My GTX 1070 + SUES Makes Minecraft look like a whole new game...
- Lazini
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Member for 11 years, 3 months, and 17 days
Last active Thu, Mar, 17 2022 07:33:07
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MadnessPlayer10 posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]Posted in: Minecraft Mods -
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jcm2606 posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]Posted in: Minecraft ModsQuote from TaigaBunny»
I'm wondering if someone can explain to me exactly why minecraft shaders, especially SEUS are so hardware demanding? I was showing off my new pc (Nvidea gtx 1080 8 gb plus i7 6700 Skylake) and getting around 100 fps for SEUS ultra, which I was completely stoked about. However my brother (who knows absolutely nothing about Minecraft) was very unimpressed. He said the effects that SEUS shaders add like reflective water, shadows etc can all be found in games up to 15 years old (he gave half life 2 as an example). He felt that I should be getting hundreds of fps with SEUS ultra (which I know is currently impossible). So is there some technical reason for this? Is is because of Java or because of something like every block in Mineraft being destructible etc?
Reflective water in HL2 if I remember correctly were done using planar reflections; basically re-rendering the world a second time and using maths to "flip" it based on the surface normal (which direction the surface is facing). This was viable because HL2 was using a forward renderer, used a lot of simple rendering techniques, baked lighting, and overall was just easy to render, so they could afford it. SEUS, or any game that uses a deferred renderer for that matter, just cannot naively re-render the world a second time; I wish they could, but they can't. Even though it's been 15 years since then, the techniques we have now produce the same or at least similar quality, but cost much, much, much, much, MUCH more in frame time to render because the way things are done have changed dramatically since then.
Back then most games used baked lighting; the developers use physically-accurate and computationally expensive methods of computing lighting such as photon mapping or ray-marching, write the results out to an image (called the light map) and package that with the game. Here you have all this gorgeous lighting that is physically accurate, but is 100% static and cannot change without having to do everything again (which for a large scene can take hours to re-render the light maps). Then when it comes time to render the scene, take the diffuse map (colour of the surface) and the light map and blend them together (naive way is just multiply them together) and voila, lit surface. Today's games use a mixture of this and dynamic shadow maps; they use this for large scene-wide lighting and baked global illumination, things which we cannot do in real-time currently (for every single game imaginable, yes we have SEUS' GI, but that isn't viable for other games and has it's own flaws and caveats), and they use dynamic shadow maps for actual shadows.
Games nowadays are too expensive to render once, let alone twice, let alone more times. So we cannot just do re-render the scene again and call it a day. How do we do reflections? We use crude approximations (screen-space reflections) and fake the rest. SEUS, and any shader pack with reflections, use screen-space reflections to reflect things on-screen; we use a bit of maths to shoot a "bullet" into the scene, record where it lands, then reflect the "bullet" off and record where it lands again, do a bit of maths on that to refine our sample, then use that as the reflection. At least that's the gist of it. This gives us a dynamic reflection without having to re-render the scene, because everything is already there ready to sample on-screen. The problem is what we're sampling is on-screen, so we cannot reflect things off-screen; this is why with SEUS when you're looking at something, it's reflected; look away a bit, maybe move the camera so whatever we're reflecting is now off-screen up a bit, and the reflection disappears. Now you can't just go from a reflection to nothing, that'll look really weird, so SEUS and other packs actually substitute what SHOULD be there for the sky, to at least give SOMETHING to reflect. For the most part the sky's code is using the pixel's position, so using some maths we can approximate what the sky would be should it be reflected.
There are other ways of doing the re-rendering; Epic have recently added planar reflections to Unreal Engine 4.12, it works by using some maths and logic to only render what logically should be rendered by measuring the distance from the plane itself to whatever is being reflected; only things within a certain distance are reflected, and how many things are reflected impacts performance. Additionally, if I remember correctly, they also skip dynamic lighting for the reflected objects and just fall back onto "global" lighting coming from a skylight in the scene or whatever.
Even though the end product with SEUS and HL2 LOOK identical, it doesn't mean they ARE done identically. Both use very different methods of achieving the same thing, and hence both impact performance VERY differently. -
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Quavelen posted a message on MinecraftLovers - Survival With A Twist (8th Anniversary!!Posted in: PC ServersLol, Fluffle. I see that you're still harping on about mob farms, several months after I last played. Just upgrade your potato, and you'll stop lagging. Quit trying to limit the game for other players; the world doesn't revolve around you. >.>
Anyways, I'm not dead quite yet... I've some extremely rare spare time (a few hours, maybe?) so I decided to look around a few of my old haunts. So, just wanted to post and say "Hello". Glad to see MCL is still up and running. =)
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secretlondon posted a message on MinecraftLovers - Survival With A Twist (8th Anniversary!!Posted in: PC ServersI think the stores can be hard to find. I see people in Guinea Goods all the time, for example.
