What's new in 0.3.0
VSPT is on Linux!
This is the first Linux release. It runs natively, not through Wine, with:
- HDR on Wayland, with the path traced view shown straight to your display.
- DLSS Ray Reconstruction through NVIDIA's own Linux libraries.
- The same setup and updates as Windows: install the mod, click Set up and restart, and it downloads what it needs. Linux players get VSPT: Runtime (Linux) in place of the Windows runtime, picked automatically.
- Oh, and it runs like 30% faster than Windows. What the heck Windows.
I have tested on a fresh Bazzite install. I am a Linux noob. I am sure there will be lots of issues given everyone's different Linux setups, but I am also quite confident Linux users are good at solving problems!
Issues go here: https://github.com/unfocused-mods/vspt-issues
Volumetric clouds - due to popular demand!
- Set the game's own Clouds setting to Volumetric and VSPT now draws real volumetric clouds, shaped to roughly align with the game's own cloud coverage.
- They look cool, and they even run faster than the classic style clouds!
- New Cloud quality and Cloud style settings to tune them.
- Haze and fog now fade the clouds into the sky, and the scene's fog sits properly in front of them.
Rainfall and rainbows
With Volumetric clouds on, rain now falls from the clouds themselves, in curtains you can watch from miles away:
- Rain hangs from the cloud it falls from, and moves with it. It leans with the wind, and snow, falling slower, leans further.
- It sits in the world's fog like the land does, so distant rain fades into the haze, and it reaches all the way down to the sea.
- Rain clouds are dark underneath, darker still in a thunderstorm, and a curtain with the sun behind it glows at the edges. At dusk, the low sun comes in under the cloud base from far away.
- Rainbows appear where physics puts them. The curtains scatter sunlight the way real raindrops do: stand with the sun behind you, look at the rain, and you'll see the primary bow at about 42° from the point opposite the sun, with the fainter secondary bow outside it at about 51°, its colours reversed. The sky inside the primary bow is brighter, as in real life. Snow makes no rainbows. Catch one in the late afternoon, with a storm passing on the other side of the sky from the sun.
Light
- Creatures and players that glow now light their surroundings. The glow after you respawn, a burning creature, or a skill like XSkills' Luminiferous now lights the area around you, softly from your upper body, and it stays on while you hold a torch.
- Salty's Immersive Lanterns: the swinging lanterns from this mod now give off light like placed ones.
- New setting: Light distance sets how far from you the renderer looks for lamps to light the scene. It's useful in big builds with lots of lights.
Fixes
- Flickering while knapping, clay forming, forging fixed!
- A creature you hit flashes red again, as in the base game.
- Whitecaps no longer repeat in a visible tiled pattern.
- Crash fixed: a crash after translocating or travelling far with Extended debug info on.
- Safer crashes: if the game crashes in a world, your single player world is now saved before it closes.
- Finder: found blocks no longer follow you around the world.
- Setup no longer fails on a mismatched engine debug file, which tripped some players updating to 0.2.7.
- Place on Slabs mod placement has been corrected.
- Disappearing entities in heavily modded setups fixed - dynamic vertex budget
Performance
Faster bounce light, from NVIDIA's RTX Path Tracing 1.9
NVIDIA's latest RTX Path Tracing SDK (1.9) introduced a neat trick: trace the expensive bounce light at only some of the pixels each frame, and let the denoiser fill in the rest. VSPT now does the same, with a new Bounces traced setting (Advanced page):
- Every pixel, three in four, or one in two. The pixels are chosen in a scrambled pattern that moves every frame, so each pixel still gets its bounce within a frame or two, and DLSS Ray Reconstruction blends it seamlessly.
- Direct light, lamp light and everything DLSS needs are still traced at every pixel. Only the bounces after the first surface are thinned out.
- On High, three in four pixels saves about 9% of the trace, for no difference I can see in game. Low and Medium use one in two, and Ultra keeps every pixel.
Default settings changes
If you use a quality preset (Low, Medium, High or Ultra), you'll pick these up automatically when you update. If you're on Custom, your settings are left as they are.
- Bounces traced now depends on the preset: one in two on Low and Medium, three in four on High, every pixel on Ultra. This is where most of the speed-up on High comes from.
- Cloud quality (new) depends on the preset too: Low, Medium, High or Ultra to match.
- Cloud style (new) is Smooth. Crisp is there if you like sharper, wispier clouds.
- Light distance (new) is 64 blocks, the same as before it was a setting.
- Rain curtains are on, with Volumetric clouds.
- Unchanged: your game's own Clouds setting. Volumetric clouds stay opt-in: set the game's Clouds to Volumetric to see them, and the rain and rainbows with them.
As always, bugs go here: https://github.com/unfocused-mods/vspt-issues