"Yes, this version running at the same resolution as E12 will run at a higher frame rate, and when there isn't too much motion, it looks about the same. However, with a more dynamic scene where there are lots of disocclusions (newly revealed areas of the world that haven't been rendered in previous frames), you'll really see the reduced image quality. Not to mention that diffuse lighting takes longer to fade (to compensate for lower ray count), and reflections look noisier. "
- Minecraft 1.14.4 (older version compatibility is work in progress)
- OptiFine HD U F3 or newer
- Options > Video Settings > Details > Alternate Blocks: OFF
- Options > Video Settings > Details > Trees: Fancy or Fast (Smart may break lighting)
- Options > Video Settings > Quality > Natural Textures: OFF
- Options > Video Settings > Shaders > Shadow Quality: 1x
- Options > Video Settings > Shaders > Old Lighting : DEFAULT
- Resource packs with custom block models will probably cause lighting glitches!
"Some of the currently known issues are as follows:- Block texture alpha is not considered in diffuse GI tracing, so doors and trapdoors don't let any light through their windows currently.
- Being underwater in ravines/caves shows light leaking, and ?glowing water fog. This is unavoidable currently.
- "Disco Floor" flickering artifact mostly seen in reflections (the new Secondary GI Samples option can help with this)
- Secondary GI bounces (2nd bounce and onward) can take a while to adapt to lighting changes
- Issues with the rendering of semi-transparent/translucent materials
- Lighting breaks often when using resource packs with custom models, a solution is being investigated!"
- Block texture alpha is not considered in diffuse GI tracing, so doors and trapdoors don't let any light through their windows currently.