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1 | 1 | Changes over r5.7.1: |
2 | 2 | - Added support for the Voxy mod using the same baseline as Distant Horizons, but with Voxy getting some exclusive features |
3 | | - * Nearly all IntegratedPBR emission and color effects are supported on Voxy chunks |
4 | | - * Ambient occlusion is supported on Voxy chunks |
5 | | - * Distant Light Bokeh effect is supported when Voxy is enabled as well |
| 3 | + * Nearly all IntegratedPBR emission and color effects are supported on Voxy chunks |
| 4 | + * Ambient occlusion is supported on Voxy chunks |
| 5 | + * Distant Light Bokeh effect is supported when Voxy is enabled as well |
6 | 6 | - Improved lod mod support for both Voxy and Distant Horizons |
7 | | - * Added real-time shadows to lod chunks using screen-space shadowing. All thanks to Capt Tatsu for letting me use his implementation from BSL Shaders |
8 | | - * Lod chunks now support proper screen-space reflections |
9 | | - * Added sun/moon highlight reflections to lod water |
10 | | - * Slightly improved Temporal Filter behaviour on lod chunks |
11 | | - * Tweaked fog balance and color when an lod mod is enabled |
12 | | - * Water caustics and colored shadows now fade away towards the edge of real chunks |
13 | | - * World Outline effect now fades away towards the edge of real chunks |
14 | | - * Fixed very low performance in the Nether when Border Fog is disabled or when Nether View Limit is set to Limitless |
15 | | - * Fixed sun/moon reflections on water looking inconsistent between normal chunks and lod chunks |
16 | | - * Fixed Nether fog looking too intense on lod chunks |
17 | | - * Fixed distant End beams being visible through lod terrain |
18 | | - * Fixed bloom fog intensity being slightly higher than intended on lod chunks |
19 | | - * Fixed TAA having worse smudging on the sky with Voxy or Distant Horizons mods |
| 7 | + * Added real-time shadows to lod chunks using screen-space shadowing. All thanks to Capt Tatsu for letting me use his implementation from BSL Shaders |
| 8 | + * Lod chunks now support proper screen-space reflections |
| 9 | + * Added sun/moon highlight reflections to lod water |
| 10 | + * Slightly improved Temporal Filter behaviour on lod chunks |
| 11 | + * Tweaked fog balance and color when an lod mod is enabled |
| 12 | + * Water caustics and colored shadows now fade away towards the edge of real chunks |
| 13 | + * World Outline effect now fades away towards the edge of real chunks |
| 14 | + * Fixed very low performance in the Nether when Border Fog is disabled or when Nether View Limit is set to Limitless |
| 15 | + * Fixed sun/moon reflections on water looking inconsistent between normal chunks and lod chunks |
| 16 | + * Fixed Nether fog looking too intense on lod chunks |
| 17 | + * Fixed distant End beams being visible through lod terrain |
| 18 | + * Fixed bloom fog intensity being slightly higher than intended on lod chunks |
| 19 | + * Fixed TAA having worse smudging on the sky with Voxy or Distant Horizons mods |
20 | 20 | - Changes that only affect the Distant Horizons mod |
21 | | - * Added a fade effect for Distant Horizons chunks to better blend with real chunks |
22 | | - * Reduced overdraw protection to reduce gaps in the world while traveling |
23 | | - * Fixed beacon beams not rendering in the correct position if Distant Horizons chunks are involved |
| 21 | + * Added a fade effect for Distant Horizons chunks to better blend with real chunks |
| 22 | + * Reduced overdraw protection to reduce gaps in the world while traveling |
| 23 | + * Fixed beacon beams not rendering in the correct position if Distant Horizons chunks are involved |
24 | 24 | - Rewritten Light Shafts and End Beams, resulting in: |
25 | | - * Improved performance on default settings by around 2-3% in the Overworld, and 20-30% in the End dimension |
26 | | - * Overworld Light Shafts should look nearly identical to before aside from possibly fixing slight edge case issues |
27 | | - * End Beams are now completely volumetric in the world space instead of being tied to the camera altitude |
28 | | - * Rebalanced End Beams to appear more like a smooth and connected fog instead of bright individual beams |
29 | | - * Both Light Shafts and End Beams blend better with Voxy & Distant Horizons chunks, fixing some fog intensity issues |
| 25 | + * Improved performance on default settings by around 2-3% in the Overworld, and 20-30% in the End dimension |
| 26 | + * Overworld Light Shafts should look nearly identical to before aside from possibly fixing slight edge case issues |
| 27 | + * End Beams are now completely volumetric in the world space instead of being tied to the camera altitude |
| 28 | + * Rebalanced End Beams to appear more like a smooth and connected fog instead of bright individual beams |
| 29 | + * Both Light Shafts and End Beams blend better with Voxy & Distant Horizons chunks, fixing some fog intensity issues |
30 | 30 | - Changes for the End dimension: |
31 | | - * Added proper reflection support to End Beams alongside improved reflection handling in the End |
32 | | - * Improved the color and intensity balance of the End Beams, End Flashes, and the Ender Dragon battle effect |
33 | | - * End Stars no longer fade out towards the horizon unless the camera is at the same level as the End Beams |
34 | | - * End Flashes now take longer to fade out and provide light for longer |
35 | | - * Added "End Beams Intensity" option to adjust how bright the End Beams are |
36 | | - * Added "End Stars Intensity" option to adjust the brightness of stars in the End sky |
