SEUS PTGI E11 Dev News
Added 2019-11-08 16:10:15 +0000 UTCHello 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 example, and won't make it into E11.
I've put a lot of time into working on optimization. Most ideas don't work out, but some do. I've managed to optimize the GI filter a bit without redesigning it, so it should mostly look the same. The reflection filter has a new optimization feature that basically tries to skip doing denoising if reflections aren't very visible in a region of pixels. It works fairly well, and it does cause additional noise in areas where reflections are subtle/not very bright, but I'll include an option to disable this optimization.
The worst performance situations occur when using high resolution resource packs with normal and specular maps and Full Raytrace Reflections is On. I've tried to save some frames in this situation by simplifying the shading of blocks that rays hit. This makes almost no difference visually in most cases, but gives a bit performance boost. The only problem left with it is that this simplification is really noticeable with reflected blocks that are close to the reflective surface. I need to add logic to fix this to be able to say just how much performance improvement there will be, but things are looking good!
Quite a bit of research has gone into improving mod support in the future as well. I'll probably be putting together a tool that will help users setup SEUS PTGI to be compatible with the mods they've got installed. This will require a rework of SEUS PTGI's block ID handling and voxelization to make sure things don't break too much with unexpected block shapes. Know that this is something I'll be working on, even if I don't mention it in the next dev news post.
Lastly, I've put a lot of work into one of the visually weakest areas of PTGI, the sky and clouds. The sky is a really simple (and really fake) model I put together to be as lightweight as possible. But recently, I've found a new approach that relies more heavily on the math (so a lot of work goes into creating the right formulas), but after the math is worked out, the shader code is as simple as evaluating the final formula, without any iteration loops. The result is a hopefully more realistic sky overall, but it still needs a little bit of work. Expect somewhat abrupt dawn/dusk transitions while that is being worked out.
And well, the clouds in SEUS PTGI are ancient and bad. When approaching writing the new clouds, I knew that I wanted them to be cheap enough to have them render in raytraced reflections and GI. So, volumetric clouds were out of the question. I decided to see how far I could push a 2D clouds system to look 3D.


Also, I experimented with making the structure of the clouds more blocky, to bring some Minecraft essence to them.


Which look do you prefer? I'll have an option for both, but I've always enjoyed the juxtaposition of a blocky world rendered in a realistic manner, and the blocky clouds give that sort of vibe.
Once again, I'll provide an option to disable them altogether if you'd rather save the frames, but the performance impact is looking pretty low so far, since they're just 2D clouds (no raymarching).
Looking forward to hearing your thoughts!
Comments
yea
easy pc tech Tv
2020-10-31 15:38:52 +0000 UTCSome Graphics are have glitches
mckite
2020-05-30 05:30:46 +0000 UTCExcelente!
2020-05-26 23:22:29 +0000 UTCPE Shaders will never exist, sorry kid.
2020-05-21 07:35:18 +0000 UTCPTGI pe when
2020-05-19 00:23:16 +0000 UTCHOW TO WITHDRAW FROM SUPPORTING LESS TO PAY EVERY MONTH 1usd
2020-03-18 14:09:30 +0000 UTCVAFFANCULO
2020-02-18 18:54:29 +0000 UTCti ho dato 1€ e tu NON MI DAI LA SHADER
2020-02-18 18:54:26 +0000 UTCYES!!! PTGI fonctionne avec les CG AMD ( j'ai une rx 580oc) je fait du 15-30fps avec le jeux quasi au max
Hunger_Legend
2020-02-12 17:37:33 +0000 UTCFollow me to check some of my pictures
2020-01-25 11:08:01 +0000 UTCamazing job
2020-01-20 11:33:08 +0000 UTCit keeps saying ive supported 10$ yet i dont have access to anything
2019-12-29 23:20:48 +0000 UTCIt’s been a blast I’m as soon as I was done I wanted to build another one haha but thanks for the advice!!
Stephen M. Robinson
2019-12-28 19:32:22 +0000 UTCI’ve been using it since last night and I don’t want to play Minecraft any other way lol. I was tweaking with a lot of the setting and I’ve been able to get good settings with steady 55-60 FPS
Stephen M. Robinson
2019-12-28 19:31:34 +0000 UTCYep, you'll be A-okay. Im running an RTX2070 super, an old Intel i7-6700k and 64gb of ram. The hardware you mentioned will be plenty fast to run this, just keep in mind that the shader is still in development so you might need to play with settings a bit to get a stable frame rate that your happy with. but from the devlogs Sonic said he is trying to work on optimization so I would expect frame rates to get a little better in the future. Good luck with your first build! its super exciting the first time you get a new system to post!
2019-12-28 19:29:42 +0000 UTCThis is my first pc build, and just wanted to know will I be ok running these shaders with a 2080, a 3800x, and 32gb of ram?
Stephen M. Robinson
2019-12-26 21:03:15 +0000 UTCthis is an extremely intense shader pack and is currently in beta. I get not quite 60 fps with rtx 2080 super and ryzen 5 2600x (basically same performance as your cpu). I would have researched a bit more before spending your money to see if it was worth it to you.
