Jump to content

Gameslinx

Members
  • Posts

    2,918
  • Joined

  • Last visited

Everything posted by Gameslinx

  1. I'm still investigating this myself, but I have heard that using the Settings.cfg file I provided in the OP under the 'troubleshooting' section should help you here. Which planets/moons are they landed on? I believe Laythe, Duna and Vall may be affected
  2. By default I use the LOD0 for all of the colliders. I wanted accurate collisions to the visual mesh. Only colliders directly next to the craft are ever enabled, so there is negligible impact to performance from the collider itself!
  3. I would need more opinions on this before I make this change go through I think a good approach would be to make the tree trunks collideable but not the leaves. It would be a surprise to anyone flying in forests now. Let me know
  4. Without Scatters, Parallax just does surface texture/shader changes for each of the planets. To disable scatters, there is a parameter in 'ParallaxGlobal.cfg' called 'enableScatters'. If you set it to false, scatters will not show up anymore for you
  5. I have made it fairly clear that I will not be making configs for RSS or any other planet packs - that is the responsibility of the planet pack author just as it is with EVE, Scatterer or any other visual mod However, version 2.0.6 will work on RSS even though RSS uses version 1.3.1, so you can now get the performance benefits on older versions.
  6. The scatter system won't work on 1.3.1 packs because, of course, configs are needed. But the huge optimization I made to the subdivision code will work, resulting in a reduction of ~6ms of CPU time which is huge! Side note, I tested this only with RSS but it should work for Beyond Home too if you're using Ballisticfox's version of it, which is on Parallax 1.3.1
  7. Found the issue. I forgot to include a config to allow scatters to generate near the KSC in the release. An oversight on my part because it's been a while since I've implemented this change! I am uploading a new release now. EDIT: Released at https://github.com/Gameslinx/Tessellation/releases/tag/2.0.6. Thanks for bringing this to my attention!
  8. I would always advise downloading the two texture zips rather than relying on the repo master as, right now, the repo is not synced to the current version as I mentioned a couple posts above I am reformatting the entire repo to make it easier for me to update
  9. No, the trees should still be there... Let me know if you have any more info regarding this - the trees are still there for me.
  10. I'm slightly delayed updating the repo since I've reorganized my files locally. It should be up shortly
  11. You can use the 'display distribution noise' feature to see where scatters are being blocked out. Just to clarify, I can't do this for grass (NearestQuads) scatters yet, since they're not persistent. If this feature is desperately needed I can try and add it
  12. Done. You can now block out scatters using Kerbal Konstructs MapDecals
  13. Yes. This should merge by default. I will update the text to be a bit more descriptive about it in the update I have planned. Cheers You are missing a key part of the installation - Most likely Parallax_ScatterTextures. This is a known bug I am working on fixing. Right now, if you go to the map view (M) and back, the scatters will regenerate in the right places To add - I am working on backwards compatibility so that planet packs that will only go up to Parallax 1.3.1 can also enjoy the performance improvements of Parallax 2.0.
  14. Make sure your terrain quality is set to High in the main menu, and that your Terrain Shader Quality is set to High or Ultra. Can you send me your KSP.log file?
  15. Yep, I use Harmony for a few things in Parallax. I did try and use it for this at one point, but it turns out this is one of those impossible methods to patch. I can't recall why
  16. Thanks for this, there are a few other cases why this happens: Ship is destroyed C pressed when there is no crew, or Kerbals are in a command seat and have no IVA The key to switch vessels is pressed when there are no nearby crafts This all happens because internally the Terrain Shader Offset parameter that is influenced by the floating origin resetting to the vessel origin after ~6km is changed when these conditions occur. In my code I catch all of the cases and regenerate the scatters when it happens except for the above 3 cases. Sadly it's not so easy to catch these last cases, because there is also code that resets this origin every frame and calls the only method that does it. This method does have a useful event I could tie everything to, but the event is called every frame (at times) as well. I really wish that these events that reset the floating origin offset called a separate method which had the same function, since these are edge cases where the origin needs to be recalculated: Camera mode change Vessel switch Kerbal EVA IVA switch Vessel destroyed But that's the root problem behind this and why I've not put out an update yet - I'd like to get this fixed if possible
  17. If you have doubled the draw distance, I recommend halving the LOD distance. Increasing the scatter range also pushes out the range at which LODs change because it's percentage-based internally. This should benefit a pretty significant performance boost if your GPU is being maxed out. That being said, I don't think a 4090 will struggle with the GPU side of Parallax at all, lol. Glad you got it sorted. Yeah, fullscreen all the way. It is criminal how badly Windows handles borderless/windowed modes. Glad you got it sorted and let me know if you encounter any issues down the line
  18. Out of curiousity can you set your terrain shader quality to High? I am under the assumption that you have it set to Ultra right now. On high, let me know if those hitches are better. Secondly, there is some hitching in the unmodded game, and Kopernicus adds a small amount since it does some extra stuff on the physics tick. If you can describe the hitching in more detail (how frequent, does it happen on the ground, or in space? Only with scatters enabled?) I can try and improve the performance of what may be causing it. Also please let me know your CPU so I can work out its clock speed and determine whether what works well for me might become noticeable for you
  19. No they won't. I don't feel like working on them any more, nor do I have the time to maintain them all
  20. I am trying to get this patch out some time during this week. There are a bunch of other things I had to investigate with the update to 1.12.4 and I've had a reasonably busy schedule. Cheers for being patient. BTW, with how Kerbal Konstructs decals work, the area of 'scatter removal' is effectively a square the size of the decal radius - it is unaffected by the heightmap or colour map of the decal. This isn't really something I can control, as I just hook into the existing system in place by Squad. Hopefully it's good enough for your needs
  21. Changing the range literally just changes the distance from the craft at which scatters will appear at. Changing the density will affect how many are within a given area. I am aware that this is happening but I haven't been able to deduce what causes this yet. Seeing as collisions appear to work for all smaller objects now, I don't see why this would be happening
  22. LOD = Level Of Detail. The Parallax objects (trees, grass, rocks, etc) have varying levels of detail. Objects close to the camera use a high LOD. Objects far away are much smaller, and use a lower LOD. The range at which these LODs change is a tradeoff between visual quality and performance. Lowering the LOD range multiplier in the ParallaxGlobal.cfg will improve your performance, but will sacrifice visual quality.
  23. This happens when you set your terrain shader quality to low. I made a very easy-to-run version of Parallax which enables itself when you set your quality this low. It's a very barebones shader without any of the bells and whistles. Set your terrain shader quality (in the main menu settings) to Medium, High or Ultra. Ultra will enable tessellation, whereas there is no difference between medium and high except for correct colouration.
×
×
  • Create New...