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原文链接:Continuum RT Build 13 Launch Blog


因为限于本人(243)水平和时间仓促,本翻译可能出现大量翻译错误或者语病,还望谅解,也希望各位如果发现什么问题一定要在回复中指出来!感谢支持!


Briefly
简单地说就是ContinuumGraphics他们准备跳出Optifine和OpenGL,直接重新搞渲染,用上了现代的VulkanAPI也使得利用RTX显卡(包括RDNA2这些支持光线追踪加速的显卡,也可以用到)进行光线追踪加速成为了可能(原来是不可能的,你看到的都是硬算出来的),同时也可以用上更多新的技术,带来极大的性能提升,目前仍然是OpenGL,但是ContinuumGraphics将会逐步过渡到C++与Vulkan,真正的路径追踪也将得以完全实现。


We're finally here...我们终于到这里了
Well, it’s finally time…this has been 7 months in the making, and I am sure many of you have been curious what we have been doing all this time. Surely a new build of RT shouldn’t take 7 months to develop? What could we possibly be doing?
好吧,终于是时候了…,这是我们七个月以来一直所做的东西,以及我也确定,你们肯定对我们这段时间所做的东西感到好奇。当然,RT的新版本不应当花费这么多时间点开发,那我们都在做什么?

What we’ve actually been doing事实上我们在做的事情
As some of you have guessed, no, we have not been working on just Build 13…in fact most of the last 7 months wasn’t spent working on RT specifically at all. You see, after Build 12 released, we realized that continuing to develop Continuum RT within the limitations of Optifine wasn’t going to work. RT is already difficult enough to work with without running into, and attempting to work around constant limitations. Eventually this cycle was going to result in a shader that didn’t match our vision for Continuum RT, or the premature end of it’s development.

正如你们一些人所猜想的,我们不仅仅是在开发ContinuumRT,事实上这七个月我们并没有在它上面花太多的时间,你们知道,在Build12发布后,我们意识到受制于Optifine的限制,ContinuumRT的开发变得难以进行。即使想办法绕过这些限制,开发RT也已经是很困难了。最终这将使ContinuumRT无法达到我们理想的样子,或者是永远停止他的开发。
We want to be clear here, none of this is meant to disparage Optifine or Sp614x himself. Optifine has enabled us and the shader community as a whole to do some truly incredible things, but it is becoming an increasingly limiting factor for our shader development, and it was time for us to move on. So it is with great pleasure that we announce: Focal Engine!

我们还想强调的是,我们绝不是在否定Optifine以及sp614x他自己,Optifine使我们以及整个光影社区可以去创造这一切不可思议的杰作,但他正变成限制我们开发光影一大因素,这也是时候改变了,所以我们满怀喜悦的在此宣布我们的Focal Engine

What is Focal Engine?什么是Focal Engine?
Focal Engine aims to be a drop in replacement renderer for Minecraft that enables a much expanded feature set for shader developers while keeping mod support for both forge and fabric mods on 1.14.4+. It will be written in C++ and Vulkan, which will enable RT Hardware Acceleration on RTX GPU’s and potentially DLSS! It is currently written in Java and OpenGL 4.6, but in the near future we will be starting the transition to C++ and Vulkan. We haven’t quite started to make the switch to Vulkan yet, as developing in OpenGL 4.6 allows us to work on getting the core game in a good state for multithreaded rendering while retaining playability as well as the same mod compatibility as we had previously, while also enabling new features as time goes on.
Focal Engine
替换了Minecraft的渲染器,这为光影开发者拓展了特性集,同时还能保持原有的mod支持(forge和fabric,1.14.4+)。我们将会使用C++和vulkan,这意味着我们可以用到RTX显卡的光线追踪硬件加速还有可能的DLSS,目前他是用java和OpenGL4.6写的,但在不远的未来,我们将会过渡到C++和Vulkan。我们还尚未开始转换到Vulkan,因为在OpenGL4.6上开发可以让游戏在多线程渲染下保持更好的状态,以及获得和原来一样的mod兼容性,同时还能保证我们逐步开发新的特性。
It also enables in-game downloads, installation and updates for our full lineup of Continuum Shaders, and our Stratum Resourcepack. This should further improve the average users experience with our products, much like our site overhaul and new account system did last year! It’s primarily meant for RT users for now, but anyone with a free Continuum account can download and use Focal Engine to download/update our free products in-game if they desire.

