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Hey all! Sorry it's been a while, I've been wanting to share the progress I've made with E13, but I needed to really make sure that I didn't accidentally promise something that would turn out not to be possible. The pieces of the puzzle are finally coming together, so I can announce confirmed new features! 

So, if you haven't read the last Dev News post, I've been working on a completely new approach to voxelization and representation of block shapes for ray tracing. This is definitely the most complicated system I've ever built!  E13 will be the biggest update PTGI has ever seen, and here's what I can confirm will be working!

Voxelization based on a Resource Pack

In order for PTGI to get information about what blocks are in the world for ray tracing, you will now need to have a specific resource pack loaded. For the first E13 release, I will include a resource pack--that you should always have enabled when using PTGI--that will provide the necessary information for vanilla block models. 

With this new method, geometry shaders are no longer needed for voxelization! AMD graphics cards are quite slow with geometry shaders, so this is good news for AMD GPU owners! Though, I can't state anything certain about what performance will be like when everything is put together.

You will be able to use resource packs that contain custom textures along with this just fine (loading the PTGI resource pack first, and the one with the textures you want at the top of the list). Any custom block models defined in the resource pack, however,  will cause that block not to be voxelized (thus, not be visible in ray tracing). But, there's a solution for this!

Resource pack conversion tool

Since PTGI will now need a special resource pack, I'm working on a tool that will convert any resource pack to this special format. This means that resource packs with custom models will now be able to provide the correct models for PTGI to use for ray tracing! This tool will go through all of the models defined in the resource pack and convert them to a format that PTGI can use.

It will also bake an associated "shape data" file that will need to be placed inside SEUS PTGI's .zip file. This data is baked for the specific resource pack being converted, so it'll be important not to mix and match these! Eventually I'll have the tool do this for you.

 You'll need to be careful not to feed it something that has many models with lots of elements in them, as it could slow down the shader, and the "shape data" file may potentially not be able to contain all of the model shape data.

Any block model properly ray traced!

Any block model in the world (that isn't a tile entity like chests, armor stands, signs, etc.) will now properly show up in ray traced reflections and lighting! That means stairs, slabs, fences, doors, trapdoors, torches, crops, levers--pretty much anything can be properly represented in the ray tracing now! And none of this is hand-coded, it's all automatically figured out by the Resource Pack conversion tool and PTGI! This means that there is the potential that blocks (that aren't tile entities) added by mods could work as well! 

Sadly, we still have the limitation that only one texture can be rendered on a block seen inside ray tracing. So, block models that use multiple textures like grass block (dirt on the sides, grass on top), logs, grindstone, etc. will only map one texture to all of the geometry. Right now, the texture that PTGI uses is the particle texture. I don't think it's likely that I can overcome this limitation. But there are potential workarounds, like fusing these textures together into one .png and then editing the block model .json file to work with this little mini atlas texture. 

Per-pixel emissive light sources

I'm migrating away from blocks either being light sources and fully glowing or not in favor of per-pixel light emission. That means that any block being a light or not will simply be based on textures. So, any block can give off any amount, color, or intensity of light! 

Alpha testing in ray tracing

Blocks seen in ray traced lighting and reflections will now properly handle cutout transparency. That means that leaf blocks, doors, glass, grass, crops, etc. will now render properly! Stained glass will eventually properly show up and tint reflections and lighting, but that's not quite working yet.

Ray traced contact shadows

With how reliably PTGI can ray trace properly shaped blocks, I've added ray traced contact shadows. These are quite cheap, since they only need to trace a few blocks just to get that crisp contact shadow, but they make quite a difference!

Now, there are definitely some things to work out! A few blocks are not rendering properly, the resource pack conversion tool is still just a C# script in Unity, and the whole thing is young and unoptimized. This means you'll definitely see a performance drop. But, these new features bring a level of detail and complexity to your world as seen through the reflection of an iron block that I never thought would be possible!

Thank you for hanging in there while I've been working on this! I didn't post sooner, again, because I wanted to be sure that I could happily and proudly announce these features and be confident they're going to work. I'm incredibly excited for this new tech, and I hope you are too!

And, of course, thank you for your support!! As always, and especially when it's been a while since there's been an update, I wanted to remind you that you'll only be charged if you're a patron during the turn of a new month. If you'd rather just pledge when there's an update, download the update, and then unpledge, that's totally fine, I have charge up-front disabled for this reason! For more information on how this works, take a look at this page. 

