2024-12-12 09:17:05|Myriagame |source:minecraft skins
Overview
FOCAL Engine is the most ambitious project of Continuum Graphics so far. It is the cornerstone of all the next -generation light and shadow effects, and they will strive to promote Minecraft light and shadow creation to reach the front of the real -time graphics technology.
What is Focal Engine?
From the most basic level, Focal Engine is the internal light and shadow module specially constructed by Continuum Graphics, which is derived from the increasing demand (and wishes) in the process of developing the Continuum RT.They soon surpassed the existing light and shadow modules, and had to spend a lot of time to overcome all kinds of restrictions, and could not substantially promote their light and shadow effects.
Continuum Graphics's basic goal of Focal Engine is to create a light and shadow module to give light and shadow developers as much control as possible and minimize restrictions.If they can do this work, the possibility of Focal should be almost infinite.
Focal Engine is currently actively developing. Anyone who has a Continuum Graphics account can obtain it for free (my account> download), but it has not yet been opened to third -party developers.After the project is completed, Continuum Graphics may be open to a few developers first, and then release extensively.
Continuum 2.1 and Continuum RT are currently using (and need) Focal Engine.
Plan/Future Function
Completely unlocked and configured Vulkan rendering engines give developers complete control, so that they can add almost any modern rendering technology/effect to the Minecraft Java version without waiting for Focal Engine to update to add support.
Visit a variety of Vulkan extensions, especially Vulkan light tracking, so that you can use NVIDIA RTX and AMD RDNA RT hardware to accelerate (also known as RT core, RT accelerator, etc.), and may support Intel ARC equivalent functions so that light shadow can use light to use light.Track pipelines and light query operations, and are easier and (relatively) to support non -cubes, models, and even entities through accelerated structures (also known as BVH or boundary structure)!
Visit the game world data/geometry directly in the light and shadow, allowing the GPU -driven rendering to improve the efficiency/reduction of the CPU efficiency, and may even more efficiently support the technology used in the current Minecraft Java version of the light and shadow, such as directly from the game in the calculation of the gameThe world's geometric body creates virin instead of using the existing rendering channels to supers the virus structure.
Direct and dynamic control of the computing and rendering channels to support space and time -up solutions more easily, and may even include tip -to -end time -up solutions, such as DLSS (and DLAA), XESS and FSR.
Native HDR (high dynamic range) output support.
Advanced optical bag configuration custom UI, including small tools that can be opened and adjusted in active games (similar to modern games).
Almost all light and shadow options can be customized and adjusted without triggering block loads.
May provide API/access to their game download/update/DRM system permissions for third -party light and shadow developers. If they are willing, they can distribute their light and shadow through this system.
No longer rely on Optifine, expand compatibility and potential module combinations (they do intend to allow Optifine or Iris to load with FOCAL, if players want to do this).
Greatly improved module compatibility, and provide a way to solve compatibility issues with Continuum Graphics and other light and shadow developers to the module author.
These functions are planned, but may be changed at any time.
Current function
Using the latest features provided by OpenGL 4.6, including non -binding texture, allowing the use of almost unlimited texture under the minimum performance impact, indirect calculation and scheduling, allowing the GPU to directly control the number of calculations running in the follow -up channel, and directly access the state access to the state., Reduce the overall OpenGL state change and reduce the overhead of a large number of drivers.
The enhanced rendering function set has less restrictions, almost unlimited buffer and extended computing capabilities, so that it can achieve higher -level effects with higher performance, while the development cycle is simpler.Their FOCAL Engine is more complete, more functional, and more impressive and optimized.
Enhanced analysis capabilities, including the ability to mark specific channels, allow more fine -grained optimization and debugging light and shadow.
Download and update all the current and past light and shadow packets of Continuum Graphics (need to log in to the valid Continuum Graphics account).The road so far
Due to the smaller team size, coupled with the is relatively unknown, and they have invested a lot of time on Focal Engine, there is no announcement.Vulkan API (Reading announcement/initial blog).
Although this version of FOCAL is far from the ultimate goal, it makes the team almost restricted by the lacquer area, which has been limited in the past.They used it to expand the function set of Continuum RT.Through additional buffer, computing functions and better analysis capabilities, the team released a rewrite Continuum RT version, including A-SVGF (demonstrated here), including the appropriate water body effect, including light tracking refraction, reduced improvement of improvementNoise device, etc., all these are opened by default, and the performance is roughly the same as the non -Focal version that does not include these functions before.
They also implemented a UI in the game that allowed users to log in to the Continuum Graphics account, download and update all the previous and current versions of all light and shadow and texture.
In the next few months, the team has begun to rewrite the Continuum 2.1 Alpha light to use the new Focal's new features, and use this work to update the new Focal's new features. These functions are either needed by the team, or for the team and the final.Third -party developers are helpful, and at the same time, Focal's Vulkan rewrite.After a large number of FOCAL Engine functions, reconstruction, several Minecraft version updates, functional addition, optimization, and comprehensive polishing of 2.1, the team released 2.1 rewriting in September 2022.This update is so large and extensive, so that the team directly pushes the light and shadow to the Beta version.
The performance of Focal Engine enables the team to use the volume cloud, volume fog/light, contact shadow, complete weather effects (fog, rain, pits, water ripples, etc.).These effects either do not exist in previous versions, low quality, or default disabled.Using Focal -based 2.1 Beta, the team achieves roughly the same performance as the previous non -Focal Alpha version, and all these new/enhanced effects are opened by default.
Current state
What is the current development of Focal Engine?
This is a very complicated project with many unknown factors in front.The team is a small team, in the unknown field.Therefore, this is just to give players a concept of generally understanding the current state.Please keep in mind this.
Focal OpenGL
Focal's initial OpenGL version is currently open to all players with Continuum Graphics accounts.No need to buy.This version is currently considered to be a remaining version and is in a state of maintenance.The team will only update it to adapt to the new game version or repair major vulnerabilities.
FOCAL VK (Vulkan)
The initial version of FOCAL VK is currently under development.The team invested almost all development resources into its development, until the secondary vulnerabilities of other light and shadow projects were only maintained and restored before completion.There is no expected time.Please check the team's latest blog to understand the current state.
Published in an all -round way
This will be launched in the VK version and Focal is considered to be in a stable "complete" state.The team will provide it on the free download page (no account) and open it to third -party light and shadow developers.Development will continue to consider the feedback of developers and players.
How to support Focal Engine
It is just a part of the community. The light and shadow of the team using and sharing the team is a huge support for Focal development. However, if the player wants to support it more directly, you can buy any products at the team's store.All these provide funds for Focal and other projects, and now you can download/update from Focal Engine!
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