw of this new approach).
The second awesome thing is that precise control over voxelization is finally possible. If the resource pack is set up right, blocks should always properly voxelize. If you're using a resource pack with custom models that is not made to be compatible with this new system, or if you're playing with mods that add newly shaped blocks to the game, those blocks will simply not be voxelized, instead of writing garbage and corrupting the world.
Compatibility will also be greatly improved. Keeping PTGI compatible across Minecraft versions will be almost automatic, and any mods that add new blocks whose models inherit from the base game's models (like a mod that adds new types of stone or ores) will be handled automatically.
I'm pretty confident about the above all being possible. I'm a little more uncertain about the next features, but they're even more awesome.
All non "tile entity" blocks (at least in the vanilla game) will be able to be represented and rendered in ray tracing! That means stairs, fences, doors, trapdoors, levers, buttons, torches, end rods, and even more complex blocks like grass, brewing stands, and nether portal. Pretty much everything is possible! Until now, I've had to be careful which blocks to include, because each one I added made the ray tracing more expensive. This is not the case with this new system!
With some setup work by resource pack developers, custom models defined by resource packs will be able to be properly ray traced! There will be some limitations--like the inability to have separate elements reference multiple textures or have fine control over UVs and a limit to how many geometry elements will be drawn. But even with these limitations, this is a pretty exciting possibility!
There's still a lot of work to do and so much to explore with this new technique, but things are going well! Some steps to this are still conceptual and haven't been proven yet, so I cannot guarantee that this will work out, but the potential is totally worth it.
Anyway, I just wanted to let you know what I've been working on in case it takes a while longer to complete. I'll update you if anything awesome or horrible happens. Wish me luck!
Comments
still waiting with my rx vega 56
_NerChick_
2021-03-04 17:37:18 +0000 UTCWow! The shader is already stunning so I cannot imagine how stunning the above will be!
Ian Meredith
2020-12-16 09:22:25 +0000 UTCwhen will the first releases be released?
2020-07-18 13:48:50 +0000 UTCI can't wait
2020-07-01 21:51:12 +0000 UTCI had black screen when I was using incompatible drivers. Try updating drivers
2020-06-05 20:34:49 +0000 UTCincrease windows paging file/swap file/virtual memory look up on youtube for tons of tutorials on how to do that basic rule of thumb is that the paging file should be 1 to 2 times as much ram you have installed on your pc
Robin
2020-06-02 00:38:57 +0000 UTCyour doing gods work here. I can not wait for the next update.
Robin
2020-06-02 00:36:58 +0000 UTCfound a fix, make sure you are on the f5 ver of 1.14.4 optifine, if it starts crashing after that just load it up out of fullscreen then you can go back into fullscreen
2020-05-29 11:51:23 +0000 UTCsame
2020-05-29 03:39:58 +0000 UTCIts all black like everything
Pqre
2020-05-22 21:38:17 +0000 UTCCan you get a screenshot of what you see and what your settings for the Shaderpack are, as well as your Minecraft settings? If it's black, I guarantee something is either set up wrong in the settings of your shader or Minecraft that are causing graphical errors. But it will be easier to tell if we can see what your setup is and what you're seeing.
Chibi Godzilla
2020-05-20 16:55:31 +0000 UTCthis is news about it, it isn't released
Waity5
2020-05-05 10:56:10 +0000 UTCHow do i download it to my Minecraft
2020-05-05 06:24:50 +0000 UTCEverthing is black even when torches are placed for me
2020-05-04 16:53:29 +0000 UTCE12 stopped working for me yesterday. torches are broken cant even go down a mine. im pretty disappointed.
sep.puku
2020-05-04 01:41:31 +0000 UTCsalut je travail sur un ressources pack je pense que cela peu t’intéressé https://www.patreon.com/sp4y
2020-05-01 09:03:25 +0000 UTClove E13!!