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Comments

emanuel diaz

Hi, I just want to say that I'm a huge fan of your work, and someday I'd like to be as good as you.

Ian McCabe

Could we potentially see future support for things like Lab PBR for PTGI? As having a Universal Shader Texture standard would make things very nice to work with for multiple projects/shaders, especially as Optifine adds more features and support as Minecraft's own Render Evolves

Ivor_Amlug

I never clicked on a email so fast

Jaxtronaut

I can't wait for this to come out, i'm all tingly

Sonic Ether

Definitely! Can't say when I'll work it in, or if I'll be able to 100% support all of the features of the standard, but I agree, it's definitely a good idea!

book enjoyer

So potentially modded blocks with custom models could be defined? Would that need more leg work on behalf of the user?

Sonic Ether

Eventually, it'll be: 1. Make a resource pack for the resources that the mod contains (with the block models) 2. Run the resource pack conversion tool 3. Load the converted resource pack and the modified PTGI that contains the newly exported "shapedata"

Sonic Ether

So, the mod developer could do this process and then just provide the resource pack for users to download. Unfortunately, I can't load the "shapedata" file that PTGI needs from within a resource pack, right now it has to be in the shaderpack itself. I'll maybe see if the developer of OptiFine can do something about this.

book enjoyer

Cool! Sounds easy enough to grab that data out of .jars. Thanks! Looking forward to release :)

Sonic Ether

Yep! I've seen some modpacks do this, they'll just grab the assets from the mod .jar itself and make a resource pack with them.

Brashtx

Hi, I admire your work. I subscribed a few months ago and I am really satisfied, frankly you are doing a great job 😍😆 !!! But I have a question for you, Can an 8th generation i5 support Ray tracing PTGI ?!

IgetZTech

Thanks for your hard work my guy, you are turning your hard work into something absolutely amazing. Keep up the good work. :D

Ultimate Immersion

You’re a god! This is another revolutionary update and it just so happens I‘m now working on a new update with custom emissive textures on custom models. Someone did a few code modification snippets in PTGI so it’s possible but it only allows emissive textures to somewhat work (There are few screens in my dev news on my Patreon). So I wanted to ask you for permission if these code modifications could be shared (not a full shader ofc). But looks like I won’t need that at all since you’re bringing it with the next update, how convenient! Thanks again, this is definitely most exciting update after E6 revolution. Keep up the great work, I’m so excited!

Banananan Man

PTGI really doesn't put much stress on the CPU, so I'm more worried about what GPU you have. I'm running a an I7-6700k not overclocked at the moment and it never goes over 10% usage just rendering a scene, rapid chunk loading is the only thing that can ever be hard on it. While my GTX 1060 3GB is pinned at 100% all the time running at an unstable 30ish fps when using this shaderpack with most features enabled at 1080p with 0.7x res scale and a PBR resource pack. So I'm sure your 8th gen I5 is enough, but you need at least a midrange dedicated GPU to run this at a 'playable' framerate.

Brashtx

Thank you for answering me. At the moment I have an I3 8350k and a GTX 1660 Super, I know that Minecraft does not use the processor much, but the problem is that my processor only has 4 hearts ...

Waity5

please be aware that people could just pledge for gold, download the shaders, and then unpledge/switch back to stone with no cost

Grzegorz Wereszko

Any ETA when a beta build becomes available? I'm so eager to get my hands on this as a AMD user.

Realism Mats

This is a very exciting update! so much potentials to make my texture pack even more beautiful, thank you so much for your amazing work, I can't wait to start implementing the new features especially "Per-pixel emissive light sources" and "Alpha testing in ray tracing". It will be great If there is a way to have access to an experimental version to work with before the final release. Thank you so much, have a nice day.

NMLWright

Wow. You’re work is amazing.

NMLWright

So with voxelization would it now be compatible with earlier versions of Minecraft?

Mark Smith

I'm running a 3rd gen i7-3770k and that's no problem, lol! It's definitely more reliant on the GPU. I moved up from a GTX 1060 3gb to a GTX 1660 6gb and got SO much better performance.

Ian McCabe

2nd question (last one), could you make the Emmisives on the Alpha Channel?

