Large cleanup and perf improvements
Fixed emissive objects with uneven scales
Large improvements to materials
Decent performance improvements
Using SEGIs upscaler now
Texture UVs are fixed
Fixed ASVGF for mirrors
Added a ding that plays when BVH build is complete for builds that take longer than 15 seconds
Improved ReSTIR GI for glass
Improved SVGF
Fixed Emissive Video Players
Renamed "Upscaling Ratio" to "Internal Resolution Ratio"
Fixed swapping scenes
Large cleanup on several compute shaders
improved RIS estimator for lights
Terrain is now smooth
Fixed NEE and cutout objects with Hardware RT
ReCUR can now use ReSTIR GIs gradients
Replaced emission texture handling
Lower end devices should no longer need to reduce the atmospheric scattering samples hopefully
ReSTIR GI now does much better for specular dark objects
Re-implemented ASMDF files
Bloom now works in DX11