Jump to content

JayS_NL

Members
  • Posts

    66
  • Joined

  • Last visited

Posts posted by JayS_NL

  1. 22 minutes ago, Joco223 said:

    What is about the average fps with this mod? I'm running this mod with fresh install and whichever rocet ot plane or choose KSP locks itself to 25fps. Using 64-bit workaround dx11 and graphics card is R9 280X and cpu is i5-4460. And phisics delta time is set to 0.05. This is about normal fps for the mod? And all settings turned up to max on 1080p

    --EDIT--

    BTW @Proot this mod is so amazing. And i added Ven Stock Rewamp because i didn't find it in KSPRC

    And is everything supposed to be pitch black when behind the planet (except skybox)?

    Proot mentioned he's working on a performance fix. It's the mixture of the whole mod that kills the framerate. Be patient. :)

    For the realistic texture lovers - spot the differences:

    Stock:

    ad3ecc6522.jpg

    WIP:

    fa6374cd7b.jpg

  2. 8 hours ago, zenbot said:

    Hi there - first, I wanted to say to @Proot that I love the mod and am glad that you've continued development!

    With the full disclosure that I am using the Win64 workaround for 1.0.5, I wanted to ask if anyone else is getting jagged/blocky shadow rendering around the edge of planets with this latest release. If you look at the upper right of the image below, you can see what I'm talking about. As I orbit the planet, the blocks constantly appear/disappear along the horizon of the planet as if this is an intended behavior and the responsible texture is just rendering at too low of a resolution to properly "hide" along the edge.

    55HYZz6.jpg

    Along with KSPRC, I am using Distant Object Enhancement and manual updates of PlanetShine and Scatterer (in an attempt to fix the issue). I don't mind getting my hands dirty, I'm just wondering if anyone can point me in the right direction. Thanks in advance and my apologies if I've overlooked the solution in my browsing of other pages in this thread.

    Its scatterer per default. Only way to fix it is to fix Scatterer :)

  3. 45 minutes ago, Fl0oo said:

    The 1.1 update gonna afect the performance? I really have a crappy PC. :(

    1.1 is, supposedly, going to be more physics friendly, i.e: hypertreaded. KSP core and calculations all run on core 0, the main reason why it lags with x-amount number of parts and or add-ons. So 1.1 should be a boost, but - from om what i've heared from other developers migrating from U4 to U5 - it might not be as much as we're all hoping and praying for. Nevertheless, it will be (a bit) better, at least memory wise.

  4. 7 hours ago, fizzle said:

    @MurdoxSo I tried all the suggestions here, and it made no difference unfortunately. Even when I switched to 4k res with all settings maxed, GPU usage went up to 99% but FPS were still around 12. When I got out of Kerbin orbit, FPS went up quite a bit so I suspect it's something to do with the reskin of Kerbin. 

    That's basic bottleneck troubleshooting right there. up the GPU-effects to maximum. No slowdown? CPU is holding you back (in this case KSP being not multi-threaded). FPS going down? GPU is holding you back.

    1 minute ago, Speadge said:

    the CPU usage u see in taskmanager is an overall usage.

    U seem to have a dualcore - so you have one core under full load now.

    Should technically still be enough, as that KSP is still pretty much 1 core/thread bound. I can switch off 7 threads and let KSP run on thread one and the game wont run any slower, but not faster either.. :)

  5. 5 hours ago, Ianwubby said:

    I think that what's causing most of the lag is the rendering of the water, in all honesty. That and the clouds combined, since I never experience lag on, say, the Mun or any other waterless/cloudless bodies, only on Kerbin and Eve and the like. I haven't had bad lag on Duna, either, so I think the water is the main problem. But whatever the case, this mod is still absolutely wonderful, even if the fps tanks a bit. Ok, a lot.

    It's something that causes it. Either be it clouds, scatterer or EVE in general. Removing clouds for one might not help as much as for someone else. YMMV. Is the drop worth it? Im saying definitelyy!

    @Proot: Just to check in with you really quick proot: the files KerbinScaledSpace300 and 410, are these the dds textures that get loaded from space (high orbit) view ?

     

  6. 1 hour ago, Proot said:

    Instead to remove the clouds, try to just delete the file "MM_ReflectionPluginWrapper.cfg", inside Texture replacer folder.

    This disables the part reflections (which are per-part and are probably slowing down the performance with any big/complicated craft). Would be cool to have some tests with that change.
    BTW, sorry, but I don't know if this is compatible with other packs at all. So for the best and most secure results you should do the "cleanest" installation possible. That means, without previous versions of any of the plugins used, other packs and so on...

     

    And might it not be easier to change the update interval if you want to keep reflections, instead of interval 4 of 6 ?

  7. 1 hour ago, FuzzyLlama said:

    I installed this mod over top of EVA and other components which were installed via CKAN, and the result was no clouds.

    I installed this mod carefully to a clean install of KSP and found the performance to be pretty poor:

    Specs:

    Core i7 4th gen @ 3.2  GHz

    16GB RAM

    Geforce GTX 765M

    Gentoo Linux

     

    Any way to dial in some settings to appropriate levels?

    Edit: Blowing away scatterer helps immensely. I miss its effects, but it is apparently too much for my system. :|

    If you have a boulderco folder, delete it :)

    22 minutes ago, NickNaks said:

    This looks simply wonderful proot, amazing work.