Brashtx

With my current processor, my game is not too playable with PTGI E12, despite these performances (4 Cores, 4 GHz). But with older versions of PTGI, it works well 🙃!

Brashtx

And thank you for taking the time to answer me ... But in the future I plan to take an i5 9600k or even an i5 8400. 🙂

Heiden Shadows

I'll be curious how Simon will adapt Chromahills to work with this, as that resource pack has been a SEUS supporter for years. And because of that, I've been using it for years. Even at 128x, my Vega 56 plows through this PTGI mod with relative ease, staying well within my monitor's freesync range at all times. The result is a butter-smooth experience even in my large medieval metropolitan areas.

Heiden Shadows

Minecraft actually hammers the CPU fairly hard, especially during chunk loading. Particles like rain splashes are also very CPU heavy. However I find that it likes more clock speed than actual cores, as the i5 2400 on my HTPC can keep up with my Ryzen 7 2700 in my laptop.

Heiden Shadows

The versatility of this mod is what'll separate the official Mojang ray tracing from this. The customization features are very rich with PTGI, and the fact it works on older yet still powerful graphics cards is also a boon, as everyone can't afford the latest RTX or even upcoming RDNA 2 architectures yet.

Heiden Shadows

If you're using the integrated graphics, you'll have a bad time. Maybe Ryzen when it sticks Navi on their APUs might stand a chance but I wouldn't hold my breath. 980ti or better is recommended to run this personally. (I've tested on it, does really well actually). I use a Vega 56 and that's great for the higher resolution mods thanks to the superior memory bandwidth.

Brashtx

Ok, if you are using the SEUS PTGI server on Discord, I will send screenshots of the task manager while I play if you wish and you will give your opinion and thanks again 🙂.

CanineCraver

This looks great but I do have a question. What version of Minecraft is this being designed to run on?

BugEyes

You’re talking about a CPU, which will not handle the graphics processing. Your CPU is fine. You need to get a powerful GPU. The most important thing about the GPU for Ray Tracing, is the compute power of the card. Not video memory. So getting something like an RTX 2060 would be enough to get playable frame rates, as the Turing architecture alone (ignoring tensor cores), is very high performance.

Brashtx

OK thank you.

Steel Kraken (edited)

Comment edits

2026-09-05 21:00 When it is finished, do you think it will also work better with AMD Graphics Cards?
2020-04-05 23:24

Jaxtronaut

He said it will definitely improve how AMD handles it, so the answer is Maybe

DNM's AO Gaming

How are you possibly getting 30 fps with a gtx 1060 3gb? Im getting the same with a 2070 Super... There's no way you're using this shader without a texture pack..

Brashtx

Did you disable VSync on Minecraft ?! Have you set your Max Framerate to '' unlimited ''

Brashtx

And try to reduce the "render distance". But if that really doesn't work, you'll have to optimize your game with optifine and set Ray Tracing options correctly, or even optimize your NVIDIA settings.

Sebastian Schillings

It depends more on Optifine. Any MC Version with a somewhat up-to-date version of Optifine available is basically compatible

CanineCraver

That's why I was asking, 1.15.2 has an Optifine version, but their site labels it as a "preview" and I tried the newest PTGI release in it, it was a complete mess, hence my asking of the question.

Alex

I can't wait!

owen lee

very very nice!

Anthony Anderson

What does this mean for modded blocks? Does this mean that those can get textured automatically? Or does this only apply to vanilla models?]

KampfschaFF

@Sonic Ether Hi Sonic, I recently discovered this mod that allows blocks to be rotated called 'Create'. Do you think the new version E13 of your shader makes it possible to build a kind of rotating light? A light tower has to look really cool with it :) Currently this is not possible because glowstone, for example, is no longer considered a light block when the rotation starts.

Gabo

Please, fix the end and the nether :)

CarrionAndOn

When's the AMD support coming out?

DolanDasDuck

with this update, he did say it in the 4th paragraph.

DolanDasDuck

Best guess is 1.15.2, just gotta wait for Optifine to be completely ready for it, thank Mojang for changing the rendering software for no reason.

MikjoA

The AMD support has already started since E9.

Abner

how do I download the texture pack or shader?

광민 류

Will the amount be paid in advance from now on?