I built a silly punishment block next to the prison and I think spawn should be for fun communal builds like that. I'm thinking of building a disco with music disks. We could build a few residential towers but spawn doesn't feel residential for me. You want to actually live in your base.
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Sn0w posted a message on SN0wZ0ne - COMPLETE Hi-Res Texture Pack for ALL Versions of Minecraft WITH TONS of MOD Support!!!Posted in: Resource PacksI know it's been a very long time since I have been able to work on my texture pack. But that has finally changed!
I am now adding all of the new items, blocks, materials, etc, up to 1.10.2 for a forthcoming release: Sn0wZ0ne 2.0!
For now, I have updated and upgraded Sn0wSong to 2.0! It includes a lot of improvements, two completely new and totally original songs added to the menu, and replaces every sound and song in the entire game up to version 1.10.2! Grab a copy now! And keep watching here for serious updates coming soon to textures and Mod texture support for updated versions!
I really am looking forward to texturing Botania in my artistic style! So many beautiful flowers to paint!
Thank you for sticking with me!
Check the Sn0wSong 2.0 OP at the link below. I love you all, and hope to provide you with a superb experience through my sounds, songs and sights.
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BTrainz posted a message on MinecraftLovers - Survival With A Twist (8th Anniversary!!Posted in: PC ServersYou know you found a old map, when the pack that comes with it is still referred to as a texture pack.
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BTrainz posted a message on MinecraftLovers - Survival With A Twist (8th Anniversary!!Posted in: PC ServersHate to say it, but if you get banned on MCL+ for greif, it is a perma ban, no if, ands, or buts.
Thank you for the apology though.
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aegisjester posted a message on MinecraftLovers - Survival With A Twist (8th Anniversary!!Posted in: PC ServersI've heard the complaints - the 5x5 rail at the nether hub going to the public farm has been upgraded!
Now it has slabs and stairs instead of solid blocks, so no more pigmen (or ghasts) can spawn. Special thanks to Lazini who helped with the labor!
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aegisjester posted a message on MinecraftLovers - Survival With A Twist (8th Anniversary!!Posted in: PC Serversheeey sux
My travels are almost finished! Today I'm putting up the most recent version of Spigot, and doing a quick look at other out-of-date plugins that I need to update.
I'll take a look at skyblock today too, fix any that are broken and maybe add some new ones
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Emizaquel posted a message on MCEdit Filter ScriptsPosted in: Minecraft Tools
And done!! Here's the link to it.
# You can modify, reuse or distribute this filter. # If you do so, make sure to give credit to Lazini # http://youtube.com/user/lazini displayName = "Overhang filler" inputs = ( ("Fills the empty blocks under an overhang with the bottom block ID and Type", "label"), ) def perform(level, box, options): for i in xrange(box.miny, box.maxy): for y in xrange(box.miny, box.maxy): for x in xrange(box.minx, box.maxx): for z in xrange(box.minz, box.maxz): if (level.blockAt(x,y,z) == 0) and (level.blockAt(x,y+1,z) != 0): level.setBlockAt(x,y,z, level.blockAt(x,y+1,z)) level.setBlockDataAt(x,y,z, level.blockDataAt(x,y+1,z)) print "Repeated times: ", i
Thanks!
I'll make sure to let you know once the map is done. I was kinda inspired by Vetchs' SHO so expect a completely massive scale. - To post a comment, please login.
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You have been accepted! Please follow the rules and have fun! Hope to see you soon in game
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Can you clarify what you mean exactly by "we can decide on a modpack to do a modded minecraft smp"?
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Get's me everytime..
Have a great Monday folks! As great as it can get of course..
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Warning shots...
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Bad to the bone
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A rebel
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The "Are you drunk?" one got me...
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He's a parser-tongue...
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My life in a nutshell...
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Because I finally updated EnderSurfer and now all you, my dearest admins, can disable the plugin for any world you'd like Also, I added some new permissions and updated EnderSurfer's page format so now it looks way cooler. Check it out, and have good one from me.