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Found 3 results

  1. Parallax Parallax is a custom terrain shader for Kerbal Space Program that combines tessellation and displacement mapping to create realistic planetary surfaces. Watch the trailer here: Features Overview Parallax completely replaces the terrain shader used in the normal game in favour of more and better features, including: Tessellation Self-shadowing Accurate lighting Accurate normal mapping Support for multiple lights Reflections Specular highlights Metallic materials Influence mapping Improvements The shader that Squad uses for Kerbal Space Program is extremely limited. You can only assign 2 textures that work unless you opt to use an extremely complicated 'Atlas' shader that was introduced in 1.9. We will pretend that the Atlas shader doesn't exist because it's only used on Kerbin and it is extremely unoptimized. Parallax improves upon the stock shader in a number of ways, for example: Normal mapped lighting is accurate and faces the right way on a surface at any angle Tessellation allows surfaces to have much more complexity, allowing for the creation of lifelike planet surfaces Texture blending is a much smoother transition and varies based on the distance from the camera You can have a much greater amount of control over the planet - You have a low, mid, high and steep texture to use Complete control over how much colour of a texture to apply to the surface VS how much colour of the surface to retain (using an influence map). This prevents your grass from changing colour on brown terrain, but lets you change the sand colour as it varies with the planet's surface colour. Reflections are more accurate No lines between texture levels, unlike the Stock shader Availabity System Requirements: Minimum: CPU: Parallax does not have much of a CPU impact, you'll be fine GPU: NVIDIA GT 960M (or AMD equivalent) RAM: 4GB Shader model 3.0 Recommended: CPU: Parallax does not have much of a CPU impact, you'll be fine GPU: NVIDIA GT 970M (or AMD equivalent) RAM: 6GB Shader model 5.0 You can follow Parallax's development here: https://github.com/Gameslinx/Tessellation/ FAQ Right now, there are a few frequently asked questions. I hope I can answer some of them here: What is the performance impact? You can expect to run Parallax fairly well on a GT 960M or better. Is this for stock? Yes! This also works on planet mods that support it. Why are lots of lights laggy? For some reason, KSP uses Unity's "Forward Rendering" path instead of the "Deferred Rendering" path. This means that for every pixel light in the scene, the tessellation is re-calculated. With lots of lights, this can add up very quickly. Until KSP moves to the Deferred rendering path, there is nothing I can do about this. Do I need a NASA Supercomputer? No Does this work with EVE and Scatterer? Yes. Parallax was developed alongside Scatterer, so I recommend for the best results you use them both together. Can I change the settings? There is a config within the Parallax folder. This controls the quality and amount of tessellation. You can turn it off, too. Will you release documentation for modders? Yes, documentation is in the works and will be updated frequently on the github wiki. Does this work with Rescale / Sigma Dimensions? Low scale values are mostly safe, but as you increase the size of the planet you will notice the tessellation quality start to degrade Can I use textures from Parallax_StockTextures in my own configs? While the license does allow you to use them, I would much prefer if you don't. The stock textures are to improve the stock game. I don't want to see loads of config packs using those textures because it takes away the uniqueness of the ones I created for the stock planets. Please - Don't be lazy, make your own. Optimization - On Demand Parallax uses a form of Load-On-Demand to massively reduce the amount of memory the mod uses at once. Here are some of the key features: Textures are only loaded for the planet you are currently in the SOI of Textures are unloaded when you leave that planet's SOI Texture loading takes mere milliseconds (You can find this information in the log) Supports DDS loading - DXT1, DXT5 and DXT5_NM RAM usage reduced from ~8GB to ~3.5GB on the stock config Optimization - Adaptive Parallax Texture sampling in a shader is expensive. When the mod was initially released, there were 61 texture samples every pixel, every frame. This used a lot of GPU power and it was inefficient. Included in update 1.1.0 is my method of massively reducing this amount of samples. There is no need sampling textures that won't be seen in that region on the planet. Luckily, KSP splits the terrain into quads, and each of these can be assigned its own material. By splitting up the shader into 5 separate shaders, the mod can use simplified versions where necessary. On flat land, only 25 texture samples are needed. On average, the performance has doubled since 1.0! Download You can download Parallax for KSP 1.12.x here: Parallax: https://github.com/Gameslinx/Tessellation/releases Please read the install instructions. Make sure you install Kopernicus from R-T-B. You will not get help if you do not upload