광민 류

I'm asking because the translation of the sentence is not correct.

Waity5

hopefully this allowes my rx 570 to get off SUES Renewed!

Ethan Meyer

Im a New Patreon that was instantly HOOKED by videos i saw and im SO EXCITED TO TRY!!

Van Games

Will there be several shadows from several light sources?

Something funny

It hasn't released yet, but once it does it will tell you what to do on the patreon post

Something funny

Will E13 be compatible with newer minecraft versions? I love these shaders, but I mainly play on realms.

Anonymous

How can I download this one?

Waity5

It is dev news, meaning a post about how things are going, not that it is finnished

Waity5

do you mean versions without optifine? well, that depends on wether optifine is released for those versions. shanders need optifine

Something funny

All versions but the snapshots have optifine lol. The reason I ask is because e12 is kinda broken with 1.15.2 optifine.

McVitas

Optifine lol? Don't know that version ;-) Optifine for 1.15.2 is a preview version...

samuel

Can you fix water in caves? It has a weird glow.

Seth Walker

My torches are not emitting light with the exception if they are in my hand. I'm new here is this normal?

Van Games

Why does water in stained glass disappear?

Liam Duncan

It's probably because you're using PTGI 12 with Minecraft/optifine 1.15 when it's meant to be used with 1.14. Unfortunately 13 isn't out yet so you can't use it on Realms servers for example

ksm

I can't wait for that amazing shader. When will it be released?

Anonymous

anyone else having issues with torches

AK Production (edited)

Comment edits

2026-09-05 21:00 i just subscribed to the patreon today and installed the shaders but for some reason my sword is just a solid color instead of the proper texture. anyone know a fix for this?
2020-04-20 16:07

S1mplyTheHero

Do you think it'll be possible to implement NVIDIA DLSS in future versions of SEUS PTGI?

Jhoao Ckundari

For now, PTGI doesn't take advantage of any RTX-specific features such as the RT cores or DLSS. I'm not sure if it's something that's planned to be implemented in the future.

Camden Cahoon

Are you using the 1.15.2 preview version of optifine? It's kinda buggy and the same thing happens to me. Try using a stable version and see if it works. It did for me.

Anonymous

How will it be with mods adding new textures, shapes... and with resourcpeacks that are implemented in Servers. Also, does ptgi support pom and pbr? I want to use it with realistico. Also in my modpack there are over 100 000 different items with many models... will not because of AMD performance upgrade decrease posibilities (mods, pom) for users. If Yes please Make version without this AMD improvement.

Brian

Very cool and exciting stuff. I'm using an AMD RX 5700 XT in my computer; can't wait to try your work on it!

Waity5

you need to donate $10 every month to get it

Waity5

how porly does E12 run? i have an rx 570 and i get 40fps at 720p. The game only fails to load if you put a lower than native resolution

Waity5

I assume that you are making sure that it works realy well to compete with RTX Minecraft. If the performance of E12 where to stay the same (60fps 1080p on a 1060 6GB), RTX Minecraft could become worthless!

Brian

Hmm? SEUS PTGI E12 runs awful at 2560x1440 with lots of stutters and OpenGL Error 1282 keeps popping up in chat. No tray tracing enabled in the settings. Edit: With the latest driver from AMD, 20.4.1.

David Tech Splique

SEUS is still the best overall Minecraft raytracing experience I'm having!

itsjust_khris

I don't think something like this will be possible, Nvidia mentioned that minecrafts rendering engine doesn't by default have the data DLSS needs, granted this was with the Windows 10 version, and may be added through something like optifine, Nvidia themselves would still have to add support in the driver side for it, and I don't see them doing that.

Cephalosporin

Holy cow, thats a nice amount per month... Well deserved though... Can't wait till this release!!

Waity5

weird, i can run it fine, just a verry slowly

Alexander Lemieux

Is there a way that I can outright buy seus ptgi? I don’t have enough money to do monthly payments but I’m happy to still pay $10.

david newman

if you read the end of his post yould see that you dont need to pay

Artem

Cody, do you share any information, articles on how your method works in general? I'm a CG programmer for many years and clearly understand that honest real time path tracing is not possible, so all new projects that claim it, do lots of tricks. RTX, for example, processes noisy traced (with quasy random numbers) picture through AI de-noiser, specially trained for that. I'm wondering how your method works and how it's different. If that's not a secret, of course.