他还支持游戏内的关于我们Continuum和Stratum的下载、安装以及更新。这将进一步提升我们产品的用户体验,就像我们去年的网站大修和新的账户系统一样。这首先是给RT用户的 但是任何有一个免费Continuum账户也都可以使用Focal Engine,来下载或者更新我们的免费产品。

Last but most certainly not least, we are looking into overhauling Minecrafts texture system to better handle high resolution resourcepacks, like Stratum!

最后但不是完全确定的事是,我们决定要重修Minecraft的材质系统来更好的使用高分辨率材质,比如stratum。

We are developing Focal Engine in an iterative manner to bring the mod to you as quickly as possible, with new features coming online as we go along. Current versions still rely on Optifine, as it has an established UI and we wanted to retain compatibility with current shaderpacks. We’re also still limited to Minecraft 1.14.4 for Fabric and Forge. We will likely develop with a focus on Fabric going forward, but Forge compatibility is still available for now. In the coming weeks we plan to release builds for newer Minecraft versions as well.

我们将以逐步迭代的方式尽可能快地更新fe,随之而来的就是新的特性。目前的版本仍然依赖于Optifine,他已经有了一个完善的UI,我们也希望能保持对当前光影包的支持。我们目前仍限制于114,我们未来更可能会集中于fabric版本的开发,但是目前forge仍然是可以兼容的,在后来的几周我们计划发布对于更新的Minecraft的版本。

Continuum RT is a monster of a shader, but sadly it’s clearly not fully gameplay ready. With our decision to stick to true full path tracing, not using screen space ray tracing or shadow mapping techniques to fill gaps like other shaders, this previously left us at a disadvantage. We will leave a feature out of the shader entirely if it’s not ready to be implemented properly, this allows us to bring the highest quality shaders we can provide. With the Focal Engine we’re able to bring a level of playability to full path tracing that’s simply not possible in Optifine. We’re working towards a seamless gameplay experience while still being true to our goal and staying fully path traced.
ContinuumRT是光影中的怪物,但是可惜他目前仍不适合正常的游玩。当我们决定去坚持真正的全路径追踪,而不是使用屏幕空间技术或者阴影投影来填补空缺,正如其它那些光影所做的,这最开始留下来很多缺点。若某个特性还未完全实现,我们也不会在光影中使用他,这将使我们可以带来尽可能高质量的光影,有了Focal Engine,我们将得到一个甚至可以正常玩的完整路径追踪的水平,这在Optifine几乎是不可能的,我们将努力实现完美的游戏体验,同时不忘我们实现完整路径追踪的目标。What this means for Continuum RT, and Build 13这对于ContinuumRTBuild13意味着什么?
A lot goes into making real time path tracing look good in dynamic environments, a good showcase for some of the worst lighting conditions for rendering can be found on water. A constantly moving, reflective, and refractive volume. As you can see below we have fully path traced water in a dynamic environment running in real-time!
要使实时路径追踪在动态环境中看起来很好,我们这里有一个极好的展示,在一个极差的光照条件下渲染水面。这是一个不断移动,可以反射和折射的物体,如你所见,我们完全做到了在动态环境中实现了有实时的路径追踪的水!

视频被墙了,懒得搬了
To make this scene possible we had to utilize a lot of techniques that vastly improve quality across the entire shader. Below are some of the features that have been implemented, as well as some plans for the future.

为了实现这种场景,我们用到了很多技术来极大的提升整个着色器的画质,其中有些是已经实现的,有些是计划未来实现的。

To start, A-SVGF – Getting compute shaders and modern memory management allows us to finally properly implement A-SVGF, allowing for dynamic lighting to be responsive to rapidly changing lighting environments as shown in the video below

为了开始我们的讲解,首先是A-SVGF,浮点着色器和现代的内存管理让我们可以实现ASVGF,在大幅变换光源的环境下实现动态光照,正如下面这个视频展示的。

视频被墙了,懒得搬了

Beyond SVGF – there is some great work being done in this paper, we have taken the idea of using methods for video compression to accurately reproject lighting, including reflections and refractions. Giving highly stable reflections even on animated surfaces like water

除了SVGF,我们还有更多强大的东西要做,我们计划用视频压缩的方式来精确投射光线,包括反射和折射,以得到更稳定的反射,甚至是在诸如水之类的动态的表面。


Histogram Based auto exposure – oh boy are we happy about this one. RT being a PBR shader, it takes a lot of work to make scenes look cinema quality. The same work your camera does for post processing and exposure has to be done in rendering as well. Having proper management of memory on the gpu allows us to have far more control of the exposure point of an image.

