Winter’s almost over, but our updates aren’t…not by a long shot.


Legacy

We’ve continued to update Legacy this past month, with Alpha Build 2 making it’s way to Continuum Early Access users before the months end. This new update focused on improving clouds, especially in regards to how they render over terrain, as the lower clouds are a standout feature of Legacy vs 2.1. We’re likely not done in this department (not by a long shot), but things are already much more cohesive looking.

We also brought over some 1.3 style vignette, and added options for it and the 2D Godrays strength, so you can configure things to your hearts content! Check out the full changelog below for all the details:

Continuum Legacy Alpha Build 2 Changelog: 

  • Added Continuum 1.3 style vignette
  • Improved cloud rendering over terrain
  • Fixed weird fog cutoff
  • Improved cloud sorting over translucents (water, stained glass, etc).
  • Misc cloud improvements
  • Added options for 2D godrays and vignette (currently available in miscellaneous settings).

And a few screenshots with these changes:

Support Legacy development with a Continuum Early Access Package

Focal Engine & Continuum RT

As promised last month, some updates directly from the devs:

First up, dotModded;

I’ve been working on Focal Alpha almost exclusively this month, better preparing us to continue support in the long term. I’ve taken a step back from our work with the development environment to focus more on what Focal relies on. The first steps of this involve implementing some of the features we relied on Optifine for directly into Focal; mainly shader preprocessing, custom uniforms, and settings.

Along the way we’re aiming to improve the experience using these features as well, both for shader development and end users. By doing this our features won’t be subject to change by external projects and it simplifies the update process substantially. We’re still looking around to see if there’s anything else we want to support ourselves, and I think we will find a lot more. This also has the benefit of us getting more familiar with the intricacies of the Minecraft renderer, which will be valuable insight for Focal VK’s continued development.

We have some pretty interesting plans moving forward we think you all will love, and I can’t wait to share more! For instance: the new shader preprocessing / shader settings will bring with it a new settings UI! This is currently very much in the early stages, however we have a solid plan on how it should look/function. The new settings also allow us to enable/disable things without reloading the shader, making sliders much more responsive. This may not be coming to the first release of this new version of Focal, but it won’t be far behind, as this is a major focus for us. The user experience will be vastly improved being able to see the result of their changes in real time.

More to come!

And now, Jakemichie!

This last month I’ve mostly been continuing work on our next Continuum RT update. Just to recap, as of this new update, RT will be running on 2.1’s latest code base, will have 2.1’s new atmosphere model, and it’ll be in a far better spot as far as maintainability goes.

This new update still functions the same as previous versions of RT, for the most part, but there will be some things fixed or improved, such as translucent block rendering, or the ability to choose exactly how many denoising passes you want. In terms of performance, it averages out to perform about the same as previous versions on my PC. Some scenes are a bit faster, others are a bit slower, most are about the same. Right now the bottleneck is the path tracer, but we have some ideas on how to improve that, some hopefully coming sooner than others. The update still isn’t finished yet, there’s some issues that need to be fixed and there’s some features from previous versions of RT that need to be added, but hopefully it won’t be too much longer!

Aside from RT, I’ve also done a bit of work on Legacy (see the Legacy section for more info on that) and have started building an expression parser for Focal Engine Alpha. To keep it simple, the expression parser should make Focal Engine Alpha a bit more flexible without having to hardcode features such as texture/render pass downscaling and dynamic SSBO sizing, as we do now. This will open up some more optimizations for all of our shaders, in particular RT in the short term. As for Legacy, I’ve recently fixed an issue with clouds rendering over terrain. Clouds are rendered separately and upscaled in all of our modern Focal Engine shaders, so having them render over terrain wasn’t as simple as just checking if the player is above the clouds, especially if you want clouds to render over terrain when the player is underneath them and they’re physically in front of the terrain.

That’s all for now!


Continuum 2.1

Yea, that’s right. Continuum 2.1 has…returned to Beta? Well yes, it has. Like we mentioned in previous blogs, we will be continuing to support and improve Continuum 2.1, and as of last month, the work on that has officially begun. As a start, we’ve exposed a full suite of star settings for users to play around with (added to the atmospherics menu). This can enable some quite dramatic nighttime shots, or you can tone things down quite a bit if you prefer a more subtle nighttime look. Your choice.

This is the first of many small updates and additions to Continuum 2.1. These updates will come to Continuum Early Access users first, as new Continuum 2.1 Beta builds, and will, after enough testing, be packed into a Continuum 2.1.1 version, and released to all, for free. Thanks again to all Continuum Early Access supporters, for your direct financial support, feedback and testing!

Continuum 2.1 Beta Build 35 Changelog:

  • Added settings for stars in the skybox (star size and star density for the End and Nether). Settings are available in Atmospheric Settings > Atmosphere Settings.

And a few screenshots with these changes:

Stratum

Work on Stratum Build 52 progressed nicely this month, with some more complex blocks like the Smoker and Campfires reaching update ready status.

Check out some screenshots of those below.

Click an image below to enlarge and enable gallery view


Much more substantial blog this month, but we’ve got a lot more to share, and hopefully will be doing so soon…but for now, that’s all folks.

As always, thanks for your continued support!