[Download] SEUS PTGI E7.1 Release!
Added 2019-06-02 09:19:58 +0000 UTC
[MINOR UPDATE] PTGI E7.1:
- Magma blocks now emit GI
- Fixed RTX graphics card visual bugs
- Fixed redstone torches on walls (in Minecraft 1.13 or later) not emitting GI
SEUS PTGI E7 is here! I would like to apologize for the delayed release. Uprooting all the old, stagnant code and replacing it with new systems without breaking things was more difficult than I expected, and a few times this process caused some befuddling bugs that took frustratingly long to fix. Other developers will know the feeling, sometimes during this process you can miss one little thing and it can send you on a hunt that lasts days.
I know some of you are upset about how long it took, and some of you even feel that it seems like I'm artificially delaying releases to "milk" money. All I can do is try my best to assure you that I am not doing this. Anyone who has been following my work for a longer period of time (before I launched my Patreon page) will know that these delays just sometimes happen. Actually, since starting my Patreon page, I work harder and release updates way more frequently that I ever did before!
I know that many of you are here to support the development of SEUS and are understanding of these kinds of situations, and I am incredibly thankful for that! For those who are just here to get access, I would like to kindly say that if you feel that I am not earning your patronage, you can cancel and re-join at any time. I've kept "charge up-front" disabled for this reason.
SEUS has been something I've been working on for over 7 years, and most of those years I've earned almost nothing from it, at times putting in full-time hours or more just for the passion of it. I want to assure you that this is still a passion-driven project! With your support, we can continue to push the boundaries of real-time graphics in Minecraft!
Thank you for taking the time to read this and for your understanding!
Okay, okay, so what's new in E7? Well, as I said in my last dev news post, the focus of E7 was mainly optimization, bug fixes and compatibility improvements, but there are some new features as well! Here's the changelog:
- Minecraft 1.13 support!
- Fixed yellow/green tinted lighting bug!
- Performance improvements
- Fixed low-light GI artifacts, improved GI color precision
- Improved reflection noise filter: reduced reflections flickering and "blobby noise"
- Fixed hue shifting at edges of ray traced reflection bright "lobe" areas
- GI secondary bounces are more correct intensity. White/bright rooms look better
- Entities (and entity armor), items, particles, and the player hand all have full specular + normal map support and render the same way as blocks in the world!
- Normal maps should now always display correctly, even on rotated blocks
- Nether portals now render like stained glass instead of weird invisible water
- New lightweight sky model (still work-in-progress)
- Fixed redstone torches not visible in ray traced reflections
- Improved screen-space reflections (may be more expensive, still rough)
- Fixed weird reflection bug near GI render distance boundary
- Improved GI filter, now preserves light across distance better. Still working on this
- Surfaces lit with indirect light inside reflections should now look more similar in color/intensity to how they appear directly
- SEUS Tonemap is now the default tonemap operator
- Other small lighting tweaks
I hope it has been worth the wait! I'm particularly excited about the possibility of normal and specular maps on items and entities. I can't wait to see what you talented texture artists can do with this!
As always, I'm looking forward to hearing your feedback and seeing your screenshots in the Discord server!
PLEASE READ THE FOLLWING REQUIREMENTS FOR USING THIS SHADER PACK!
- Minecraft 1.12.2 or 1.13.2 (no 1.14 support yet)
- For Minecraft 1.12.2: OptiFine 1.12.2 HD U E2 or newer
- For Minecraft 1.13.2: OptiFine 1.13.2 HD U E7 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 may cause issues
Some of the currently known issues are as follows:
- "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
- Blocks which are not a full-sized cube in the world aren't considered properly in lighting and reflections (causes artifacts with half slabs, stairs, and the like)
- Issues with the rendering of semi-transparent/translucent materials
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, 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 not possible at the moment!
Compatibility with Intel GPUs is not possible at all!
Comments
im playing modded minecraft it makes some textures rainbow color
II Rare II
2020-11-13 21:14:10 +0000 UTCI just built a rig and was itching to put the RTX 2060 Super to the test, awesome smooth, it runs well with PureBDCraft, and FTB Revelation modpack patch, currently trying out the modpack with it, im amazed
Chevy SiX Gaming
2020-04-23 10:42:17 +0000 UTCI run i7 8700 with gtx1080 solid 60fps but i limit mine to that if i set no limit i run 100+
Chris ziemski
2019-08-09 23:36:46 +0000 UTCYah @kyle Pearce I feel like that is pretty average and reasonable 👍
The Basskitty
2019-07-20 17:31:03 +0000 UTCDon't feel bad Kyle Pearce, I have an i7-8700k and a RTX2070 OC and I only get about 5-10 fps more with a 2k texture pack
The Smell of Bacon
2019-07-07 17:42:47 +0000 UTCI'm having the same problem.
