Skip to content

Releases: Minecraft-Radiance/Radiance

v0.1.4-alpha

21 Mar 21:14

Choose a tag to compare

  • 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
  • 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

10 Feb 01:10

Choose a tag to compare

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

05 Jan 02:23
486fa2c

Choose a tag to compare

v0.1.2-preview Pre-release
Pre-release
  • 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

02 Jan 17:23
486fa2c

Choose a tag to compare

v0.1.1-preview Pre-release
Pre-release
  • Fixed the issue of frame flashback when moving

v0.1.0-preview

01 Jan 14:05
7dcf603

Choose a tag to compare

v0.1.0-preview Pre-release
Pre-release
  • First public preview version
  • Full Vulkan rendering backend implementation
  • Basic hardware ray tracing, and path tracing support. Features DLSS 4.