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About blackrack

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  1. Yeah, the HLSL -> GLSL converter is wonky in many ways, I often had to work around unexplained bugs. If you would like to proceed with the bug report to unity, make sure to test it against the most recent unity version as the one used in KSP is a bit dated.
  2. Please make a proper bug report (see section in the OP) Not possible now
  3. Let me know how it goes, in my experience the shader compiler is full of bugs when it comes to compiling to opengl. One thing you can do is try to add the #pragma glsl directive to the shader, although I'm not sure if it still does something since unity 5
  4. It's fixed since last week but I have not released it yet. I've made a lot of changes and want to finish tidying up as well as experiment with some other ideas before putting together a release.
  5. Video doesn't work, anyway test without scatterer and see if it still happens, I think it does. I meant a video for the flickering issue because I thought it was fixed in the latest version.
  6. I found the problem already, the fix will be in the next version. That black circle is caused by dx11 and not scatterer. The no icons bug is caused by dx11 and not scatterer. The flickering issue was fixed in 0.0336.
  7. Hmm, thanks for reporting this, looks like the UV interpolation in the vertex shader breaks down in certain conditions. I will take a look at it. For now just use values that work fine until I fix this.
  8. Screenshots? Hmm in your case the performance seems about right. In your case I would run either EVE or scatterer but not both together, if running both maybe consider disabling the EVE volumetrics.
  9. Ok, so forget MAX_VERTS for now, it only takes effects when the ocean vertexes on screen exceed 65000 which shouldn't be the case with default settings. Now, you will not gain much performance by tweaking m_varianceSize, plus it should be lowered not increased if you want to gain performance (but really you will not gain much, it will just make the ocean build faster). m_resolution is what controls the density of the mesh (ie what you see in the wireframe), increasing the value will result in less vertices and better performance (don't make it too coarse though or your ocean becomes polygonal, flat and jittery. And although the shading itself will not look flat, the mesh will be flat). You can also set m_fourierGridSize to 64 (default is 128), it will make the waves slightly uglier and more repeating but it's still passable. Also disable refractions (has less performance hit now than it had in it's early days). That's about all you can do to help performance apart from disabling the ocean. Out of curiosity, what are both your specs and what other mods are installed?
  10. Will be fixed in next version. Will be fixed in next version. I will check it out, I made it in a generic way so it should support any planet in the main menu but looks like it messed up.
  11. You probably have a nullref spam. Press alt+F12 and see what is going on, if it's the case make a proper bug report, check in the OP for a bug report example.
  12. Hmm, I ran opengl and glcore with no issues several times before uploading the last release... For dx11, that's great news! It's my favourite video mode, so that means squad fixed the issue with frequent crashes in dx11 on scene changes?