Dante .

do you have a date?

程韻僑

Wow! How is a great job!!

Robert

no bo lubimy prace co SEUS robi

Denis Armstrong

i am i 1$ donor and i want to get ray tracing--how do i find a download?

David Zvo

i think you need to donate at least 10$ for the ray tracing shaders

Vistas

correct

Andrew Yurovchak

This really tp really is amazing, especially seeing as it is made by only one person. Keep it up!

Artem

Your Installation Guide link is broken.

Ryan Medina

Really excited for this. I just became a Patreon to let you know that your work has been outstanding and thank you for delivering on making Minecraft better!

Michel Rodriguez

I'm with Artem, the installation guide is broke, I'm new (and unfamiliar with even adding shaders to minecraft java) so I need this to work please

Kyle Hendrix

Just became a patron because I saw the amazing work! You're doing awesome and this is definitely worth my money!

Flannel Beard

Torches are broken in 1.15. Look, I know 1.15 bugs annoy you from Optifine, however Renewed looks and runs far better than PTGI. I'm extremely disappointed and will be moving to BSL until this project is further supported. If SEUS Renewed runs perfect on my wifes toaster (minus 2-3 annoying visual bugs we can't fix on our own) but PTGI doesn't even run or work right on my NVIDIA 1060 then we've got problems. Best of luck. Will re-support at a later date.

Ian McAlindon

Dude I'm sorry, but this comment is absolutely pathetic. First of all, correct me if I am wrong, but this shader pack is not yet compatible with 1.15. If you look at the download link to E12 it specifically says to use Optifine 1.14.4, and to add to that, Optifine has not even been fully released for 1.15! So do some research there first before you comment, please. Secondly, Do you have even the slightest clue how intense ray/path tracing is computationally. It's really no surprise that 1. SEUS Renewed would run better than PTGI, and that 2. Pardon my language, but your piece of shit 1060 cant run PTGI. Let me clue you in here. I own a 1660ti, and off the top of my head I believe SEUS Renewed gets around 100-150fps, and SUES PTGI gets roughly 40fps, 30 if you want it to look real nice. For comparison, Microsoft's Minecraft with RTX cant even run without an RTX card, and if it could run on my 1660ti, would probably get horrendous frames. My point is, ray/path tracing is SERIOUS stuff, for big boy graphics cards. So please, for the love of god, do some research before you go trashing the hard work Sonic has put into this pack, let alone have the fucking audacity to advertise your affinity for BSL. Sorry for the rant, but that was just pathetic. Could it hurt you to be just a little grateful and appreciate what this creator has done? It's groundbreaking stuff, really. It requires time

Flannel Beard

So many assumptions from a child with an attitude. 👍

Stardust Journal

.... mate. This is real time ray tracing. Even GTX 1080's have trouble running this as it is an insanely accurate and realistic lighting technique. ALSO. 1.15 is not supported yet as optifne is not fully released for 1.15. Your complaining about performance on a beta version of the most realistic shaders that clearly need top hardware to run. Your disappointed because you lack the hardware and knowledge to run them properly.

Kazii The Avali

i am so freaking excited its been a while but im still excited

QLST

WOW CAN'T WAIT

Waity5

If you want you can switch to $10, download it, then switch back to $1 for no cost at all

Waity5

I am not sure what your problem is with performance. my friend has a 1060 and runs PTGI all the time at 1080p 60fps

QLST

Enable rt

Tyler

Hey sonic can't wait for the PTGI 13 I live stream your shaders and viewers go nuts when they see your shaders compared to others LOL. Like they drown in the shaders. I am on PTGI 12 on minecraft 1.14.4 and its not bad at all. its up to date and up to par with everything and I hope that you path trace the pocket edition. I know that doesn't sound popular but they go nuts for that too.

Authew

Just can't wait for the best shaderpack.

Brem

Where do i find the discord patron sever?

QLST

no one knows.....

Andrew Keim

I am looking forward to E13, E12 runs well, I am curious to see the new innovation and look forward to the conversion tool.

PepperBean

How will a vega frontier do?

PapaSpoon

Listen to this idiot asking for a 1060 to ray trace. Enable rtx, but you cant you need an rtx card read into something before you buy it.

