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Releases: sergcpp/Eng

v0.2.0

02 Nov 04:02
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Added

  • Emissives support
  • Probe-based cache for multibounce GI
  • Multibounce specular GI
  • Order-independent transparency
  • Procedural sky
  • Jittered shadows for screenshots
  • Autoexposure
  • GTAO
  • Bloom
  • Chromatic aberraction
  • Motion blur
  • Diffuse/specular light influence flags
  • Ability to skip multi_compile shader combinations
  • Approximate LTC portal lights
  • Spotlight support
  • HDRI light (without NEE for now)
  • Gaussian and Blackman-Harris image filters
  • Visibility flags
  • Backside material support
  • Gamma parameter for tonemapping
  • GLTF meshes conversion
  • Small-scale screen space shadow

Fixed

  • Shadow BVH flickering
  • TAA flicker at high exposure
  • Missing subgroup extensions support check
  • Non-bindless OpenGL mode
  • Incorrect GPU timestamps
  • Specular shimmering
  • AMD/Arc issues loading sponza scene
  • Cascaded shadow bugs
  • Artifacts on mirror surfaces
  • SSR black contours
  • Material override only working on unique meshes
  • Imprecise default normalmap
  • Incorrect specular denoising reprojection (OGL only)
  • Incorrect normal transform in RT shaders
  • Incorrect streaming of non-mipmapped textures

Changed

  • Depth buffer uses reversed Z
  • Improved blur-based denoising
  • Better VNDF sampling is used for GGX
  • Improved PCSS shadow filtering
  • Catmull-Rom filter is used for TAA
  • Velocity buffer is 2.5D now (3 channels)
  • Simpler shading is used in RT shaders
  • Improved memory-level aliasing is used for FG resources
  • Faster SWRT
  • Separate debug version of shaders is used in debug mode
  • Alpha test uses separate texture masks
  • Texture LOD bias is used for TAA compensation

Removed

  • SPIRV OpenGL support
  • Smooth texture LOD transition

v0.1.0

19 Aug 19:54
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Added

  • LTC area lights
  • Static TAA mode
  • Lighting support in RT shaders
  • Software raytracing fallback
  • BC4/BC5 texture compression
  • Gbuffer normals dithering
  • Hacky ambient term for GI
  • LUT tonemapping (must be provided externally)
  • Freelist allocator
  • Graphical tests

Fixed

  • Color banding artifacts
  • SSR artifacts on Intel GPUs
  • Incorrect SSR ray length

Changed

  • Improved reflections denoising
  • OGL shader permutations preprocessing
  • Assets preprocessing is multithreaded
  • Renderer frontend is partially parallelized

Removed

  • LinearAlloc