    I am however experiencing massive fps drops, down to the high twenties. Removed the  scatterer folder and forxed DX11 and OpenGL but no joy. Any suggestions anyone (all this was done on a clean install from Steam).

    My specs are:

    i5 3570k O/c'd 4.3

    16GB RAM

    GTX970

    Am I being too ambitious with this mod even with, IMO, my fairly decent rig? Anything I should dial back?

    Thanks!

    Remove the clouds from proot's pack (atmospheres folder) and you'll be good. The clouds seem to slow it down on my end.

  8. 1 hour ago, Chimer4 said:

    Ok, so I just when and did some quick and dirty comparisons between a couple of mods to see how FPS is affected. I compared stock to EVE, scatterer, EVE + scatterer, and KSPRC. All settings were set to max and V-sync was turned off.

    In every case the game was run using the 32-bit .exe on Windows 10, the only exception being for KSPRC where I had to use the 64-bit workaround to actually launch anything otherwise I got a CTD with system out of memory in the log. (no other mods, just KSPRC). My specs are i5-4690k @4.0GHz, MSI GTX 970, 16GB ddr3 @ 1866MHz.

    Quick summary, scatterer and EVE had an impact on FPS, but it remained at 60+ for the majority of the time. However with KSPRC the FPS rarely made it above 25 but also rarely fell below 25 (according to the in game monitor) although it did feel choppier than 25. Something is causing to framerate to tank, but I'm not sure yet what it is.

    The following is an album of images from the four different scenarios. For each I tried to get a shot at launch, in flight and in orbit.

     

    I've noticed as well. Looks more like the particle clouds that Proot has, which are causing a slowdown. Remove clouds.cfg bumps the speed back up - but makes the game lake a certain 'feel'. I'm editing his file right now to get a nice combo.

    1 hour ago, steelthunder said:

    Just installed. Planets look great except for lacking clouds. How do I fix?

    If you have a boulderco folder, delete it :)

    15 minutes ago, turbu said:

    Hello !
    I just installed KSPRC, but it makes my game crash and close everytime I load an existing save or create a new one...

    Is it a known issue ?

     

    32bit my friend - wont run KSPRC, atleast without ATM.

  9. 1 hour ago, Nhawks17 said:

    Proot, i have to say. I am incredibly upset you released this while my computer is broken :P But really though, great great work from the pictures I've seen in the thread and I can't wait to try it out myself, once I figure out my computer issue :D 

    If you can mix your SVE (cloud) performance with Proot's texture - you da man! :)

    I'm loving the new lensflare. Gorgeous.

    EYVYrmq.jpg

    u0YK3ln.png

    and the total scatterer package

    n25cMSc.jpg

  10. @Proot

    For working citylights - replace all citylights.cfg with the next code:

    EVE_CITY_LIGHTS
    {
    	OBJECT
    	{
    		body = Kerbin
    		cityLightsMaterial
    		{
    			_CityOverlayTex
    			{
    				value = KSPRC/CityLights/Textures/kerbinBN				
    			}
    			_CityOverlayDetailScale
    			{
    				value = 45
    			}
    			_CityDarkOverlayDetailTex
    			{
    				value = KSPRC/CityLights/Textures/nd5
    			}
    			_CityLightOverlayDetailTex
    			{
    				value = KSPRC/CityLights/Textures/nd5
    			}
    		}
    	}
    	OBJECT
    	{
    		body = Moho
    		cityLightsMaterial
    		{
    			_CityOverlayTex
    			{
    				value = KSPRC/CityLights/Textures/kerbinBN				
    			}
    			_CityOverlayDetailScale
    			{
    				value = 45
    			}
    			_CityDarkOverlayDetailTex
    			{
    				value = KSPRC/CityLights/Textures/fu11
    			}
    			_CityLightOverlayDetailTex
    			{
    				value = KSPRC/CityLights/Textures/fu11
    			}
    		}
    	}
    }
    

    Make sure to copy the fu11 texture from the atmospheres folder to citylights. :)

  11. On 24-12-2015 at 10:48 PM, Red Shirt said:

    No one replied to my query so... I copied KSP_x64.exe out of KSP .25 and the mono and resources folders out of KSP_x64_Data and pasted them into their respective KSP 105 locations. Seemed to work just fine (got an error until I added the recources folder). Is it operating as 64 bit now? I have no idea but it works.

    if you get the 'warning you are using a 64bit build'-message, then yes.

  12. 9 hours ago, Proot said:

    Unbelievable: the files are not available yet in Curse or KS... :P
    I'll try to fix the obvious problems ASAP.
    The framerate dropping is probably caused by the asteroids spamming around Kerbin.

    It seems like it. 264 lines or potatoroids in the persitent.cfg file :)

    @Proot

    I also notice that, when opening EVE-manager, that Citylights isn't loaded at all - or properly. It's not using OBJECT and the mojito texture isn't in the textures map. :)

  13. 3 hours ago, Proot said:

    Unbelievable: the files are not available yet in Curse or KS... :P
    I'll try to fix the obvious problems ASAP.
    The framerate dropping is probably caused by the asteroids spamming around Kerbin.

    asteroid spamming doesn't lower the FPS, removed all of them, still got Physics-core bound (yellow-indicator in top left).

    A comparison between the 'old' EVE with SVE textures gives me about 35-40 fps on kerbin, where as with KSPRC with the new EVE and everything else, nets me 25-27 FPS (clean 64bit install), so there's definitely ground to win somewhere.

×
×
  • Create New...