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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 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_

Wow! The shader is already stunning so I cannot imagine how stunning the above will be!

Ian Meredith

when will the first releases be released?

I can't wait

I had black screen when I was using incompatible drivers. Try updating drivers

increase 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

your doing gods work here. I can not wait for the next update.

Robin

found 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

same

Its all black like everything

Pqre

Can 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

this is news about it, it isn't released

Waity5

How do i download it to my Minecraft

Everthing is black even when torches are placed for me

E12 stopped working for me yesterday. torches are broken cant even go down a mine. im pretty disappointed.

sep.puku

salut je travail sur un ressources pack je pense que cela peu t’intéressé https://www.patreon.com/sp4y

love E13!!

Can you make it so that in the next update glass has more gradient reflections?? And make it so that it reflects the player????

DAVIDJONES

eeeeeeeeeee

e

You most likely have a mod installed that's causing that. I had the same problem, in my case it was a mod called Create.

i have a problem where there are some black flickers on the blocks and everxtime i moove they moove also

Swiper

We 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

Nvm it was me being stupid and using the wrong texture resolutions

Yeah this isn't near as good as SEUS Renewed, 2070 RTX i7-9700k here

It 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.

No, 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.

do I need rtx to run this mod properly?

just got scammed lol

You should try and fix the white water in caves and d other areas.

Can u fix an E12 bug where transparent blocks (water and glass) have broken reflections (The colors are the main issue)

Where's your install from? Was it a jar file? The only official download source is Optifine.net

Seems 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

is there a test map I can download? I can't find the one everybody is using anywhere.

wow

30FPS: Red Devil RX5700XT OC BIOS, 3800X overclocked to 4.4 GHz

wow, awesome

I love shaders

Gamer bruhhhh

hey guys does anyone know if i can change the position of the sun

Benjamin

90

40

Samuel Eckl

what kind of fps are you getting with PTGI

With PTGI 10 is everything rigth.

David Gibiser

Hy. I run PTGI E12 and have some Problems. Nearly any Block is Reflexting. I User the Ultimate Immersion Textures.

David Gibiser

are 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

wait 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

https://www.patreon.com/sonicether/membership

Kalani

I 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

HOW TO WITHDRAW FROM SUPPORTING LESS TO PAY EVERY MONTH 1usd?

Hi 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???

Would 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.

id really like to see a feature where light is diffused through rough glass

Tobias (PuffyQuail) Pruskin

No 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

So am I reading this correctly... the next update should include a resource pack and shader pack?

Kidtendo89

Yes

Samuel Eckl

I was a gold patron for three months during seus 5-7 releases. Do we not get access to current release updates?

@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

I 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.

PLEASE make this compatible with mac

Chester Borrok

will you make this shader compatible with mac in some days?

I'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.

It 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.

I would also love this like for at least 1.12.2 if possible.

Nice work! We can get light sources on the End Rods!

Compatibility with older versions of Minecraft would be nice.

I've noticed camp fire smoke is weird in a lot of shaders.

Samuel Eckl

campfire smoke is a lil janky

Annnnnnnna

lol

Intel integrated graphics? No, probably not. I'm using an RTX 2070 and I have to lower some of the settings to get 60fps.

Gabu

Try it

Samuel Eckl

Hey, I just became a member and just wanted to ask if PTGI will work on a laptop with intel graphics, thanks!

Will you be able to see rain in E13 because it’s not working in E12.

Samuel Eckl

Will this shader be compatible with better portals? If not, will there be something like this in future versions?

you need blocks that light up like redstone and lapis lazuli and also redstone powder it needs to light up

mmm i was the 69th like B) keep up the good work! I love your stuff!

John Turner

lately 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

Does this mean moded light sources can light up now?

Ice2670

I want super particle and beautiful lava

hey, will we be able to see the rain?

will POM for blocks make a return to this shader? I really hope so

these are my favorite shaders

Maybe next time you can consider about how the bubble affect the light when we were under water or on the ground? :)

This is an amazing project!

Programmable Spacecraft

I 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

Any news on adding the missing light sources back, such as end rods and sea pickles?

Adahop

sonic you're the best, good luck and keep going :)

CielMC

看上去不错,厉害了

Hey 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)

It is just normal optifine in fabric, so probably

Good luck 🤞🦄

Patreon for a couple of monts know 10$ tier... Worth every %

Ivor_Amlug

Good luck and thanks for your awesome work so far!

Alan Riplay

It 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

Will E13 work with the OptiFabric? Thank you

Great idea! I’ve always wanted to use it between versions and with such versatility

NMLWright

Good luck!

So, how easy would it be to make a PTGI-Compatible Mod/Resourcepack?

Ian McCabe

Great! Maybe also a good time to do some restructure work?

Sounds great! Performance is always welcome

Good Luck!

This sounds awesome! Keep it up!

David Chick


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