[Download] SEUS PTGI E8 Release! (Patreon)
Downloads
Content
SEUS PTGI E8 is here, along with some exciting new additions and improvements!
First of all, E8 has an entirely new water and underwater rendering system! Unfortunately this new feature causes incompatibility with Minecraft 1.12 until the developer of OptiFine ports back newer features that this relies on. If you want to read more about this new feature, you can check this dev news post: https://www.patreon.com/posts/seus-ptgi-e8-dev-27746705As I’ve said before, my long-term goal for SEUS PTGI is for it to be enjoyable for actual survival gameplay, and this update brings SEUS PTGI a lot closer to that goal. There’s a new option for fixing all GI light leaks while in caves, a new option for dynamic held light emission (only works for items you’re holding, not other players or entities), and a lot of other fixes and improvements.
Also, a big improvement has been made to the diffuse GI filter that allows for much better preservation of contact shadows.
With all of these new features, expect a slight overall performance drop in this release. Know that I’ll be working on optimizing these new features for the next release.
Here’s the changelog:
Minecraft 1.14.3 + OptiFine HD U F1 compatibility
Significant diffuse GI filter improvements, better contact shadows, less blobby/noisy lighting overall
Fixed weird lighting bug that happened when the player crossed a world coordinate that is a power of two (128, 256, 512, etc)
Land atmospheric scattering has been restored (for nice distance fog)
Water/Underwater rendering completely redesigned
Physically-based light absorption (blue tint) through water
Caustics (visible directly and in reflections)
Underwater godrays/volumetric lighting with caustics influence
Water casts “caustics” shadows, instead of just being applied on any surface behind water
Colored shadows from stained glass
Fixed blue ice and stripped wood not writing to the GI voxel volume
Enchanted weapons and armor now display properly (not as solid purple)
Campfire and lanterns emit GI
Fixed light emitted by lava being way too dim
Added option “Full Cave GI Leak Fix” in “Raytracing Options” that prevents all GI light leaks while in caves. Read the tooltip for more information
Fixed weird damaged block rendering
Fixed wrong screen-space GI tracing intensity
Added “Dynamic Held Light” option, to enable held lights emitting light into the scene (in Lighting & Shadows Options, on by default). For now, any held item only emits torch-colored lighting
Removed “RAIN_SPLASH_BILATERAL” option, it’s always enabled now and achieved in a cheaper way
Added “Sunlight Intensity” option (in Lighting & Shadows Options)
Fixed problem where half of custom skyboxes wouldn’t render
Forced vignette overlay to be disabled
Fixed carpets not on top of a solid block writing as a solid block for the GI voxel volume. (used to cause broken lighting)
Implemented night vision status effect
Implemented blindness status effect
Added options for changing which channel is used for specular smoothness and metalness (in Surface Options)
Added option for interpreting specular texture smoothness as roughness instead (in Surface Options)
Added “Post Sharpening” option (in Post-Processing Settings), adds sharpening to the image before it’s presented, can help if you play at less than 1.0x Render Quality
Added “Motion Blur HQ” option (in Post-Processing Settings), for higher quality motion blur
Added “Motion Blur Intensity” option (in Post-Processing Settings)
PLEASE READ THE FOLLOWING REQUIREMENTS FOR USING THIS SHADER PACK!
Minecraft 1.13.2 or 1.14.3 (1.12 compatibility isn’t possible until OptiFine for 1.12 gets an update)
OptiFine 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:
Being underwater in ravines/caves shows some light leaking, and “glowing” water fog. This is unavoidable currently.
Some artifacts on edges of water shadows (will improve in the future)
"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 and you're using an NVIDIA GPU, 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!