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Archean News

Patch notes Feb 14

  • Fixed stutter when adding/removing blocks on an extremely large build
  • Fixed wheel new reverse option data and blueprint
  • Added "Allow IO input" to HID ToggleButton and ThrottleLever, optionally allowing the device to observe inputs on channel 0

Multithreading - Part 4

  • Multithreaded Physics (server-side)
  • Bugfix vaccum volumes would refill with atmosphere when build is updated
  • Bugfix server crash when loading the state of a computer with more than 16 storage vars
  • Wheel/BigWheel: Added an option in getinfo (V) to visually and functionnaly reverse it
  • Added chat conversation to log file and console

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)