



The reflections in SEUS PTGI HRR 2.1 Reforged have been improved.
Reflections now look smoother and no longer show noise.
The update is finally out!




Reflections now look smoother and no longer show noise.
The update is finally out!
I have further improved the reflections; clouds are now more visible in the water, although there are a few visual issues I am still trying to resolve. The shader no longer uses GI reflections for clouds—causing them to disappear when looking down (due to screen-space reflections), and reflections of non-existent objects, such as floating leaves, can sometimes appear. I also fixed the issue where clouds were being rendered twice in the reflections (caused by the GI reflections).
Note: by GI, I do not mean ray-traced reflections here; ray-traced reflections remain visible even when looking down. Work on this update is still ongoing.
The final photo shows a new ray-tracing feature I am working on, where the color of the glass tints the light from blocks to match the glass's color.
The resource pack i use is Patrix
Do you guys like it?
Download SEUS PTGI HRR 2.1 Reforged here:
In the next update, I’m going to focus on improving the ray tracing in the shader. No idea how long it’ll take to finish that, though lol
Personally, I would say it is going to be very popular. I can see it hitting somewhere between 300k and 500k players.
What are your thoughts? Do you think it will reach these numbers, or do you have a different prediction?
I've improved the held light shadows, and they now look better.
Bugs:
This is an experimental version, so it’s not publicly released yet. I’ve added Held Light Shadows, which makes light sources cast shadows onto mobs and objects when you’re holding them in your hand.
The performance impact is only around 2 FPS, and the FPS shown at the top of the screen (recorded on an RTX 3060) isn’t the actual FPS because recording with OBS causes some performance loss.
I’m also working on Dropped Item Lighting. When you drop a light-emitting item, it will still produce GI lighting while it’s on the ground.
I've tried to fix the POM issue that it looks incorrect.
https://github.com/ThomasDeStrooper/SEUS_PTGI_HRR_REFORGED/releases/tag/version_2.9%235
I tried to make the particle rendering look better, do you guys like it?
Currently working on a new sharpening system for my SEUS PTGI HRR 2.1 Reforged edit.
The new system lets you switch between three sharpening methods directly in the shader menu:
The idea is to give users the choice between three different sharpening approaches, so you can pick whichever produces the best image quality for your setup and personal preference**.**
Updated the reflections, now it looks way better (with no performance cost)
https://github.com/ThomasDeStrooper/SEUS_PTGI_HRR_REFORGED
*It is not perfect yet, there are some bugs with ray tracing reflections, so we are fixing it*
Just some small quality of life improvements : D
After some time, I managed to add cloud shadows to my shader edit. I hope you like it.
https://github.com/ThomasDeStrooper/SEUS_PTGI_HRR_REFORGED
original: https://www.patreon.com/sonicether/posts/download-seus-2-45141775
(please note that this shader modification is still in the beta phase, so expect some bugs)
Do you guys like it or does it need to be improved?
https://github.com/ThomasDeStrooper/SEUS_PTGI_HRR_REFORGED
Just to clarify my role: this shader modification was originally created by my friend, who did an amazing job. However, I have recently joined him to help with the editing and development. We are now working on this project together! So i need feedback to improve things more.
Original shader: https://www.patreon.com/sonicether/posts/download-seus-2-45141775
In my previous post, I was already really excited about how the shader modification looked compared to the original shader (SEUS PTGI HRR 2.1), but there has since been an update to version 2.0, and the result is even better (more blocks—such as End Rods, candles, etc.. now utilize ray-traced lighting) and improved performance.That’s why I’ve made a follow-up post talking about this. What do you think? By the way, just to be clear: I am NOT the creator of this shader modification; I just think it’s amazing.
For anyone who wants to check it out, here is the link: https://github.com/ThomasDeStrooper/SEUS\_PTGI\_HRR\_REFORGED
I'm starting to get genuinely worried about the timeline for Ananta and need a reality check.
With Summer Game Fest completely behind us and no sign of life, I was holding out hope for the upcoming events. But looking at the confirmed lineups, they aren't listed for Gamescom OR Tokyo Game Show either. Skipping all three major summer/fall showcases feels like a massive red flag for a late 2026 release, even an early 2027 release.
Do you guys think it’s possible they show absolutely nothing this year and push the actual release all the way to late 2027?
I know game development takes time, and I’d rather have a polished game than a rushed mess, but the radio silence is brutal. Are they just cooking in absolute silence, or is the game stuck in development hell?
What’s your coping strategy right now? Do you think we'll get a random standalone trailer, or are we officially entering the dark ages?
Idk if im allowed to send the link but here is the link: https://github.com/ThomasDeStrooper/SEUS_PTGI_HRR_REFORGED
i really like this edit its my fav by far
Do you guys think dandadan will fully adapt the whole manga and it keep the same studio?
The romance is so peak in dandadan. First i whaz thinking this is just an action serie but after i watch s1 and s2 holy this anime is better than any other action. Action is finally peak, romance is peak. Its very rare for me to like action anime bc i normally hate action animes
So peak.
btw this are MY fav animes, i din't mean the best animes for everyone