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v.2.5.8

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@Pjbomb2 Pjbomb2 released this 21 Apr 22:44
· 102 commits to main since this release

Fixes:
Fixed scenes without any light meshes
Fixed material rotations not matching
Fixed materials becoming desynced
Fixed ReSTIR blurring mirrors
Fixed some warnings
Fix to bsdf MIS weights in light sampling
Fix to light BVH when a triangles radiance = 0
Fixed issue with skinned meshes with improper bounds
Fixed fade mapping for SWRT
Fixed long standing bugs in radcache
Fixed panoramas not saving to panorama path
Fixed ASVGF, TAA, and several other shaders breaking if you recompile something during play
Fixed terrain not instantiating trees with correct scales
Fixed AGXMHC and AGXBC tonemappers

UI stuff:
Removed ReSTIR GI update rate
Added ability to multi-edit multiple raytracinglights at once
Added a per-raytracingobject toggle that allows you to temporarily force all local materials to be invisible
Widened fog sliders
Added AGX Medium High Contrast Tonemapepr
Increased size of raytracinglights sliders
Simplified material pairing by dictating whether a texture is single channel based on its usage
Added tooltips to most options under "Functionality Settings"
Added Khronos PBR Neutral tonemapper
Removed VMF diffuse
Added anisotropy rotation

Misc:
Rasterization/deferred is no longer required at all(So you can turn it off and save performance in large scenes), if you turn on "Remove Rasterization Requirement", as truetrace can now generate its own motion vectors/depth buffer
Updated OIDN to be compatable with blackwell GPU's(NVIDIA 50 series)
Revamped ReSTIR GI again, now to more correct asymmetrical pairwise MIS weights, much higher quality
Improved terrain quality
Massively improved terrain trace speed
Reduced frequent allocations coming from background TLAS rebuilds
Performance bump to trace speeds, especially on 4080+
Reduced memory consumption/GC allocation for BVH8, BVH2, and LightBVH
Reduced memory use/properly free the memory used by "Emissive Texture Aware Light BVH"
Restir textures will no longer be allocated if restir is off, saving VRAM
Added several new options to "GlobalDefines.cginc"
Removed several options from "GlobalDefines.cginc"
Optimized BVH2 building performance by ~15%
Optimized BVH8 building performance by ~20%
Optimized Light BVH building performance by ~47%

CPU performance improvements
New triangle buffers are no longer re-allocated if the existing buffer is long enough(saves a lot of performance when adding/removing objects, can be turned off under "Functionality Settings" -> Enable Strict Memory Reduction

Minor optimization to light trees
Small update to restir ASVGF so its not garbage
Added left/right flags to light BVH nodes so it can more accurately traverse the TLAS
Changes to how I handle thin difftrans objects
Small improvement to chromatic aberation
Did some cleanup on kernels, so BVH refitting is now faster
When there is no directional light marked "IsSun", truetrace will now take the first directional light
Changed up Internal material structure
Small performance optimization to ASVGF
Matcaps now default to on if there is no mask
Improved resolution of radcache
"MatChangeResetsAccum" now defaults to ON
Sky is now added to radcache
Non-atlas stuff will no longer be allocated/run if using bindless
Improved unity light CPU overhead
Added debug flags/options in GlobalDefines.cginc for geometric and normal mapped normals

Improved restir shadows for spotlights and arealights
Improved behavior of ShadowSoftness for area lights
Massively improved area light sampling