1.0.1
Compatibility
Changes
Added and changed
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Added coloured godrays through tinted glass, with controls for shaft thickness and colour saturation.
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Reworked volumetric fog with a froxel volume and tuned its contribution down: about 50% less at night and 15% less during the day.
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Added block-light contribution to cloud lighting and cloud visibility to PTGI bounce lighting.
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Added a full-resolution cloud layer over translucent surfaces and a full-resolution pass for cloud reflections in water.
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Built and trained the first learned history-weighting network, then developed a larger second network warm-started from the first. Results were about 15-17% better quality than temporal upscaling, at about the same framerate. EXPERIMENTAL, Expect bugs and issues!
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Added a learned-upscaling debug view and moved its controls to the Upscaling settings.
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Expanded upscaler training scenes with harder detail and motion, including foliage, glass, and thin geometry.
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Added special upscaler handling for flowers and other foliage, signs, fences, and iron bars.
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Changed water refraction to use the existing 75%-resolution path and added special upscaling treatment for water.
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Increased water-wave strength by 15% and extended reflection history for distant water.
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Added underwater visibility cutoffs and depth-based fading for refractions and shadows.
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Filled the reflection gap between screen-space and voxel reflections with screen-space reflections.
Bug fixes
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Moved cloud rendering to full resolution over translucent surfaces to address cloud edges and dark outlines.
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Adjusted temporal handling for moving entities to reduce ghosting.
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Added an early check before the costly glass search. This affects the glass search, not water refraction.
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Fixed a severe frame-rate regression in learned upscaling by changing how the shader evaluates the network.
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Reduced repeated screen-to-world calculations, skipped empty voxel regions more cheaply, and reduced work in the shadow geometry pass.


