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About blackrack

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    Junior Rocket Scientist

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  1. So, Originally KSP implemented this split cameras rendering mode to get around depth buffer precision limitations. Recently, Unity introduced a reverse depth buffer in Dx11 which has much better precision than a normal depth buffer (, however other graphics APIs don't benefit from this improved depth buffer. This means that while KSP can have a unified Camera in Dx11, OpenGL will stay on split Cameras for now, possibly until Unity updates the other video modes. For this reason I would like to support both modes, and directly in the code (probably with a bunch of checks) and in the same code branch so I don't have to worry about making and releasing multiple builds, just a single build for everybody. If you feel like like it, maybe you can look into it as well, otherwise no pressure I plan to get back into things over the coming days.
  2. Hello everyone, @R-T-B thanks for picking up the slack and providing a working version for 1.9 it is fine for me if you post binaries directly for users (I think the forum rule is to always include source code with it though but you already do that). I will add your builds to the OP so people use them instead of fiddling with DX12. I started looking at the code, the old unified-camera branch was my attempt to force the game to use one camera before they were officially unified, so it is indeed a good starting point. However I plan to support both unified-camera and dual camera modes though (ie OpenGL). As for stock terrain shadows, I tried them briefly and it seemed like while terrain does cast shadows, they are not visible from far away, ie in scenes like this you don't see the mountains casting long shadows while you are flying over them, you only see them when sitting directly in the shadow: .Also I consider long-distance shadows important because I plan to use them for another feature (hint: it's a feature that was removed before from scatterer because it was badly done). I still only looked briefly at the merge request, so I will probably ask some questions and you can fill me in Now, I am in home confinement and working remotely like many people in the world right now... Which means that although the situation is not Ideal, I have more free time and peace So I expect to get back into modding and spend some serious time on it.
  3. There will be a proper 1.9.X update guys, I haven't worked on it much yet though for now.
  4. @R-T-B made the changes manually for the stock scatterer config. If you are using AVP, you have to modify their settings in the same way.
  5. Thanks for these tips. In addition to what @R-T-B said, it was reported to me on github that scatterer will work fine by forcing Directx12. So instead of using the slow openGL, just use directx12: -force-d3d12 I'm adding this info to the OP.
  6. Whilr this is true, I honestly prefer it to look like earth's, since that's what feels like home to us. But for everyone else, you can create a config to your liking.
  7. That's how it's supposed to look. I'm curious to see how you think it should be. Maybe suscribe on spacedock, I think they send a notification.
  8. Space center, there is a scatterer button on the right side. Would be nice to try again today. As for HDR, the scattering in scatterer is rendered in HDR, taken to LDR and then added on top of the scene. To have the whole scene composited in HDR and then tonemapped would give much better results. Currently I use "soft additive" blend mode on the sky, scattering and lens flare to try and recapture some of these HDR effects, like having the scattering seem more pronounced on dark terrain in the shadow of the mountain for example rather than on the lit side. It works to some degree, but nothing fancy like bloom.
  9. There is a different menu in the KSC screen, which toggles the other features. Depth of field is not an effect I'm fan of in real-time games tbh, it can be done today though (with gemfx or sweetfx I think), there are some people that used it before with scatterer, a google search should get you what you need. For eye adaptation and HDR rendering, I tried it before and found that the game's shaders aren't designed for it and don't like high light intensities, also the game's rendertarget wasn't floating point so the point is moot. It may change in the future.