SEUS Path Tracing Shaders (PTGI E6)

SEUS Path Tracing Shaders (PTGI E6) PTGI E10

PTGI E10, latest version as of 10/15/19
Taken from Patreon:
Phew, it's finally here! I'm sorry it's taken so long! This update is pretty big, with a lot of fixes and totally redesigned GI and reflection noise filters!

The biggest improvements are with the GI and reflection noise filters, allowing for a more dynamic range of light intensities (thanks to the new GI filter), and in most situations, almost noiseless reflections on semi-rough surfaces!

However, the new GI and reflection filters are still young and will continue to improve. In particular, the reflection filter can cause some flickering. I'm eager to get feedback on these and am open to constructive criticism!

Also, you'll see a nice performance boost when Full Raytrace Reflections is OFF!

Another thing I wanted to improve on was the general appearance when playing at lower resolutions, since running the game at a lower resolution is a great way to get better performance. I hope you can better enjoy playing the game at a lower resolution to get better frame rate with this update!


Other than that, check out this beefy changelog!

  • Redesigned GI noise filter which can now handle a wide range of light source intensity
  • Redesigned reflection noise filter with much more noise-killing power!
  • Ray traced reflections now look much more consistent and similar to sunlight specular highlights (should make texture artists' lives much easier!)
  • (Subjectively) better overall appearance when running the game at lower resolutions
  • Fixed rendering of stained glass in hand
  • Added support for 1k and 2k resolution resource packs
  • Jack o' lanterns, sea lanterns, fire, and redstone torches now contribute to GI lighting
  • Added Raytracing Options > Simpler GI Sky Model option
  • Added Raytracing Options > Secondary GI Samples option
  • Removed GI Responsiveness and GI Filter Quality options, they aren't integrated into the new GI filter yet. New default "responsiveness" similar to GI Responsiveness 2
  • Screen-space reflection and GI tracing are OFF by default
  • Full Raytrace Reflections is OFF by default
  • Fixed Sunlight Leak Fix not removing reflection leaks
  • Added Lighting & Shadows Options > Block Light Intensity option
  • Added Lighting & Shadows Options > Torch Light Intensity option
  • Removed shader options that didn't do anything
  • Added Texture Resolution option to the main page of the shader options (since it's important to set it!)
  • Surfaces with normal maps can no longer have impossible angles to them (surface pointing away from observer), helps a lot with reflections
  • Improved GI stability on surfaces seen at a grazing angle
  • Smooth auto-exposure (finally)! Fixes flickering when swinging tool/weapon and other brightness stability problems
  • Night lighting adjustments
  • Night time "blue filter", simulates how the human eye sees low intensity light
  • Fixes for TAA artifacts on hand
  • Improved frame rate when Raytracing Options > Full Raytrace Reflections is OFF (frame rate is about the same when it's ON and you're using a resource pack with specular maps)
  • Fixed flickering artifacts that were caused by Screen-Space Reflection Tracing at grazing angles
  • Normal maps ("bump mapping") much more visible in path traced GI
  • Much more stable path traced GI on surfaces with normal maps
  • Fail-safe code added to voxelization stage that ensures improperly voxelized blocks don't write garbage everywhere and ruin lighting
  • No more noise seen on reflected blocks ambent lighting
  • Fixed reflections bug that caused some pixels to shoot a ray in a totally wrong direction
  • Fixed secondary bounce GI light leaking in enclosed spaces
  • Fixed streaking artifacts caused by TAA when moving the view quickly
  • Fixed "dusty" looking sky colors
  • Added Post-Processing Settings > Black Depth option
  • Other minor fixes

No 1.13 support yet, I'm sorry! I've been so focused on the huge task of rewriting the GI and reflections noise filter, as well as all of the other improvements you see above.


PLEASE READ THE FOLLWING REQUIREMENTS FOR USING THIS SHADER PACK!

  • Minecraft 1.12.2 (no 1.13 support yet)
  • OptiFine 1.12.2 HD U E2 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:

  • Color precision issues in GI and reflections in darker areas (causing banding and strange colors). A fix for this will come in E7
  • "Disco Floor" flickering artifact mostly seen in reflections (the new Secondary GI Samples option can help with this)
  • 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)
  • Some flickering sometimes seen in rough reflections
  • Issues with the rendering of semi-transparent/translucent materials

AN IMPORTANT NOTE ON GRAPHICS DRIVER ISSUES AND GPU COMPATIBILITY:

Since I only have a GTX 1080 to do development with, and 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!

Furthermore, NVIDIA drivers have caused visual artifacts lately, particularly with RTX 20xx GPUs. Driver issues are to blame if you experience extremely bizarre behavior (green lighting, "dancing" world, crazy flickering, and other strange visual bugs).

If you are using an NVIDIA RTX GPU, unfortunately no drivers have yet come out which eliminate all of these, to my knowledge. RTX card owners, please keep me updated!

If you are on a different GPU and experience driver issues, you can try installing an older graphics driver, or, sometimes pressing "F3 + R" (to recompile shaders) can fix these driver-related issues. Do this first if you experience strange visual bugs!


Lastly, I have been absolutely overwhelmed with the amount of support (in many ways) you all have given me lately, I really cannot thank you enough! I hope you enjoy this update! As always, I'm eager to hear your feedback (and see pretty screenshots) in the Discord server! See you there!
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