Today I'm releasing OctrayRewrite v0.5.0. This update adds compatibility for Minecraft 1.18. Most notably, this includes raytracing support for the new [-64, 320] block height limit. As far as I know, OctrayRewrite is currently the only shader that supports raytracing the entire render distance (64x chunks, 384 height). This is partly enabled by...
2022-01-01 02:41:08 +0000 UTC
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OctrayRewrite v0.4.1 is now live in the Discord. This update primarily adds a new feature called "POM Silhouettes", where POM can actually influence the outline of blocks. This is a feature that is only really possible in shaderpacks that have world voxelization, since it uses this information to determine whether a block edge can be seen-throug...
2021-09-21 06:57:55 +0000 UTC
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For the past couple months I've been working on and off on a brand new algorithm for parallax. It's technical name is Quadtree Displacement Mapping, although I'll stick to calling it a "POM" algorithm, since POM is such a ubiquitous name in the shader community. This new POM algorithm is based on the same accelerated ray-intersection that Octray...
2021-08-24 07:36:00 +0000 UTC
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After several days of pretty consistent work, I manage to get OctrayRewrite running and performing reasonably well on AMD cards.
I started by sending demos to several AMD users in the server, however, due to a number of serious issues in both OptiFine and AMD drivers, I ended up having to source my own AMD system for development. This ende...
2021-08-14 00:53:52 +0000 UTC
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After working pretty continuously for the last few months, I finally have the important subset of features finished for me to release OctrayRewrite to people.
The most significant feature was de-noising. If you tried the old Octray on github, you'll know it was basically unplayable due to the amount of noise and poor filtering. Now that th...
2021-08-09 04:09:22 +0000 UTC
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