Michael Maher

my computer is 8GB ram - GTS450 with 970MB Vram quad core Q9400 CPU is it gonna run good cuz i tried some shader packs with shadows and it does drop to 1FPS

Jonas Pribyl

That will most certainly not run well, even a GTX 1060 is struggling to keep up

Knightwolf

so ya someone uploaded seus to google play with ads, biggest flaw with patron only, you can't report stolen stuff, rip no twitter, no discord, no youtube, no email to report stolen content. i don't know how people do these type of thing where the only people that can talk are people who can afford to pay. o well

Vincent Franz

Will the E13 Shader compatible with 1.15 ?

CanineCraver

I asked the same question a while back, but 1.15 Optifine is still in its "Preview" phase. So I'm not sure this was made with 1.15 in mind, we'll have to wait and see...

hammad alhassan

hi can you add depth of field and the ability to edit and tweak colors

SUHAREK

when will the Shader be released?

Ian McAlindon

Not at all. To put this in perspective for you, I own a GTX 1660ti, built around a $1,000 system. This shader pack gets about 40 fps at 1080p, 70 fps at 720p, and assuming you'd even stand to play at 480p, I tested that and got 110 fps. Now based off my research, the 1660ti looks to be about 800% faster than a GTS450. Sooo assuming you could even manage to get this off the ground to begin with, you would be looking to recieve about 5 fps at 1080p, 9 fps at 720p, and 14 fps at 480p. Aaaand even then those numbers are just taking into account your GPU speed so you may be lucky to receive even those numbers. I mean, you did say other shaders run at 1 fps, and well path tracing is EXTREMELY taxing, so you're not doing yourself any favors looking for a path tracing shader

Ian McAlindon

Assuming you're referring to E13, I'm pretty sure unless Sonic himself were to come out and say so, which as far as I am aware, he has not, we do not know. My guess is it is coming soon, its been in development a while, and way longer than any other version I've seen so far, granted he looks to be doing a lot with this one.

Ian McAlindon

True, but if you ask me, if I was raking in 720 grand a year off those who are loyal, I wouldn't really give a damn at that point haha.

Lawliet.

i'm waiting this version :) Thanks for u efforts

SUHAREK

Will the E13 Shader work on version 1.15.2?

SUHAREK

Will snow and rain particles be visible? in E13

niks088

even a RTX 2060 does not run very good 57/60 fps

Dylan Martínez

Will modded light sources emit light? I mean, if a mod adds a block that emits light, will it emit light when using the shaders without having to add it to block.properties?

Jonas Pribyl

I'm not sure, but I think that the mods will have to have a special texture to tell the shader what intensity and color of light it emits. And that's up to the mod creators.

MikjoA

Hmmm hope we have some more news soon

Kalani

It’s been 5 months since the last version was released... In that time, we’ve cumulatively given you just over $310,000. Could take a moment to fill us in on what’s going on?

LukaPlayz

when will you add support to rtx graphics cards? so that the shaderpack will use rt cores?

Chibi Godzilla

Could you spare a moment to appreciate all of the work that goes into what he's doing? You're welcome to try doing what he does better than him at any time. If you can, maybe we'll all switch to give YOU that money. But as it is now, you sound like nothing more than an entitled, spoiled brat who's entire life revolves around instant gratification. Grow up.

mott

i am with this guy, when if at all will you utilize rt core

Karl Isorde

Well he has an aggressive way to put his words, but he is not completly wrong in a sense. A little message, not a big dev knews but you know.. A little hi to say: "I'm doing fine, I'm testing whatever feature rn, it's taking a lot a freaking time" would be apreciated. You know just a way to let his salar-... hum community know he's not dead xD he doesn't owe us that, but that would be great you know.

Karl Isorde

That's not that easy. Minecraft Java Edition is written in Java, which more or less only allows the use of opengl for graphic hardware command, for portation purpose. But opengl doesn't even know the RT core exist in recent graphic hardware (GPUs) so you simply can't use them with opengl so you can't use them with optifine, so you can't use them in any optifine shaders, including PTGI. That being said, In the far future, Vulkan, a sortta big update for opengl and most likely what will replace it in the future, aims to add more "recent graphic hardware features" handling in its future version. That could include rtx handling. but that wouldn't be before a while. Minecraft java edition could be let down to bedrock by that time. TL;DR: Minecraft Java Edition simply can't use RT Cores for now (because of several software problems) and will not for yet, still some years. I let the more qualified people correct me on the possible several mistakes I made in my explanations. Peace out.