基于直方图的自动曝光,对于这个东西我们都很满意,他能让场景看起来更有“电影质感”,而就像你的相机做到的那些后期处理和曝光,也都是在渲染中完成的,有正确的显存管理能让我们对于一张图的曝光点有更多的控制。
Quality improvements and optimisations – having proper debugging tools such as Nsight and RenderDoc, we are able to fully profile the performance of our shader, finding and eliminating bottlenecks. We have improved the quality of everything dramatically in this update, and a lot of work had to be done to get everything to fit within the same performance budget. Between denoising, parallax, water, frame stability, color accuracy, and so many other things. We hope you enjoy playing with this update as much as we have creating it.

质量提升与优化,有了合适的调试工具,比如Nsight和RenderDoc,我们就可以更全面的解析着色器的表现,找到并消除瓶颈,而在这次更新中,我们也极大的提升了质量,以及我们还有很多工作要去做,来让更多东西符合我们预期的性能表现,包括降噪,视差,水,帧稳定,颜色准确性以及其他很多方面,我们也希望你们可以喜欢这个更新,也正如我们在制作他的时候的那样。

As mentioned above, we plan to move from OpenGL to Vulkan soon, and with it implement RT Hardware Acceleration support for RTX and most likely RDNA2 GPU’s (we will still support software RT on previous generation cards, such as the 10 series). This is the highest priority item going forward. It will give us the ability to send more rays, with all scene geometry, including entities and animated objects

正如上面提到的,我们计划从OpenGL换到Vulkan,以及用它来实现由RTX显卡或者可能是RDNA2的显卡提供的光线追踪硬件加速(我们仍然会为比如10系显卡等提供软件光线追踪),这是我们目前最高优先级的事情,这将带来在全部场景几何体上发射更多光线的能力,包括实体和动态物体。
What's next?下一步的打算?
Visibility buffers. We aren’t a fan of 1080p rendering, 1440p and 4K is where it’s at. To put it simply Minecraft isn’t built for high resolutions. Visibility buffers allow us to accelerate rendering at higher resolutions dramatically.

视觉缓冲器——我们不是1080p渲染的粉丝,1440p和4k才是我们想要的,然而mc并非为此而设计的,visibility buffer可以给我们在高分辨率渲染时的极大的加速渲染。

Firefly reduction. We have been developing a novel method for controlling fireflies, allowing us to completely remove flickering blotches, unpredictable noise, and reduce ghosting even more than the high quality reprojection that is already in place. This leaves the game in a state where moving between environments and being in complete darkness looks clean and stable.

减少闪光——我们开发了一种新方式来控制闪光,可以让我们彻底消除闪烁光点,不可预测的噪点以及减少鬼影,甚至可以更胜于高质量渲染带来的提升,这能让游戏在完全漆黑的环境中看起来更干净和稳定。

Volumetric Rendering – in RT we have lost some features vs our other shaders, such as volumetrics, which we deeply miss. Our volumetric lighting has been a staple since the beginning, and we plan to do this justice in future versions of RT.

体积渲染——在ContinuumRT中我们失去了一些其他光影中有的特性,比如体积云,这点我们非常怀念,我们的体积照明自一开始就是我们的主打功能,现在我们计划在RT的未来版本中实现这些功能。

ReSTIR – we’re skipping mis, bidir, and caching. We’re going straight for the latest and greatest. This improves sample rates by many orders of magnitude, as shown in the image from Nvidia below.

ReSTIRreservoir-based spatiotemporalimportance resampling),我们可以跳过mis,bi-dir以及缓存这些步骤,直接到最新和最好的地方,这直接提高了采样率的很多数量级,正如Nvidia的这张图所示。(我真不懂这些都是啥
Samples generated in equal time with (left) previous state-of-the-art technique and (right) the new ReSTIR algorithm (click to enlarge)
同等时间内的采样数量对比,左为先前的state-of-the-art技术,右为新的ReSTIR算法

Image by Nvidia.

