The Minecraft stuff was just on my free time. I'm still working on this, don't worry. I was also sick for a few weeks, sorry for the silence. I'm a perfectionist, which is both a blessing and a curse, and there's been one thing I've been stuck on. So, for both approaches, I'm using temporal sampling with reprojection, which works very well for scenes with minimal movement, but since I don't have access to a per-object velocity buffer, a scene like being inside a moving elevator could give some strange results. Fortunately, there seems to be an alternative, but I haven't quite ironed out the performance and quality of it yet. Optimistically, it seems promising. If I were to build a per-object velocity buffer, it would almost completely solve this issue. Interestingly enough, an added benefit of a velocity buffer would be that you wouldn't have to take this step again for per-object motion blur, so both the GI and motion blur would share this cost. I just don't know if rendering a per-object velocity buffer is the right way to solve this problem... This issue is pretty much the only sore thumb left--the only thing that has been postponing the release of the non-voxel based approach, and the beta testing of the voxel based approach. I'm considering at this point just moving on with the beta testing of voxel GI and the non-voxel GI. I think having this tested in a variety of situations and getting opinions will help me decide what's best. Real-time GI is no trivial feat. I wish this project had progressed faster. I'm doing my best, thanks for sticking with me.