[h1]New Renderer[/h1] [h2]With experimental AMD Support (degraded visual and performance but it's playable)[/h2] Our fully ray-traced renderer has been completely redone. The structure has also been tweaked to take into account AMD's limitations and a driver bug, in a way that we can run in a degraded mode while still fully playable. The performance of this new renderer is better overall, but we've taken advantage of that to slightly increase the rendering fidelity. Underwater performance and quality should be significantly better. The new structure also allow the renderer itself to be moddable. What's changed in the renderer: [list] [*] Refactored to be modular, adding ability for new modules to add their own hit shaders or to change the default renderer without changing all hit shaders [*] New algorithm using a single recursion so as to support AMD driver on Windows and allow for simpler hit shaders [*] Removed old unused buffers and images to improve performance and VRAM usage [*] Greatly improved underwater visual realism with ray-marched volumetric fog instead of a simple falloff curve [*] Added a new graphics option for Underwater Volumetric Fog, enabled by default with preset Low+ but disabled for AMD [*] Added a new graphics option for Underwater Light Rays (extending Underwater Volumetric Fog), enabled with the High and Ultra Quality presets [*] Tweaked glass refraction so it's a little bit less cumbersome and less prone to visual artifacts [*] Fixed underwater screens (was not taking the water's tint) [*] Fixed plasma was not visible underwater [/list] [h2]What's degraded on AMD?[/h2] [list] [*] Ray-tracing Performance is lower than on NVIDIA (we recommed a RX 7800 or 7900 XT) [*] FSR2 is less powerfull than DLSS, causing more ghosting and blurryness (will update to FSR3 soon) [*] Graphics options "Underwater Volumetric Fog" and "Atmospheric Shadows" disabled due to a driver issue [/list] [h2]Full Changelog[/h2] [list] [*] New renderer that is faster, looks better, and runs on AMD [*] Made crosshair scale along with the Ui Scaling option [*] Bugfix XenonCode max() was not working with negative numbers [/list]