2020-04-30 02:12:07 +0000 UTCCan you make it so that in the next update glass has more gradient reflections?? And make it so that it reflects the player????
DAVIDJONES
2020-04-30 01:46:18 +0000 UTCeeeeeeeeeee
2020-04-26 20:52:17 +0000 UTCe
2020-04-26 20:51:57 +0000 UTCYou most likely have a mod installed that's causing that. I had the same problem, in my case it was a mod called Create.
2020-04-19 22:31:44 +0000 UTCi have a problem where there are some black flickers on the blocks and everxtime i moove they moove also
Swiper
2020-04-08 11:16:14 +0000 UTCWe are 3 months since the last new build, and a month and a half since the last blog post. How are things coming along?
Kalani
2020-04-02 05:16:18 +0000 UTCNvm it was me being stupid and using the wrong texture resolutions
2020-04-01 22:47:38 +0000 UTCYeah this isn't near as good as SEUS Renewed, 2070 RTX i7-9700k here
2020-04-01 03:09:27 +0000 UTCIt is compatible as long as you have a discrete GPU. The only reason it does not work on macs is that they have intel GPUs. Some macs do have discrete GPUs and those work.
2020-03-30 22:46:51 +0000 UTCNo, not at all, this shaderpack does not use RT cores even on RTX cards. I run it in Linux on my AMD RX 5700 XT. This will work on any relatively new discrete GPU.
2020-03-30 22:39:54 +0000 UTCdo I need rtx to run this mod properly?
2020-03-30 19:49:18 +0000 UTCjust got scammed lol
2020-03-30 16:45:12 +0000 UTCYou should try and fix the white water in caves and d other areas.
2020-03-30 05:25:58 +0000 UTCCan u fix an E12 bug where transparent blocks (water and glass) have broken reflections (The colors are the main issue)
2020-03-28 22:08:16 +0000 UTCWhere's your install from? Was it a jar file? The only official download source is Optifine.net
2020-03-28 21:29:48 +0000 UTCSeems like you got tricked by one of the fake sitesa around. there are SEO assholes that try to get their searchresult higher up than the official mod site
masterX244
2020-03-28 19:54:38 +0000 UTCis there a test map I can download? I can't find the one everybody is using anywhere.
2020-03-28 01:48:01 +0000 UTCwow
2020-03-28 00:42:09 +0000 UTC30FPS: Red Devil RX5700XT OC BIOS, 3800X overclocked to 4.4 GHz
2020-03-27 17:49:35 +0000 UTCwow, awesome
2020-03-27 16:36:58 +0000 UTCI love shaders
Gamer bruhhhh
2020-03-27 10:58:07 +0000 UTChey guys does anyone know if i can change the position of the sun
Benjamin
2020-03-26 09:52:21 +0000 UTC90
2020-03-25 19:10:22 +0000 UTC40
Samuel Eckl
2020-03-23 22:42:49 +0000 UTCwhat kind of fps are you getting with PTGI
2020-03-23 20:33:41 +0000 UTCWith PTGI 10 is everything rigth.
David Gibiser
2020-03-21 11:19:10 +0000 UTCHy. I run PTGI E12 and have some Problems. Nearly any Block is Reflexting. I User the Ultimate Immersion Textures.
David Gibiser
2020-03-21 11:16:26 +0000 UTCare you still a patreon? If you not a gold patreon anymore. That would be the reason as soon as you stop the "subscription" and the last month you paid comes to an end you loose access to the downloads
Ivor_Amlug
2020-03-19 15:44:42 +0000 UTCwait so will custom glas/or the cultivat of f&a no longer be renderet as water? I hope so that i can may be play my modpack a bit better and i also wish you best luck
Ivor_Amlug
2020-03-19 15:43:15 +0000 UTChttps://www.patreon.com/sonicether/membership
Kalani
2020-03-19 05:08:14 +0000 UTCI have the pggi e12 and this shader has some errors that I would like to be fixed, the water is reflected many suns and there is only one no? xd and at night I wish it was darker
2020-03-18 16:44:08 +0000 UTCHOW TO WITHDRAW FROM SUPPORTING LESS TO PAY EVERY MONTH 1usd?
