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Archean News

Quick fix after the Ray Reconstruction update

  • Fixed poor performance issue inside a build with unpainted metal walls
  • Fixed DLSS RR failing (black screen) when trying to set DLSS mode to Ultra Quality (removed that invalid setting)

The Ray Reconstruction Update

Path tracing, as opposed to Ray tracing, is a term typically referring to a ground truth renderer. It does so by accumulating photons on the screen after bouncing them around in a stochastic way, meaning randomly sampled and integrated over time.

In other words, it's photorealistic.

The problem with real time path tracing is that it usually produces a very noisy image, since we can only afford a single photon sample per pixel.

Thanks to NVIDIA's new DLSS 4 Ray Reconstruction technology, we can fully denoise the rendered image in a relatively stable manner.

In Archean, we have implemented the path tracer (with ray reconstruction) as a separate renderer that can be toggled in the settings.
This option is only available on NVIDIA graphics cards.
It will work on RTX 2000 series, though it's recommended to use a 4000 series for better performance.



On the left is before this update, on the right is after enabling the Path Tracer and Ray Reconstruction.


Known issues:
  • Shadow ghosting and pixel smudging with fast movements
  • Blurry terrain when the sun is low
  • Very poor performance in vehicles made with unpainted metal blocks


We will keep improving it for sure, stay tuned for future updates.

Full changelog:
  • Implemented DLSS Ray Reconstruction and a Fully Path-Traced Renderer (stochastic Ray-Traced ambient lighting, rough metal reflections, and soft shadows from unlimited lights without affecting performance)
  • Added an option to rasterize screens of components/dashboard as full resolution overlays to make them clearer and easy to read (enabled by default)
  • Dashboards: moved emissive layer to front face instead of back face
  • Admin Panel: Fixed CTD when sorting by alias/owner in ascending order with multiple entities having an empty alias/owner
  • Increased the Sun's temperature (changes the color of the atmosphere and intensity)

Multithreading - Part 3

  • Added multithreading for entities
  • Fixed CTD when resizing game window while using certain HUD functions
  • Updated DLSS (not yet using ray-reconstruction or frame generation)

Patch notes Jan 30

  • Fixed Volume from blueprint giving free fuel in adventure
  • Fixed NavInstrument horizon pitch and pro/retrograde yaw to now be linearly normalized (it was using the sine of the angle instead, which was not consistent with other components)
  • Fixed NavInstrument horizon pitch angle visualization (was assuming a normalized angle but was given the sine value)
  • Fixed Volume composition runaway bug when two connected volumes get separated by blocks affecting their transfer
  • XenonCode: Fixed noop with "for 1,1"
  • XenonCode: Added second optional argument (default) to "sign" function for the case of 0

Patch notes Jan 23

  • Fixed gravity in space (regression from Jan 21 update)
  • Reduced potential visual artefacts with cables visible through blocks when far from origin