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SEUS PTGI E13開發(fā)新聞(轉(zhuǎn)載+翻譯)

2020-02-25 22:33 作者:GeForceLegend  | 我要投稿

原文來自Sonic Ether的Patreon:https://www.patreon.com/sonicether/posts

翻譯由有道初步翻譯,我本人進(jìn)行小幅修改。大意是Sonic Ether發(fā)現(xiàn)了一種能很好的提升mod/自定義方塊模型的兼容性以及大幅提升AMD顯卡上的性能的方法。該方法將需要加載一個資源包且資源包里面需要有一個定義各種方塊的文件。不過SE表示他將會在新版本的SEUS PTGI里面內(nèi)置一個適用于原版Minecraft的資源包

Hey, all! Here's what's going on with the development of SEUS PTGI E13.

嘿,大家好!這是SEUS PTGI E13的開發(fā)進(jìn)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!

這次更新的重點是兼容性和穩(wěn)定性。我以前談到過一些想法,關(guān)于如何使PTGI與mod和自定義方塊模型很好地工作,這些想法都不是很好。然而,我想我可能已經(jīng)找到一個好想法!

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.

這個想法圍繞著圍繞著隨著PTGI啟用一個資源包。PTGI將需要使用一個資源包來告知它世界里的方塊。當(dāng)然,我會內(nèi)置一個與原版Minecraft的方塊兼容的資源包。

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).

第一個真正酷的事情是,這種方法不需要使用幾何著色器或?qū)嵗w素化(用于存儲執(zhí)行光線追蹤所需信息的過程)!由于幾何著色器在AMD顯卡上很慢,AMD用戶將看到一些顯著的性能改進(jìn)。在我的初步測試中,NVIDIA顯卡上的性能似乎是相同的(避免幾何著色器帶來的節(jié)省相當(dāng)于這種新方法的性能下降)。

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對體素化的精確控制終于成為可能。如果資源包設(shè)置正確,方塊應(yīng)該始終保持適當(dāng)?shù)捏w素尺寸。如果你使用的資源包帶有與新系統(tǒng)不兼容的自定義模型,或者你使用的是向游戲中添加新形狀方塊的mod,這些方塊將不會被體素化,而不是編寫垃圾和破壞世界。

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.

兼容性也將大大提高。保持PTGI在Minecraft各版本間的兼容性幾乎是自動的,任何添加新方塊的mod(比如添加新石頭或礦石類型的mod)都將被自動處理。

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.

我對以上所有的可能性很有信心。我對下一個功能有點不確定,但它們更棒。

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“平鋪實體”塊(至少在原版游戲中)將能夠表示和渲染在光線追蹤!這意味著樓梯、柵欄、門、活板門、拉桿、按鈕、火把、柵欄,甚至更復(fù)雜的塊,如草地、釀酒架和地獄之門。幾乎一切皆有可能!到現(xiàn)在為止,我對于包含哪些方塊保持小心謹(jǐn)慎,因為我添加的每個方塊都增加了光線追蹤的開銷。這個新系統(tǒng)不是這樣的!

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!

通過資源包開發(fā)人員的一些設(shè)置工作,由資源包定義的自定義模型將能夠被正確的光線追蹤!會有一些限制——比如不能讓單獨的元素引用多個紋理,或者不能很好地控制uv,以及限制繪制多少幾何元素。但是,即使有這些限制,這也是一個非常令人興奮的可能性!

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.

使用這種新技術(shù)還有很多工作要做,還有很多東西要探索,但是一切都很順利!這方面的一些步驟仍然是概念性的,還沒有被證明,所以我不能保證這將會成功,但是潛力是完全值得的。

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!

不管怎樣,我只是想讓你知道我一直在做什么,以防需要更長的時間來完成。如果有什么可怕的事情發(fā)生,我會告訴你的。祝我好運吧!

SEUS PTGI E13開發(fā)新聞(轉(zhuǎn)載+翻譯)的評論 (共 條)

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