Benjamin D'Errico
2019-07-06 18:29:03 +0000 UTCHello my fps are rather low any tips to boost them i run a ryzen 5 2600 rtx2060 founders 16gb 3200hz ram my fps are about 44-50
Kyle Pearce
2019-07-04 16:28:21 +0000 UTCokay so this is strange, it downloads as a .zip but the file is clearly NOT a zip, I got Apex shader just to practice and it worked fine showed up instantly as a .zip and its extracted copy.
Jameson
2019-07-03 04:06:29 +0000 UTCI ran into the same issue. You need to put the zip into the shader folder.
2019-07-03 00:45:37 +0000 UTCIt should be in the 'shaderpacks' folder.
Cyro
2019-07-03 00:43:56 +0000 UTCSeems to work pretty decent with the recently released Optifine 1.14.3. The only thing that doesn't seem to work is POM.
NeoVidia
2019-07-02 11:13:24 +0000 UTCI put the pack in the shaders folder, yes I have optifine installed to the right version but NOTHING shows in the shader selection in game, what am I missing???
Jameson
2019-07-02 05:56:18 +0000 UTCi have the problem that my toch dosent light anything
Akihiko Cortez
2019-07-02 00:19:11 +0000 UTCIs there a way to make it so torches emit light in the off hand with the pack?
Evan Howard
2019-07-02 00:00:12 +0000 UTCwhat version are you using?
Ashton Erlandson
2019-06-30 09:19:46 +0000 UTCI keep getting an Error: Invalid program "composite" anyone know how to fix this?
Alex Whipple
2019-06-30 05:33:38 +0000 UTCit's not a resource pack
Daalah
2019-06-21 19:37:34 +0000 UTCI've been trying to download this resource pack but its not working and I dont know why.
Apple Sauce
2019-06-20 02:39:48 +0000 UTCI run this with a 1060 ryzen 3 16 gb ram and this was the most beatiful smooth shader 30 fps ty.
Bloxyway
2019-06-19 18:51:15 +0000 UTCtested and works perfectly for me in 1.14.2 with optifine 1.14.2 HD U F1 pre13 on a RTX 2080 ti at 90 fps.
Tessa Wolf
2019-06-19 14:17:26 +0000 UTCcan you make this so it supports amd cards
Matthew
2019-06-12 11:55:21 +0000 UTCThe initial lighting after breaking a block seems to depend on the time of day and can look jarring. This is obvious when breaking multiple blocks in one direction in a cave at daytime. Maybe it's possible to find a workaround by approximating based on nearby blocks.
Chahzou
2019-06-10 23:00:31 +0000 UTCthanks for clearing that up :)
ㅤㅤㅤ
2019-06-10 17:44:26 +0000 UTCi have been using your shaders for a while and always been happy im glad i can support you now thanks for your work in this great game.
mark
2019-06-09 13:16:30 +0000 UTCWhat hardware do you have? I'm using optifine 1.14.2 pre9 and the lighting isn't working correctly. I'm using a 1080 gpu.
Vaktrus
2019-06-09 06:46:32 +0000 UTCyou have to use resourcepack that support bmp map
2019-06-08 23:06:01 +0000 UTCmy iron blocks are not reflecting or not looking metallic in any way anybody have a fix?
Ben Kaluzny
2019-06-08 22:40:46 +0000 UTCLooks like the shader works with 1.14.2 perfectly! The recent release of the beta optifine allows it to work now.
Hana
2019-06-08 20:26:47 +0000 UTCHey I apologize if this has already been answered elsewhere, but are there eventual plans to model the color transmission effects of stained glass? Allowing them to transmit light of only one color would make rooms with stained glass windows look really cool.
Alex Weeks
2019-06-08 19:25:59 +0000 UTCThe Room dont Light up when i place a Torch in the middle of the room the torch itself Lights up optically but the Environment is still remaining dark when it is night, is it not yet supposed to be like this by todays Progression or do i Need to Change something in Shader Settings? it doesnt feel Right the way it is at the moment.
Johann
2019-06-08 16:53:35 +0000 UTCIt is not supported yet so you are going to have to wait for a later version
KayzerG
2019-06-08 06:47:46 +0000 UTCAs far as I know that hasn't been added yet in this update.
Brightest Pixel
2019-06-08 03:46:49 +0000 UTChow do i enable parallax textures?
jose
2019-06-07 22:26:31 +0000 UTCCant seem to get the settings right so a torch in the hand lights up the surrounding area
Corey Gentry
2019-06-07 20:07:33 +0000 UTCE7.1 Seems to work 99% of the time with 1.14.2, but makes enchanted items purple and rain disappear. Is there any chance you could fix that in newer releases?