2019-12-25 23:54:26 +0000 UTCi just wasted 10 euros for thisi cant run this with gtx 1060 3gb and inter i5-8400 does anyone have any advice how i can make it run other than i already tried lower resolution but it had no signicant performance difference PLEASE HELP.
joona
2019-12-25 18:59:32 +0000 UTCNice work so far, but I must say it is super bright in caves. Anything I can do in the settings to reduce that?
2019-12-24 22:03:14 +0000 UTCHow do I make it not so blurry under water
Bob
2019-12-20 04:04:38 +0000 UTCWhat version of Minecraft do I need to run for pgti e11 to work? And what version of optifine
2019-12-17 19:45:31 +0000 UTCWhen can we expect fog to be implemented? I really like the looks of this pack, but can't justify the price, because the edges where rendering stops are just plain ugly to me. Also, everything just looks so much better with quality fog!
2019-12-12 11:46:48 +0000 UTCOh, also, can we expect to ever be able to see the playermodel in reflections? (ok just one more: what about fully reflective iron blocks? like mirrors)
2019-12-06 02:59:40 +0000 UTCcan we get an option for og clouds/sky? I think i'd be cool to have raytraced cloud shadows with the original sky/clouds
2019-12-06 02:56:23 +0000 UTCWhat about the snow . .
Niffle
2019-11-30 23:51:28 +0000 UTCThere should be options for both.
JD
2019-11-29 15:23:18 +0000 UTC3D clouds are way better
2019-11-27 06:12:29 +0000 UTCThat's why you read what you're getting before buying something online, you have nobody to blame but yourself. It clearly says that only the $10/mo tier gets you access to experimental shaders
Ian McAlindon
2019-11-26 21:39:43 +0000 UTCIncompatibility? I run with a 2700X and it looks and runs fine...
Heiden Shadows
2019-11-26 17:59:48 +0000 UTCThis is dependent on your resource pack.
Heiden Shadows
2019-11-26 17:57:04 +0000 UTCI get about 50-60fps with a Vega 56, and the Vega 56 is about 50% faster than a 1650, so you might see yourself in the 30-40 fps range. Cutting down render distance is one of the best ways to improve performance. I play at 16 chunks.
Heiden Shadows
2019-11-26 17:55:03 +0000 UTCI like where they look more natural
Pink Lightning
2019-11-25 02:31:52 +0000 UTCwhat is the minimal configuration of SEUS PTGI E11? ANd the recommended configuration? The configuration GTX 1650, 16 Go of RAM, Core I5 9300H is enough?
2019-11-24 11:25:54 +0000 UTCle gold, et le téléchargement des shaders se trouve en bas des posts
MikjoA
2019-11-24 10:30:07 +0000 UTCBonjour, quelle abonnement faut prendre pour avoir accès au discord et au shader seus ptgi ?
Hunger_Legend
2019-11-24 10:02:48 +0000 UTCI have an RTX 2060 SUPER and can only run it at 100-120 so lag is a given unless you have a pretty beefy computer
2019-11-22 22:35:41 +0000 UTCCan anyone help me Have a Nvidia gtx 1070, but I have extreme lags with the shader although I've seen test where people have significantly more FPS.
2019-11-22 18:50:10 +0000 UTCFor clouds you could add a setting where we could change how the clouds look, the thickness to them, how blocky they look, maybe color
2019-11-21 10:27:14 +0000 UTCDa ge .. xie yingwen ba.
FoxtrotDelta
2019-11-20 15:48:20 +0000 UTCAmazing clouds!
FoxtrotDelta
2019-11-20 15:47:36 +0000 UTCSo I paid 1$ for nothing? great bro....
2019-11-20 07:06:17 +0000 UTC为什么没有别的支付方式
2019-11-17 15:21:35 +0000 UTChey i have a question about this new update and v10 do the iron blocks still do the reflections like mirrors or is that a removed feature? if you can respond that'll be great.
Vapor619
2019-11-17 06:02:50 +0000 UTCOkay I am LOVING the Minecrafty blocky clouds SO MUCH, I literally blurted out "awwww YEAH" at work XD thank goodness I'm alone overnight! Could there be some kind of hybrid mode where the clouds ARE occupying 3d space that you can fly through but their REFLECTIONS are 2d...? Or would that just be crazy trouble?
Cyrus Draegur
2019-11-16 06:34:19 +0000 UTCI have an AMD processor; I guess even this shader keeps the incompatibility. So I'll have to find another shader... 😐
2019-11-15 23:07:45 +0000 UTCI was wondering about the sky already (I've only been testing the pack for a few weeks now) and the new clouds are crazy, I really like them.
2019-11-14 23:01:42 +0000 UTCBoth clouds look awesome but more importantly are end rods getting fixed? They don't illuminate up close.
Jordan Bennett
2019-11-14 03:25:26 +0000 UTCBeautiful Clouds! Great Job!!
2019-11-13 08:02:53 +0000 UTCThe clouds really fit better and look fantastic - great job!
