Releases: Minecraft-Radiance/Radiance
Releases · Minecraft-Radiance/Radiance
v0.1.4-alpha
- New features
- Pipeline settings rewrite
- Add preset mode for simplified settings
- Add default module position to avoiod module overlap
- Simplified labPBR texture load (No pre-process is necessary)
- Tone mapping enhanced
- Add center mode (depends on the pixels around cross air) and global mode
- Add more mapping methods
- Expose more settings
- Integrated Nvidia SHaRC
- Integrated XeSS SR (Windows only)
- Ray Tracing module improved
- Expose the part of ray tracing shaders for dynamic runtime modification (experimental, WIP)
- Optimized the internal RT shaders for less registers and SMs usage
- Split reflection and refraction in two paths for better reflection and refraction results
- Rewrite NRD module following the NRD sample, works fine for reflections with Reblur. Relax will be added in the next versions.
- Expose almost all ReBlur settings
- Still a little bit noise for refractions. Optimization is WIP.
- Add internal emission textures. It is still recommended to use a PBR terxture pack for better experience
- Pipeline settings rewrite
- Issues fix
- Fix the bug where it is pure black at certain time
- Fix the path for wide character (Although DLSS still needs path with ASCII characters)
- Fix the bug of the DLSS mode settings
- Remove the selection box and hit box from the tracing path
- Fix the incorrect labPBR decode
- Fix hand for incorrect render issue
- Fix the wrong vulkan texture format
- Fix the module shift issue in pipeline mode
- Fix memory leakage on host and GPU
- Remove the hard dependency on DLSS. If the DLSS libs are absent, it will default to NRD.
- Fixed the missing biome texture for grass block sides.
v0.1.3-alpha
Thank you for your patient. We can finally release our first alpha version v0.1.3.
- add dynamic pipeline with modularized render blocks
- CPU bottleneck issue solved (1.5x performance gain now)
- UI issue solved
- PBR texture packs supported
- update to the latest DLSS version
- added experimental NRD and FSR3 for non-nvidia users
- fix the bug where glowing particles appear problematic
- fix the bug where the particles get through at the corners
- fix the bug where the banner and shield patterns are not displayed correctly
- fix the bug where the boats are not rendered correctly
- fix the bug where the end portal and gateway are pure gray
- optimize the world loading and VRAM usage
v0.1.2-preview
- Screenshot functionality is now available
- Tuned the exposure algorithm for better sensitivity to bright areas, leading to less over-exposure
What's Next: This marks the last preview before alpha (where the code will be available). We are shifting focus to a new development phase, which planned to introduce:
- totally refactor the rendering pipeline to a modularized and customizable one
- PBR texture pack support
- Support for more industrial modules (e.g., FSR, NRD)
- Fixes for known bugs
Thank you for your feedback so far. Stay tuned, and we look forward to sharing more with you (hopefully) soon!
v0.1.1-preview
- Fixed the issue of frame flashback when moving
v0.1.0-preview
- First public preview version
- Full Vulkan rendering backend implementation
- Basic hardware ray tracing, and path tracing support. Features DLSS 4.