Tropico
2019-06-07 17:27:19 +0000 UTCIs there any way to make glass actually change the light? Also does anyone know a good resource pack to go with this?
Hana
2019-06-07 03:18:43 +0000 UTClol what? just stop paying for it each month
Ryan Samuels
2019-06-06 22:59:07 +0000 UTCThere should be better dark level settings or something. Because in very low light situations I cannot see unless I turn up gamma which makes outdoor areas looked extremely washed out.
EmeraldCrafts
2019-06-06 20:45:02 +0000 UTCwhat kind of performance improvement can we see? 5%, 10%? what are we looking at?
Eric Austin
2019-06-06 19:51:45 +0000 UTCK
Jonathan
2019-06-06 15:49:55 +0000 UTCHi so i bought thid abd didnt like it so i woulf like a refurn or ill sue u with extreme lawyer
Jonathan
2019-06-06 15:14:22 +0000 UTC"Compatibility with AMD GPUs is not possible at the moment!"
Kalakoi
2019-06-06 12:13:00 +0000 UTCBeen having a problem where enchanted tools/weapons show up as solid purple textures when held, is this a known issue?
ghytpop
2019-06-06 02:49:46 +0000 UTCwhenever i try to launch the e7 shader, my game crashes. im running two rx580s
Alex V
2019-06-06 02:18:45 +0000 UTCcan anyone please hook me up
Brian
2019-06-05 23:10:47 +0000 UTCguys dumb question but good lord I cant find the discord channel at all :(
Brian
2019-06-05 23:05:48 +0000 UTCdelaying a release is better than releasing something with possibly more bugs than the last release. also raytracing/ pathtracing is relatively new for games and consumer hardware. its not new entirely, since alot of movies have video sfx that implement raytracing for realistic rendering. It shouldn't be something easy to fix if there's bugs/ errors, since its a relatively new way of rendering shadows/ video effects in games.
Deadsmoke
2019-06-05 20:59:13 +0000 UTCSame issue with the OpenGL error 1282 here as well.
Avolicis
2019-06-04 02:32:53 +0000 UTCJust put the zip folder in the shaders folder and it should work.
Brightest Pixel
2019-06-04 01:22:12 +0000 UTCI feel silly for asking, but I can't remember - do you place the zip file in the shaders folder, or extract it?
Martin
2019-06-04 00:58:09 +0000 UTCNice job! Didn't expect this update to change much, but when i loaded my world, the lighting just looked better. Amazing work, as usual.
llumas
2019-06-04 00:51:28 +0000 UTCWow wow wow! The performance improvement is PHENOMENAL. E6 I would get ~40 fps in game play with a 2080, in this one I get TWICE the framerate!
EmeraldCrafts
2019-06-03 23:59:05 +0000 UTCYou need to use 1.13.2.
Cyro
2019-06-03 22:21:44 +0000 UTCWhy does it keep saying "OpenGL Error: 1282 (Invalid operation)" in the chat? I've noticed that lighting from stairs are not displayed properly during complete day, easily can tell inside caves or just a dark area. Great to see the lighting in caves is fixed though :D
Christopher Thomas
2019-06-03 19:32:39 +0000 UTCThat is up to OptiFine mod to update to 1.14. Once that is done, the shaders should work
Kristiāns Micītis
2019-06-03 13:59:42 +0000 UTCLantern didnt make any light and items in hand are purple textured
Matt
2019-06-03 13:24:34 +0000 UTCCan confirm that enchanted equipment in hand appears with a purple solid colour texture.
Corosar
2019-06-03 11:36:58 +0000 UTCcurrently, all enchanted items have a fully pink/ purple texture. Not like that with E6.
Kevin E Dellatore
2019-06-03 04:08:11 +0000 UTCIt works with optifine 1.14.2, I tested it, he may not "support it" but that's only because he doesn't try to go on 1.14 nor does he test it, he will in a later version, but it works in 1.14.2 with some features not working, but the lighting works
Lilo
2019-06-03 01:31:39 +0000 UTCOverall really nice, but I've noticed that End Rods aren't emitting light with this version. The little particle effect puffs fly off them, but no light is emitted.
Nacho5944
2019-06-02 23:51:21 +0000 UTCI believe it's to do with the way the raytracing is being done. It depends on things being cleanly aligned with the voxel structure of the game and also relies on temporal accumulation to make up for low ray counts. Both of these things probably mean that dynamic lights would have to either look really strange or not use path tracing at all. But I don't know for sure, this is just my best guess as a non-expert
Miranda
2019-06-02 23:34:45 +0000 UTCAmazing work man, just need 1.14... one fourteeeeeeeeeeeeeeeeeeeeeen, keep at it!!
