SEUS PTGI E13开发新闻(转载+翻译)
原文来自Sonic Ether的Patreon:https://www.patreon.com/sonicether/posts
翻译由有道初步翻译,我本人进行小幅修改。大意是Sonic Ether发现了一种能很好的提升mod/自定义方块模型的兼容性以及大幅提升AMD显卡上的性能的方法。该方法将需要加载一个资源包且资源包里面需要有一个定义各种方块的文件。不过SE表示他将会在新版本的SEUS PTGI里面内置一个适用于原版Minecraft的资源包
Hey, all! Here's what's going on with the development of SEUS PTGI E13.
嘿,大家好!这是SEUS PTGI E13的开发进度。
The focus of this update is compatibility and robustness. I've talked before about some ideas I've had about making PTGI work well with mods and custom block models, and none of those ideas were all that great. However, I think I may have found one that is!
这次更新的重点是兼容性和稳定性。我以前谈到过一些想法,关于如何使PTGI与mod和自定义方块模型很好地工作,这些想法都不是很好。然而,我想我可能已经找到一个好想法!
The idea revolves around using a resource pack along with PTGI. PTGI would then require the use of a resource pack to inform it about the blocks that are in the world. Of course, I'll include one that works with vanilla Minecraft's blocks.
这个想法围绕着围绕着随着PTGI启用一个资源包。PTGI将需要使用一个资源包来告知它世界里的方块。当然,我会内置一个与原版Minecraft的方块兼容的资源包。
The first really cool thing is that this approach removes the need to use geometry shaders or instancing for voxelization (the process used to store the information needed to perform ray tracing)! Since geometry shaders are quite slow on AMD graphics cards, AMD users stand to see some significant performance improvements. In my preliminary tests, performance on NVIDIA graphics cards seems to be about the same (the savings from avoiding geometry shaders about equals the performance draw of this new approach).
第一个真正酷的事情是,这种方法不需要使用几何着色器或实例化体素化(用于存储执行光线追踪所需信息的过程)!由于几何着色器在AMD显卡上很慢,AMD用户将看到一些显著的性能改进。在我的初步测试中,NVIDIA显卡上的性能似乎是相同的(避免几何着色器带来的节省相当于这种新方法的性能下降)。
The second awesome thing is that precise control over voxelization is finally possible. If the resource pack is set up right, blocks should always properly voxelize. If you're using a resource pack with custom models that is not made to be compatible with this new system, or if you're playing with mods that add newly shaped blocks to the game, those blocks will simply not be voxelized, instead of writing garbage and corrupting the world.
第二件了不起的事情是对体素化的精确控制终于成为可能。如果资源包设置正确,方块应该始终保持适当的体素尺寸。如果你使用的资源包带有与新系统不兼容的自定义模型,或者你使用的是向游戏中添加新形状方块的mod,这些方块将不会被体素化,而不是编写垃圾和破坏世界。
Compatibility will also be greatly improved. Keeping PTGI compatible across Minecraft versions will be almost automatic, and any mods that add new blocks whose models inherit from the base game's models (like a mod that adds new types of stone or ores) will be handled automatically.
兼容性也将大大提高。保持PTGI在Minecraft各版本间的兼容性几乎是自动的,任何添加新方块的mod(比如添加新石头或矿石类型的mod)都将被自动处理。
I'm pretty confident about the above all being possible. I'm a little more uncertain about the next features, but they're even more awesome.
我对以上所有的可能性很有信心。我对下一个功能有点不确定,但它们更棒。
All non "tile entity" blocks (at least in the vanilla game) will be able to be represented and rendered in ray tracing! That means stairs, fences, doors, trapdoors, levers, buttons, torches, end rods, and even more complex blocks like grass, brewing stands, and nether portal. Pretty much everything is possible! Until now, I've had to be careful which blocks to include, because each one I added made the ray tracing more expensive. This is not the case with this new system!
所有非“平铺实体”块(至少在原版游戏中)将能够表示和渲染在光线追踪!这意味着楼梯、栅栏、门、活板门、拉杆、按钮、火把、栅栏,甚至更复杂的块,如草地、酿酒架和地狱之门。几乎一切皆有可能!到现在为止,我对于包含哪些方块保持小心谨慎,因为我添加的每个方块都增加了光线追踪的开销。这个新系统不是这样的!
With some setup work by resource pack developers, custom models defined by resource packs will be able to be properly ray traced! There will be some limitations--like the inability to have separate elements reference multiple textures or have fine control over UVs and a limit to how many geometry elements will be drawn. But even with these limitations, this is a pretty exciting possibility!
通过资源包开发人员的一些设置工作,由资源包定义的自定义模型将能够被正确的光线追踪!会有一些限制——比如不能让单独的元素引用多个纹理,或者不能很好地控制uv,以及限制绘制多少几何元素。但是,即使有这些限制,这也是一个非常令人兴奋的可能性!
There's still a lot of work to do and so much to explore with this new technique, but things are going well! Some steps to this are still conceptual and haven't been proven yet, so I cannot guarantee that this will work out, but the potential is totally worth it.
使用这种新技术还有很多工作要做,还有很多东西要探索,但是一切都很顺利!这方面的一些步骤仍然是概念性的,还没有被证明,所以我不能保证这将会成功,但是潜力是完全值得的。
Anyway, I just wanted to let you know what I've been working on in case it takes a while longer to complete. I'll update you if anything awesome or horrible happens. Wish me luck!
不管怎样,我只是想让你知道我一直在做什么,以防需要更长的时间来完成。如果有什么可怕的事情发生,我会告诉你的。祝我好运吧!