Distributing noise in screen space as an extension to ReSTIR,we see a way to distribute the likelihood of variance in screen space, allowingdenoising to be much cleaner at smaller radii, improving performancedramatically.
屏幕空间分布噪点也是ReSTIR的一个拓展,我们找到一种在屏幕空间中分布方差可能性的方法(我不知道这是啥),这样我们才更小的半径里面有更好的降噪效果,极大地提高了表现。
DLSS – DLSS is an interesting feature, that we would love toimplement when the time comes, but we will need approval from Nvidia to gainaccess to the SDK and later, to remove the watermark. We will continue toinvestigate this feature, but are optimistic about getting it implemented andapproved once we move to Vulkan.
DLSS是个很有趣的特性,因此我们更希望在时机成熟的时候去实现它,但我们需要先得到Nvidia的批准才能拿到SDK的授权,然后才能去除水印。我们将会继续研究这个东西,不过当我们转入Vulkan后这件事可以变得更乐观。
Integrationof our other products – the decision to build Focal Engine might have camemostly out of the frustration of working on RT within the confines of Optifine,but it is not the only product of ours that can benefit from Focal. Continuum2.1 Alpha will be moving to Focal in the coming months, which will open up aLOT of possibilities. From higher quality water normals, to more buffers toimplement features like specular denoising & LabPBR Emissive (long timecoming on that one), to proper filtering for our Volumetric Clouds…2.1 willbenefit greatly from Focal Engine. As we alluded to above, Stratum will alsobenefit from Focal. In the short term it will just be easier to download andinstall via the in-game UI, as with the rest of our products when using Focal,but long term, a rewrite of Minecraft’s texture system could change the wayResourcepacks for Minecraft, not just Stratum, are made, and used!
关于其它产品的整合,之所以去开发Focal engine,大部分都是源于在Optifine的限制下开发ContinuumRT的挫败感,但这不会仅是唯一受益于Focal的产品,Continuum 2.1 Alpha将在接下来的几个月内移入Focal,这将带来非常 多的可能性,从更高的水面法线贴图,到更多的缓冲区来实现更多的特性,比如说反射降噪,LabPBR自发光,以及用于体积云的合适的滤镜,2.1将会极大地受益于Focal Engine。也正如上面提到的,Stratum也会受益于此,首先他可以很方便的从游戏内安装,就像其他的产品也可以很方便的安装。长期来说,对于资源包的重写将会彻底改变Minecraft的资源包,不仅仅是Stratum将会用到。
Requirements for Focal EngineFocalEngine需要的东西
We will be updating our System Requirements page and FAQ shortly after this Blog goes live with much of this info, but since we can’t do that before without spoiling anything, we are going to put some of it here for quick access.
我们将会在这个博客发布之后,列出详细点系统需求和常见问题。我们在下面列出了一部分内容作为快速入门,否则就有可能把一切事情搞乱。
The preferred version of Focal Engine, for Fabric, will require the following:
Focal Engine的首选版本是Fabric版本,他需要这些东西:Minecraft 1.14.4ContinuumGraphics账号Fabric加载器. 目前的推荐版本是:0.10.8 for MC 1.14.4OptiFabric. 目前的推荐版本是:0.7.1 for MC 1.14.4Optifine. 目前的推荐版本是:F5 for MC 1.14.4
最新的适用于Fabric的Focal Engine,从Account下的Download中下载
The Forge version of Focal Engine willrequire users to install the following:
Focal Engine的Forge版本需要这些东西:Minecraft 1.14.4ContinuumGraphics账号Forge. 目前的推荐版本是:28.2.0for MC 1.14.4Mixin Bootstrap. 目前的推荐版本是:1.0.5 (works for 1.14.4)Optifine. 目前的推荐版本是:F5for MC 1.14.4最新的适用于Forge的Focal Engine,从Account下的Download中下载
PSA: Focal is currently tested with the default bundled Java included with default MC installs, other versions may work, but we cannot guarantee them at this time
PSA:Focal目前使用的是MC安装中默认捆绑的Java,其它版本也许可以用,但是我们目前不能保证这个。
InstallationFocal Engine的安装Focal Engine for Fabric


安装Minecraft1.14.4并下载上述所有要用到的mods至少运行一次游戏关闭游戏然后开始安装FabricLoader,你需要选择上面提及的的推荐版本打开Minecraft启动器,找到installations那一栏选择你安装的Minecraft1.14.4然后点击“version”那一条选择你之前安装的“release fabric-loader”,然后保存至少运行一次游戏来创建Fabric的mods文件夹回到启动器然后点击你安装的Minecraft1.14.4的文件夹图标这将打开你的Minecraft的目录,然后找到mods文件夹把Optifine、OptiFabric、Focal Engine全部扔进去启动游戏