Adam Nyke

when optifine for 1.15.2 is finished

Vincent Franz

Optifina has Shaders for every version. I use Optifine 1.15 with a different 1.14 Shader at the moment and it works great

Darren B

Yes, the problem isn't the time but the lack of communication. At this point , he could be just riding out the fact he's making a killing on this. I'm removing my subscription right now.

Stardust Journal

Its been 5 months since the last update and the last post was from April 2nd going on 2 months without any news about it. I dont expect a major update every month but at least like a progress report. It would take 10 mins and would ease a lot of minds

brayden childress

Dude has to compete with actual RTX now and he just doesn't know how to do it. I say just ditch trying to make RTX a functional shaderpack and just make texture packs with decent PBR mapping as there is a lack of that now that works with Bedrock Edition.

Kazii The Avali

He is also trying to keep gpus like amd in support Wich infact doesn't have rtx support

David

when will it come out?

Aurora Waddell

Hey! I'm having a problem with end rods not lighting up when i get close to them. I was wondering if this was an issue in my settings or something with the shaders themselves, thanks!!

Jacques Koekemoer

Hey bro, havent heard anything in 2 months and i am really excited for this texture pack, when do you think it will be ready?

Waity5

I'd say he is competing with RTX and winning Much better performance and a wider range of GPU options

Sy Haqi

I don't get it. Do I need to download resource pack to allow the shaders run ray tracing? Or the ray tracing effects is already have in my game with default texture pack?

Ian McAlindon

Nope, no resource pack needed for the ray tracing to work. Now if you want reflective/3D textures on blocks and whatnot then you will need to download a resource pack, but as far as I am aware it will not change the way the light itself behaves

Nik Ziobrowski

And you are not locked to a specific, and not so great in my opinion, version of minecraft. Locked to maps as well. This man is the reason i didn't go RTX with my newest build

Andrew Keim

What is the ETA on this release?

Andrew Keim

I am looking forward to this.

Andrew Keim

Do you need help beta testing the shaders? I don't mind helping, I used to work for Sony Online Entertainment as a GM/Tester.

Deputy Jed08

I think this is gonna be really big! i'm really excited for this!

Jonas Pribyl

A little teensy weensy update note would be nice though

Waity5

It is Dev News It is news about the development That means it is not released yet

Anonymous

50k per month? Fuck you, I'm unsubscribing

SUHAREK

Will the E13 Shader work on version 1.16.1?

Darren B

With all the $ you're making monthly on this project you should hire someone to better manage your community.

Anonymous

Ive been using it on 1.16.1. there are some things you need to put up with (reflections showing odd things, enchants turning the whole item purple) but i cant play mc without his shader. best one by far.

krowzclaw

How are you uising E13?

Jason Lane

how do i get the e13 ?

Logan

how are you using e13?

BlueInfinity

This Pack is trash compared to continuim, Thats a fact, Why? Continuim has a non greedy and actually active dev team, Not just one lazy dev

fluit

hes not hes just asking a question if it will work with 1.16.1 lmao

Öko

obviously you didn't see jaylen's comment

Tommy Krambeck

will the transparency of glass show through other glass blocks?

Yuris Juris

Will you add custom lava?

Alexandros Androutsos

Well I'll add that with all the $ you're making monthly you should hire a few programmers to help you deliver version on a more timely fashion.

Anonymous

This looks so GOOD! cant wait for the release, but for a question the SEUS Renewed was really good with the swaying bushes and the trees is this going to have that as well?

KPhoenix

but then he wouldn't be making nearly 3 quarters of a million dollars per year

CHOING

E12 is currently experiencing some bugs in Minecraft version (1.16.5), but I recently subscribed and are eagerly waiting for E13. Even if the release is delayed, I hope that the completeness will be high. :D

Numpy

can't wait for it myself either :D

Coral

can't wait

Paul McBunyan

In PTGI 13 could you fix honey looking like water?

Anonymous

Google "Crab in a bucket" or "crab mentality" lol. Come on mate- cheer on the success of others!