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raw-native renders a scene on the CPU reference and on the GPU, checks one against the other, and writes a certificate saying whether they agree within committed tolerances. Version 0.8.0 makes the lit scenes of 0.7.0 pass more of their own checks: screen-space reflections that know when a ray went behind a surface, near-plane clipping in the rasterizer, a path tracer that splits its light into diffuse, specular and emission, a Mandelbulb that passes its march bounds, and correctly rounded division in the engine's own rasterizer.
Download and run
| File | Platform |
|---|---|
raw-native-0.8.0-windows-x64.zip |
Windows 10 or 11, x64. CPU only, static runtime, no installer. |
raw-native-0.8.0-windows-x64-d3d12.zip |
Windows 10 or 11, x64, with the D3D12 backend. --gpu needs a hardware GPU. |
raw-native-0.8.0-linux-x64.tar.gz |
Linux x64 with glibc 2.38 or newer. |
raw-native-0.8.0-wasm.zip |
Browser or Node: the CPU build and the WebGPU build. Also published loose. |
raw-native-0.8.0-viewer.zip |
The verified viewer with every file it loads. Serve the folder from any static host and open web/viewer/index.html. |
Every archive carries LICENSE (FSL-1.1-MIT) and LICENSE-superstack.txt.
sha256sum -c SHA256SUMS
raw_native_cli --out ./out
raw_native_cli verify ./outWhat is new
- Screen-space reflections that see behind a surface. SSR marches one step a pixel and reads a second, peeled depth layer, so a ray that enters a solid through a face the camera cannot see ends as a miss. SSR on raw-hall's nave passes its bounds: 90.53% correct and 9.55% false hits, from 68.3% and 11.8%.
- Near-plane clipping. Triangles that cross the camera plane are clipped instead of dropped, so close views keep their ground. GTAO and SSR on raw-hall's gallery now pass.
- Path tracer split radiance. Diffuse, specular and emission radiance, the two albedos and their variances, on the CPU and on the GPU. Every earlier output keeps its bytes.
- Mandelbulb march. The surface refinement keeps its bracket in double-float, and the bulb passes its unchanged bounds on WARP and SwiftShader.
- Correctly rounded division in the rasterizer. D3D12 permits approximate division, so the rasterizer now divides in integer arithmetic, rounded to nearest even, checked on 67 million random pairs.
- Hardware track. Inline ray queries, three-run hardware timings, and the first ray reconstruction models with their dataset tools. Model v3 beats SVGF on tone-mapped PSNR but fails on FLIP, temporal stability, RTX parity and the 2 ms budget; all are recorded as failures.
Upgrading from 0.7.0
- The 0.5 include paths (
raw/render.hpp,raw/vec.hppand 26 more) are removed. Includeraw/<layer>/<name>.hpp. They were due for removal in 0.7.0 and stayed one release longer by mistake. - API snapshot 3: two
SsrParamsdefaults changed.api/snapshot-3/MIGRATION.mdsays how to keep the old behaviour.
The full list, with every bound and evidence file, is in CHANGELOG.md.
Merged after the tag
Shader lab 4 landed on main around the release, after the tag commit (5dd27ef), so it is not in these assets and ships in the next release:
- #122: a pixel-locked CRT shadow mask and the
pvm-20-softpreset. - #126: temporal stability of the dither modes, measured (
tools/shaders/dither_temporal.mjs). - #128: the lab 4 blind panel results; the pixel template now uses
mix-bayer4.
Checked before release
- The default render's
certificate.json,receipt.json,channels.json,frame.ppmand both AO files are byte-identical from the packaged Windows, Windows D3D12, Linux and CPU wasm builds (certificate.jsonSHA-2564222e191...).raw_native_cli verifypasses on the wasm and D3D12-build outputs. - Both identity goldens were re-rendered. Only the certificate and receipt files, which carry the version string, changed; every image and AO file keeps its hash. GCC 13.3 matches both goldens on every file; the packaged Windows CLI matches the identity golden (11 cases, 109 files).
- ctest passes 60 of 60 with MSVC and with GCC 13.3. CI passed 15 of 15 jobs on this commit.
- The packaged viewer rendered raw-hero and raw-hall
verifiedin Chrome on SwiftShader, inside the Studio at desktop and phone widths. - Not checked for this release: a render on a hardware GPU. The RTX 4090 was held by other work.