Focal Engine for Forge


安装Minecraft1.14.4并下载上述所有要用到的mods至少运行一次游戏关闭游戏然后开始安装Forge,你需要选择上面提及的的推荐版本打开Minecraft启动器,找到installations那一栏选择你安装的Minecraft1.14.4然后点击“version”那一条选择你之前安装的“release 1.14.4-forge”,然后保存至少运行一次游戏来创建Forge的mods文件夹回到启动器然后点击你安装的Minecraft1.14.4的文件夹图标这将打开你的Minecraft的目录,然后找到mods文件夹把推荐版本的Optifine、MixinBootstrap、Focal Engine全部扔进去启动游戏
Using Focal Engine如何使用Focal Engine
Once you have your preferred version installed, launch the game and head to options > shaders > and click the ‘Continuum Account’ button in the top right. Then input your continuum.graphics account login credentials, and press the login button, as shown below (click to enlarge):
安装好后,启动游戏然后打开options里面的shader选项卡,然后点击右上角的“Continuum Account”按钮,输入你的账号密码,然后点击Login,如下图所示。



Once you’re logged in, you’ll see a list of all our currently available product. From here you’ll be able to select from available versions, and download them, all from within the game, including Continuum RT Build 13!


当你登录进去之后,你将会看到所有你可以下载的产品,在这里你可以选择可用的版本然后下载它们,这都是在游戏内实现的,包括Continuum RT Build 13!
Build 13 specifically will only be available for download from inside of Focal Engine for the foreseeable future as well. Also, legacy Optifine shaders, including older versions of our own shaders, will fall back to the Optifine pipeline when using Focal, and should work as they normally would!
Build 13目前只能从Focal Engine中安装,以后也会是这样。当然,对于传统的Optifine光影,包括我们旧版本的光影,即使你启用了Focal也会在使用他们的时候切换到Optifine的渲染管线,因此你也可以正常使用它们!
A bright future光明的未来We are so, so very excited for what thefuture of Focal Engine will bring, and we hope you are too! It’s been a long,quiet road getting here (though hopefully you can understand why), but thingsshould be getting a lot more interesting going forward. Keeping quiet aboutthis for 7 months has been very difficult for the team as a whole, so we arequite excited to share updates about development going forward.
Before we go, we would like to thankeveryone that supported us and this project, both in general and in the last 7months. We appreciate it and could not do what we do without your support.Thank you.
We hope you all enjoy the initial releaseof Focal Engine and Continuum RT Build 13, and Happy Holidays!
我们对Focal Engine未来的发展充满了期望,同时希望你们也能感同身受。这将会是一条漫长、寂静的路(我们也希望你能够理解),不过我们也相信未来的事会变得更有意思。对于我们的团队来说,保持7个月的沉默也是令人十分难受的,所以我们很高兴能与你分享一下我们最近的规划和发展方向。


在此之前,我们要感谢每一个支持我们和这个项目的人,无论是一直以来的支持还是仅仅在过去的7个月里,我们都很感激。没有你们的支持,我们也无法做到现在的地步。再次感谢你们的支持。


我们希望大家对Focal Engine和Continuum RT Build 13的初始版本感到满意,并在此祝大家节日快乐!
2020年12月20日
翻译:TIME__、243排版:243
一点废话:没记错的话,其实早在Sonic Ether的E13开发博客中就提到过,因为限于Optifine的问题,PTGI的开发遇到了瓶颈。当然,正如soulshot96所说的,我们绝不是想怪罪于Optifine,否定他和他的作者的努力。因为正是因为早先Optifine以及那个加载器的开拓,以及那些早期的光影开发者,我们才能创造出现在这一切令人惊叹的画质。然而,Minecraft和Optifine都已经很老了,当光追逐步进入我们的生活,它们已经不适于此。这便是Focal Engine、还有Continuum团队要做的,让Minecraft用上现代的画质技术,真正基于物理的完整路径追踪。这是一次真正的画质**,我很期待,Focal Engine成熟后,光影社区能带来多少更强大的“怪物”。这里我也建议各位有条件的,也可以考虑支持一下Continuum,买个一个月的ContinuumRT试试还是很不错的!(因为我没钱搞月付,所以我只是Continuum 2.1 Early Access用户,这个是买断制)



enderman_JC
243tql,翻译这么多也辛苦了

364940760
好长的文_! 不过感谢翻译呀

GXLiLuoQin
好长,不过感谢翻译君

ETW_Derp
暗处效果太强了,可以想象加完降噪后惊艳的效果,
等我配置跑得动光追了,一定整一个玩玩(


顺便视频不搬运没关系,可以截两张图康康啊(