37 | | - * Added "End Beams Center Altitude" option to be able to move beams higher or lower in altitude |
38 | | - * Added "End Beams Height" option to adjust how tall the beams appear |
39 | | - * Added an option to disable support for End Flashes |
40 | | - * Fixed End Beams not changing position over time |
| 31 | + * Added proper reflection support to End Beams alongside improved reflection handling in the End |
| 32 | + * Improved the color and intensity balance of the End Beams, End Flashes, and the Ender Dragon battle effect |
| 33 | + * End Stars no longer fade out towards the horizon unless the camera is at the same level as the End Beams |
| 34 | + * End Flashes now take longer to fade out and provide light for longer |
| 35 | + * Added "End Beams Intensity" option to adjust how bright the End Beams are |
| 36 | + * Added "End Stars Intensity" option to adjust the brightness of stars in the End sky |
| 37 | + * Added "End Beams Center Altitude" option to be able to move beams higher or lower in altitude |
| 38 | + * Added "End Beams Height" option to adjust how tall the beams appear |
| 39 | + * Added an option to disable support for End Flashes |
| 40 | + * Fixed End Beams not changing position over time |
41 | 41 | - Added improved rainfall/snowfall weather texture handling with shader-based blending |
42 | | - * Weather textures now use slightly better color handling to blend better with every scene |
43 | | - * Weather textures are colored with nearby lighting colors when Advanced Color Tracing is enabled |
44 | | - * Fixes rain not appearing behind translucent blocks including the optional Improved Glass |
45 | | - * This feature does not work on older Optifine versions or on Apple devices and gets automatically disabled |
| 42 | + * Weather textures now use slightly better color handling to blend better with every scene |
| 43 | + * Weather textures are colored with nearby lighting colors when Advanced Color Tracing is enabled |
| 44 | + * Fixes rain not appearing behind translucent blocks including the optional Improved Glass |
| 45 | + * This feature does not work on older Optifine versions or on Apple devices and gets automatically disabled |
46 | 46 | - Changes related to World-Space Reflections |
47 | | - * Improved performance of world-space reflections, resulting in up to 5% fps increase depending on the situation. All thanks to FoZy STYLE |
48 | | - * Improved ambient occlusion inside world-space reflections. All thanks to FoZy STYLE |
49 | | - * World-Space Reflections no longer use the heavier manual filtering for colored lighting. Resulting in a big fps improvement for settings that have "High" Detail Quality |
50 | | - * Slightly moved the position of the player reflection away from the camera with the World-Space Player Reflections option in order to reduce weird cases |
51 | | - * Fixed Generated Normals on water not looking correct with World-Space Reflections enabled (IntegratedPBR) |
| 47 | + * Improved performance of world-space reflections, resulting in up to 5% fps increase depending on the situation. All thanks to FoZy STYLE |
| 48 | + * Improved ambient occlusion inside world-space reflections. All thanks to FoZy STYLE |
| 49 | + * World-Space Reflections no longer use the heavier manual filtering for colored lighting. Resulting in a big fps improvement for settings that have "High" Detail Quality |
| 50 | + * Slightly moved the position of the player reflection away from the camera with the World-Space Player Reflections option in order to reduce weird cases |
| 51 | + * Fixed Generated Normals on water not looking correct with World-Space Reflections enabled (IntegratedPBR) |
52 | 52 | - Changes to IntegratedPBR |
53 | | - * Rebalanced the "More Reflective Distant Glass" feature and also added an option to disable it |
54 | | - * Improved the consistency of Generated Normals in the distance. All thanks to plazmal |
55 | | - * Added "Generated Normal Resolution" setting |
56 | | - * Added "Hide Armor" optional feature that turns worn armor and elytra invisible (Iris only) |
57 | | - * Fixed powered rails having inconsistent glowing parts when Texture Filtering is enabled |
58 | | - * Fixed underwater Sea Pickles losing their glow effect when viewed at an angle |
59 | | - * Fixed "IPBR+ Emissive Mode" setting not working in some cases. |
60 | | - * Removed the IntegratedPBR lava brightness pulsing mitigation tweak because it doesn't seem to work well anymore |
| 53 | + * Rebalanced the "More Reflective Distant Glass" feature and also added an option to disable it |
| 54 | + * Improved the consistency of Generated Normals in the distance. All thanks to plazmal |
| 55 | + * Added "Generated Normal Resolution" setting |
| 56 | + * Added "Hide Armor" optional feature that turns worn armor and elytra invisible (Iris only) |
| 57 | + * Fixed powered rails having inconsistent glowing parts when Texture Filtering is enabled |
| 58 | + * Fixed underwater Sea Pickles losing their glow effect when viewed at an angle |
| 59 | + * Fixed "IPBR+ Emissive Mode" setting not working in some cases. |
| 60 | + * Removed the IntegratedPBR lava brightness pulsing mitigation tweak because it doesn't seem to work well anymore |
61 | 61 | - Optimized manual filtering code for colored lighting. Resulting in an fps improvement for settings that have Advanced Color Tracing and "High" Detail Quality |
62 | 62 | - Improved alpha balancing of Reimagined and Unbound clouds to look better next to mountains or when the camera is inside clouds |
63 | 63 | - Added improved World Outline calculation. All thanks to plazmal |
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