2019-11-13 07:54:44 +0000 UTCi think seus shaders doesn't have DOF...
2019-11-12 15:09:56 +0000 UTCblock clouds are better but it's better also to make it an option
2019-11-12 15:08:53 +0000 UTCNew clouds look too angular and too many clouds float in the sky. and I think seus ptgi needs more farther shader distance. I was disappointed with this dev news. But I believe it will show you better results as you have done so far.
akem 8
2019-11-11 11:26:19 +0000 UTCHas light source on end rod fixed yet?
Phoenix Nemo
2019-11-11 10:28:52 +0000 UTCI like the block clouds
2019-11-10 21:29:54 +0000 UTCDefinitely a fan of the boxy clouds! Adds to the minecraft theme, and prevents them from being "taken too seriously" from a realism standpoint.
Tugg Hutchins
2019-11-10 20:13:17 +0000 UTCHi Cody, i like more the blocky clouds
2019-11-10 13:53:30 +0000 UTCThere is a problem with the shading on brewing stands where it makes shadows as if it’s a regular block instead of just the outline of the brewing stand. But other than that you’ve done some fantastic work.
2019-11-09 14:14:06 +0000 UTCDude, theres another problem with the doors that their shade is just a single line instead of the entire tile entity
CielMC
2019-11-09 03:42:59 +0000 UTCI find the Boxy clouds amazingly humourous. It works perfectly for how minecraft works out. If its not too much having the choice available for people to choose might be a good idea.. but i worry that means maintaining more things. That could be a problem. I vote for blocky clouds. Also that tool being worked on to help bring modded Block ID's in is gonna be a life saver. I have already delved into the block id file a couple times to get modded torches working right. It would definitely make life easier for those unaware of how to do it. and don't want to risk breaking the shaders multiple times as they try to get light to emit from something.
Corosar
2019-11-08 22:13:50 +0000 UTCOh yeah, that is an issue, Cody, can we get that fixed?
Ian McCabe
2019-11-08 22:09:47 +0000 UTCI love the realistic clouds myself. They just make it so pretty. Side note, endrods need to emit light. I can't see a thing in my friends house :-P
SlayerDan216
2019-11-08 21:58:12 +0000 UTCBut the clouds would have shadows? I would make it much more realistic, I also still think that a depth of field effect is absolutely necessary to appreciate landscapes, or constructions with texture pcks, will it be added in the future? only if possible of course
2019-11-08 21:07:36 +0000 UTCThose blocky clouds are sick. Besides, if the world/terrain is made to be blocky, what's the harm in a blocky sky? Also, if it means better performance, then definitely put these awesome clouds in.
Chase Sutton
2019-11-08 20:28:13 +0000 UTCLooking forward to it. That's the major thing that's been missing from my experience. Although I really miss the clouds that block the ground when you get high enough. It made my map with airships really believable
2019-11-08 19:16:07 +0000 UTCThis is very interesting and beautiful results and also loving that you are working on high resolution resource packs performance since I'm working on one and I would love if it can get a little more fps, amazing job!
Realism Mats
2019-11-08 19:13:17 +0000 UTCYour cloud-ideas are really interesting. Looking forward to it Cody! Thanks for your work so far!
Patrick Schmitt
2019-11-08 18:53:04 +0000 UTC+1 for boxy clouds! they fit really well with this juxtaposition of realism and the reminder that you are, in fact, in minecraft
2019-11-08 18:48:21 +0000 UTCAgreed, I love how they stay in theme with minecraft but are very subtle. Definitely go with that :D
2019-11-08 18:46:32 +0000 UTCI really love the boxy clouds!
David Chick
2019-11-08 18:30:57 +0000 UTCAgreed
Ian McCabe
2019-11-08 17:55:12 +0000 UTCI prefer more realistic clouds i think you should add a setting to switch between blocky clouds and realistic clouds
2019-11-08 17:35:23 +0000 UTCI think the boxier cloud option would work best because it better befits the Minecraft aesthetic while maintaining the desired juxtaposition.
NMLWright
2019-11-08 17:06:23 +0000 UTCDefinitely!
Sonic Ether
2019-11-08 16:37:32 +0000 UTCGreat work once again Cody, any chance to have both cloud options in shader settings? Natural and “lore-friendly”?
Ultimate Immersion
2019-11-08 16:29:20 +0000 UTCI definitely think the blocky clouds really fit in better and look fantastic - great work!
SnowTheBard
2019-11-08 16:21:34 +0000 UTCAny updates about how the shaders run on your Radeon 580 or a newer generation 5700?
2019-11-08 16:19:21 +0000 UTCLoving the blocky clouds! Keep up the good work.
StrangeRocks
2019-11-08 16:17:09 +0000 UTCI assume the 2D clouds are like MC's 2D Cloud Option? At least at the code level? Also, they do kinda looks like clouds to me, although I do think the connections could be a bit less blocky, the 2nd to the last image is a major showcase of that. As for other topics, will E11 have some implementation of Mod-support based on the previous question you asked?
Ian McCabe
2019-11-08 16:14:43 +0000 UTC