your KSP.log in your error reports Donations Parallax took me months to develop. Not only that, but I had to learn an entirely new programming language (Unity CG) and familiarize myself with Unity - neither of which are simple! It's been an incredibly fun (and sometimes frustrating!) journey developing this mod, so I would like to thank those of you who have been supporting the mod since its beginning and those of you who choose to support me going forward. Should you donate, you will be helping me through my university studies! Donations are by no means asked for, but are greatly appreciated. Thank you for downloading the mod or if you're a long time supporter, thank you for sticking with it throughout its development Licensing Parallax is licensed under Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0). This means that you are free to share, copy and redistribute the material in any medium or format under the following conditions: Attribution — You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use. NonCommercial — You may not use the material for commercial purposes. NoDerivatives — If you remix, transform, or build upon the material, you may not distribute the modified material. From: https://creativecommons.org/licenses/by-nc-nd/4.0
  2. As the tilte suggest I made a config for JNSQ and I am releasing my first stable-ish configuration. This is the first config I have ever written for KSP. It´s stable-ish version but not the final version as I am still configuring some settings, there are still some known and unknown issues. [If you find any issues let me know, I will try to fix them, may take some time]. [Also working on custom textures, may take a while though] Currently known issues: Planets turning into a silver mesh thing ,I assumme this was caused by my old config [Fixed as I haven´t encountered it again, maybe?] Random gray squares [happend once fix below] Asteroid alike planets having white dots on their terrain If you have any visual anomalies like the gray squares appearing, please go to the trackingstation and back to your vessel that should fix it. I used kopernicus for ksp 1.11.1 and made this config for that version specifially. Important Before you download, if you care about your saves test this config in a sanbox save first. I would suggest turning off true lightning and shadows in the parralax global config. Scatter performance is currently unknown test at your own risk. Rover are quite lets say bouncy turn down your springs and turn up your dampers, drive safe everybody. Download from google drive. Feedback is really appreciated as it helps me to iron out some issues, if this config is done, I may even make some for other planet packs. Installation Requires Parallax, JNSQ, Kopernicus. You have to rename your Parallax_StockTextures to ParallaxJNSQ. Then you drag the the contents of the zip into that folder replacing all. My fps is around 80~90 fps in my newest config with a 1080 and Ryzen 5 1600, varying on diffrent planets. Eye candy included: Higher Quality version of the gif below here. On a lonely planet far away from home, Jeb watches as the sun rises above the horizon. I like this one quite a lot tbh. Duna and Huygen are definelty worth checking out Eeloo gives of creepy vibes check it out for yourself. Dragonfly wannabe taking flight on Huygen Higher Quality version of the gif below here. Distributed under CC BY-NC-SA 4.0 License. Special thanks to: @Gameslinx for making such an amazing mod and just being awesome in general. @R-T-Bfor continuing and updating Kopernicus and giving me permission to use his configs. @Galileo and the whole JNSQ team for making such a unique planet system.
  3. Hi everyone! I got good news and bad news, which do you want to hear first? I suppose I'll start on the good news. GN: I got parallax with some super-hard studying (asking @Spaceman.Spiff for some tips) and seeing if my pc was compatible, and it was! So I went in and got it. Let me tell you, that mod is INSANE! (with the krakens too.. that leads us to the Bad News..!) BD: Like I said, there is quite the bored kraken caused by something I think is fixable, but not working. I got parallax 1.2.1, which has collisions, which is AWESOME for my duna rover that had the collision mesh dampen before it landed, not after. So I go along with by business, continuing the Kraken series rockets (coincidence..? I think not..) to the Mun! As I go below 100m, I realize that the collision mesh hadn't said "Damping collision mesh" or whatever it said. So as my legs sink through the ground like I was playing the old version, I realize it hadn't damped.. oh well, let's plant a flag, try out the EVA science experiment (after Danny 2462's golf vid) and go some other stuff and go home. Well, as I EVA, parallax decides "Eh, why don't we dampen the Collison mesh now?" So down goes Jason Kerman, stepping on the Munar soil and watching the kraken grab-and-run with my lander like me grabbing McDonalds. I am still scared by that lunar lander, so is there a reason why it didn't do the collision dampening before I landed? KSP Log: I am going to bed, I will respond tomorrow. Goodnight and thanks
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