2020-03-18 14:09:24 +0000 UTCHi Sonic, When using SEUS with Custom Block models, all the block models that are translucent and custom textured fluids get parsed through the water Gbuffer. This causes them to lose their textures/colour and render as unique 3d transparent water models. I thought they might be getting miss assigned in the block.properties file, but assigning their ID to stained glass or even an opaque block doesnt fix it. Alternatively, in the water Gbuffer I tried including an exception for the material ID in the IF statement(for ice, glass and slime) to assign some of them to transparent glass, but they are still rendered as water. This makes most modpacks incompatible with SEUS when otherwise everything looks great. Considering the huge community in modded, and your generous income can you please include a fix???
2020-03-17 12:52:06 +0000 UTCWould it be possible to have light (and bloom) be emitted from modded blocks, adding them in manually is very tedious, and the results can be a mixed bag. This would also allow for some breathtaking lighting scenarios, could you imagine FINALLY having coloured lights in Minecraft after soo many years.
2020-03-16 09:05:32 +0000 UTCid really like to see a feature where light is diffused through rough glass
Tobias (PuffyQuail) Pruskin
2020-03-15 19:29:49 +0000 UTCNo the resource pack is integrated into the engine of the shader and changes the block models so that certain things can be raytraced. It won't look any different as a resource pack.
Samuel Eckl
2020-03-15 16:35:17 +0000 UTCSo am I reading this correctly... the next update should include a resource pack and shader pack?
Kidtendo89
2020-03-15 14:54:07 +0000 UTCYes
Samuel Eckl
2020-03-13 07:05:17 +0000 UTCI was a gold patron for three months during seus 5-7 releases. Do we not get access to current release updates?
2020-03-13 03:06:39 +0000 UTC@NUT you have to have gold to access the shader and you pay monthly so that you can access the new versions of it.
Samuel Eckl
2020-03-12 01:40:23 +0000 UTCI am pretty sure it is. The problem is Macs have intel graphics. I am not sure, but it should work with an eGPU. Even if it was compatible with intel graphics, you would probably get less than 5 fps until your computer shuts itself down due to overheating.
2020-03-12 01:22:11 +0000 UTCPLEASE make this compatible with mac
Chester Borrok
2020-03-11 20:38:13 +0000 UTCwill you make this shader compatible with mac in some days?
2020-03-11 17:07:05 +0000 UTCI'm not sure about the difference between all of the above edition like stone,iron and gold , does it all useful for download the shadows ? and why there is the payment for each months? i would appreciate it if someone can give me some advice. thank you.
2020-03-11 03:21:14 +0000 UTCIt is a real shame that I cant use this for the RLcraft Modpack, it would look super good, especially if the shaders worked with the Extra Foliage mod.
2020-03-10 22:24:08 +0000 UTCI would also love this like for at least 1.12.2 if possible.
2020-03-09 20:55:34 +0000 UTCNice work! We can get light sources on the End Rods!
2020-03-09 13:27:31 +0000 UTCCompatibility with older versions of Minecraft would be nice.
2020-03-08 04:55:16 +0000 UTCI've noticed camp fire smoke is weird in a lot of shaders.
Samuel Eckl
2020-03-07 05:16:40 +0000 UTCcampfire smoke is a lil janky
Annnnnnnna
2020-03-06 17:20:36 +0000 UTClol
2020-03-05 00:43:08 +0000 UTCIntel integrated graphics? No, probably not. I'm using an RTX 2070 and I have to lower some of the settings to get 60fps.
Gabu
2020-03-03 06:50:35 +0000 UTCTry it
Samuel Eckl
2020-03-03 01:20:47 +0000 UTCHey, I just became a member and just wanted to ask if PTGI will work on a laptop with intel graphics, thanks!
