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v1.8.3
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Major performance optimizations on rasterization pass
Config profiles for different quality/performance tiers
New
Added config profiles for different quality/performance tiers
Added Assume NV GPU option for NVIDIA-specific optimizations
Separated SSS sample count from blocker search count for better control
Improvement
Optimized gbuffer pass viewZ attribute by computing from gl_FragCoord.w
Optimized terrain draw normal vertex attributes
Optimized shadow pass attributes
Optimized denoiser reproject register usage
Optimized denoiser stabilization pass occupancy
Removed some vertex attributes for passes that don't need them
Optimized SST register usage and ray sorting key layout
Optimized GI5 storing handle register usage
DenoiseBlur FP16 optimization
ReSTIR temporal reuse math simplification
Early return branching optimization
Updated TAA filter kernel for lower quality profile
Reduced TAA motion blur
Tone mapping tweak
Moved cloud clear from GIReproject to ShadowSample pass to balance VRAM loads
Moved fast history storing to history fix pass to balance VRAM loads
Emissive color curve now performed in input color space for better consistency
Removed spatial reuse feedback due to firefly artifacts
Fix
Fixed hit distance on disocclusion
Fixed backward analysis distance check
Fixed GBufferTranslucent material id reading
Fixed RTWSM forward analysis writing position
Fixed extra water tinting
Fixed history length diffusion killing disocclusion fix
Misc
Removed unused shadow specular output and associated references
Removed reservoir age reset
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