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blackrack

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  1. Saw this posted today: Looked familiar In the ocean tab, lower wind_speed and/or AMP Use the config tool linked in the OP, it's (partly) explained there
  2. Do you have Kopernicus installed? This is a Kopernicus issue.
  3. This is during an eclipse isn't it? The way the eclipse is applied to the sky isn't perfect. As for the volumetrics disappearing abruptly, you appear to be using SVE, it's up to SVE to configure the fade out and visibility distance correctly.
  4. I don't see anything wrong, but I'm also on mobile so can't see super well. All I see is the stock corona (which is supposed to remain) + the scatterer flare, can't ser the stock flare.
  5. Do you have any screenshots of the problem? Put everything except cityLights and celestialShadows
  6. I don't really investigate exceptions or warnings unless you identify an in-game issue.
  7. What you see here is the difference between real AA, that takes multiple samples, actually adding information to the scene, and post-processing AA that just smoothes over aliased edges. For the red one, the geometry is well present, so smoothing the edges goes well. For the green one, there isn't enough information to work with in the base image, that's where MSAA's additional samples add detail, and can actually resolve the thin geometry. For what you're giving up with projector mode though check this post: https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip19-112-scatterer-atmospheric-scattering-00772-18062021/&do=findComment&comment=3908432
  8. Make sure the game's MSAA is enabled after you switch back to projector mode (normally it should be re-enabled). Also can you take some clean, preferably uncompressed screenshots? Compression in video doesn't help
  9. This pretty much explains everything. I will just add that in depth buffer mode you can also use TAA, but it has other issues with flickering shadows. So pick your poison in the end.
  10. No, unless unity supports async GPU readback on non-directx. I had a CPU version but it's too slow. For people with macbooks I'm assuming they don't have heaps of CPU power sitting unused, plus I don't want to support and juggle both implementations. For people with Linux, they can probably run the wave interactions with proton/dxvk.
  11. Shadows no, lights though yes. Note that if you increase the first split from 0.0015 to 0.005 you're actually sacrificing the resolution of shadows closest to the camera, because you're making the lowest shadow cascade cover 0.5% of the max shadow distance, while it was 0.15% before. but yeah, adjust to taste. I really don't have anything to say apart from what the unity documentation says: https://docs.unity.cn/Manual/shadow-cascades.html Just get a good shadow resolution and try to get an even cascade split distribution. Lower the max shadow distance if it's still not enough so that you get an enough resolution where it matters to you.
  12. See https://github.com/LGhassen/Scatterer/issues/68 No real fix apart from lowering shadow distance, increasing shadow resolution or playing with the shadow cascades distribution, it's up to you.
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