2020-03-03 00:57:18 +0000 UTCWill you be able to see rain in E13 because it’s not working in E12.
Samuel Eckl
2020-02-29 23:09:12 +0000 UTCWill this shader be compatible with better portals? If not, will there be something like this in future versions?
2020-02-28 09:21:18 +0000 UTCyou need blocks that light up like redstone and lapis lazuli and also redstone powder it needs to light up
2020-02-27 19:41:43 +0000 UTCmmm i was the 69th like B) keep up the good work! I love your stuff!
John Turner
2020-02-27 04:04:46 +0000 UTClately the lighting has given me problems, at night everything looks very bright, testing from the SEUS ptgi e8 to the e12, and the video card does not reach 80%, and under the water looking up it looks bad
2020-02-26 21:32:13 +0000 UTCDoes this mean moded light sources can light up now?
Ice2670
2020-02-26 06:14:08 +0000 UTCI want super particle and beautiful lava
2020-02-26 00:29:23 +0000 UTChey, will we be able to see the rain?
2020-02-25 04:15:33 +0000 UTCwill POM for blocks make a return to this shader? I really hope so
2020-02-24 21:23:10 +0000 UTCthese are my favorite shaders
2020-02-23 20:24:21 +0000 UTCMaybe next time you can consider about how the bubble affect the light when we were under water or on the ground? :)
2020-02-22 17:40:23 +0000 UTCThis is an amazing project!
Programmable Spacecraft
2020-02-22 11:22:21 +0000 UTCI think an opaque light source will still cast a shadow. However, depending on the intensity of its own light, it will likely wash out that shadow.
Programmable Spacecraft
2020-02-22 11:21:35 +0000 UTCAny news on adding the missing light sources back, such as end rods and sea pickles?
Adahop
2020-02-21 20:39:17 +0000 UTCsonic you're the best, good luck and keep going :)
CielMC
2020-02-21 10:48:12 +0000 UTC看上去不错,厉害了
2020-02-21 05:31:24 +0000 UTCHey can you keep in mind with shadows if the block produces light and is not transparent it shouldn't produce a shadow. (This happens in the real world example fire won't produce a shadow against a light source)
2020-02-21 03:43:42 +0000 UTCIt is just normal optifine in fabric, so probably
2020-02-21 01:25:33 +0000 UTCGood luck 🤞🦄
2020-02-20 09:37:43 +0000 UTCPatreon for a couple of monts know 10$ tier... Worth every %
Ivor_Amlug
2020-02-20 07:15:22 +0000 UTCGood luck and thanks for your awesome work so far!
Alan Riplay
2020-02-20 07:09:24 +0000 UTCIt kind of depends on how developing this system goes. But, it could be as easy as running a tool over the resource pack, but resource pack creators could also define additional options as well if they need/want to. I've already begun work on that tool, both for my own use with the vanilla resources, but also for resource pack creators to use.
Sonic Ether
2020-02-20 02:43:43 +0000 UTCWill E13 work with the OptiFabric? Thank you
2020-02-20 02:41:18 +0000 UTCGreat idea! I’ve always wanted to use it between versions and with such versatility
NMLWright
2020-02-20 01:51:13 +0000 UTCGood luck!
2020-02-20 01:23:42 +0000 UTCSo, how easy would it be to make a PTGI-Compatible Mod/Resourcepack?
Ian McCabe
2020-02-20 01:12:01 +0000 UTCGreat! Maybe also a good time to do some restructure work?
2020-02-20 00:54:22 +0000 UTCSounds great! Performance is always welcome
2020-02-20 00:07:28 +0000 UTCGood Luck!
2020-02-20 00:06:44 +0000 UTCThis sounds awesome! Keep it up!
David Chick
2020-02-20 00:06:22 +0000 UTC