Ed S
2019-06-02 23:29:26 +0000 UTCThe effect where the torches light up in hand hasnt worked for me ever. i have dynamic lighting turned on and nothing. it works on other shaders. Everything else about this is amazing I just dont understand why it doesnt work
Corey Gentry
2019-06-02 22:09:22 +0000 UTCNice quick fix man!
Sam Nabhan
2019-06-02 20:29:15 +0000 UTCI need 1.14 compatibility so I can use this shaders on my server! Hope that doesn't take long
Bocce
2019-06-02 19:20:00 +0000 UTCEnabling black depth has helped me with the lighting.
Dakota Rhodes
2019-06-02 19:18:18 +0000 UTCAmazing ! And not laggy at all, running 60-70FPS on a GTX 980Ti and a i5 4690k !
Pye
2019-06-02 19:11:48 +0000 UTCseems like it's still bright after block all the light source, and ray-Tracing quality is not good as much as E6. Is that only Me?
Jiwon Kim
2019-06-02 19:03:13 +0000 UTCAny idea when AMD support will be added?
FemboyIF
2019-06-02 17:55:19 +0000 UTCI'm hoping for AMD support soon
KGB_Thanatos
2019-06-02 17:26:56 +0000 UTC"Unfortunately, it is currently impossible to run PTGI on an AMD/Intel card. As for why, geometry shaders do not work on Minecraft, because Minecraft uses quads for geometry instead of tris/triangles, and geometry shaders do not allow quads as an input. Nvidia has an extension that fixes this, but unfortunately AMD/Intel does not. One way to allow AMD/Intel cards to function, would be if OptiFine added tessellation shaders, since those run before geometry shaders and always output tris. So the input to the geometry shader would be tris instead of quads. "
MeatSafeMurderer
2019-06-02 17:20:25 +0000 UTCYou can use ShadersMod instead. But that's basically the same
Fae
2019-06-02 17:15:01 +0000 UTCLove your shaders! Thanks for all your hard work. I do have a question, think it'll ever be possible to run these without optifine?
Durlon Bryant
2019-06-02 17:00:07 +0000 UTCI have been eagerly waiting for this release. I can't wait to give it a try and see the differences between the releases on the RTX card i have. I know how annoying it is to have something break something else completely unrelated in code. You definitely have my understanding. so excited to give this a go!
Corosar
2019-06-02 16:33:43 +0000 UTCLapis blocks i believe
Justin Duncan
2019-06-02 16:28:54 +0000 UTCHow come dynamic lights won't work with the texture pack?
Fikri Mustafa
2019-06-02 16:16:40 +0000 UTCNever mind
Payne Cork
2019-06-02 15:46:05 +0000 UTCwhat is up with amd gpu support
Benjamin Simpson
2019-06-02 15:44:37 +0000 UTCWhat blocks are the blue glowing ones?
Payne Cork
2019-06-02 15:44:22 +0000 UTCAwesome work! These things for sure take some time, sometimes tiny things can hide for days with zero progress
David Chick
2019-06-02 15:44:14 +0000 UTCfixed 👌
Florian Joffrin
2019-06-02 15:41:17 +0000 UTCIs there any ETA for AMD GPUs?
ggtylerr
2019-06-02 15:41:11 +0000 UTCI was beginning to worry, when these delays happen send a post here on patreon to update us
cabeca143
2019-06-02 15:07:46 +0000 UTCdefault improved 1.13 V1.2
Fikri Mustafa
2019-06-02 14:54:11 +0000 UTCCan anyone recommend a texturepack with this?
Philipp
2019-06-02 13:53:01 +0000 UTCAWESOME!
Pbotsfordslayer5
2019-06-02 12:11:37 +0000 UTCgreat work!
muzinicemoon
2019-06-02 11:48:00 +0000 UTC😍
Ultimate Immersion
2019-06-02 09:39:12 +0000 UTCWhen it's ready.
Kurtis Stalnaker
2019-06-02 09:38:42 +0000 UTCAmazing, thanks! Early bug: redstone torches that are mounted on walls do not emit any light. Redstone torches on the ground work normally.
Florian Joffrin
2019-06-02 09:37:53 +0000 UTCI JUST happened to fire this up again earlier today and thought, huh, I wonder if he's close to releasing the next version? LOL...good timing! Looks like a great update, can't wait to check it out.
Jeff Messer
2019-06-02 09:36:53 +0000 UTCAlpha
2019-06-02 09:33:09 +0000 UTC