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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.2]


Gameslinx

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Looking great,

 

Guys with the new version let's just relax and report, and GL will look at the issues and correct as necessary. :)

 

Between this and when BR releases EVE with volumetric clouds, a whole new generation of computer systems and players will have their hardware/minds blown   :)

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6 hours ago, TheDicko said:

Hi Gameslinx. I noticed that toggling IVA ( ie pressing the c key to go inside / outside the vessel, seems to and redraw the rocks etc on duna. not sure if it does on other bodies, but it should be quite easy to replicate

This is intended. Scatters have to regenerate every time the Floating Origin shader offset changes unpredictably (when you go to map view, change craft, change camera, etc)

3 hours ago, Kerbin Launch Coalition said:

I can infact confirm that anti-aliasing with NVIDIA card and this don't play well together.

KSP's Anti Aliasing never played well, it's not just unique to this mod. 8x has been notoriously bugged for years and will massively reduce performance, but this might happen more often with Parallax because your VRAM usage is higher (and antialiasing uses a fair amount of VRAM)

3 hours ago, Robin Patenall said:

Does anybody know / can confirm if enabling collisions is safe on an existing save?

You should be fine doing this - crafts will reposition to the top of the scatters

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On 9/20/2020 at 7:22 PM, Gameslinx said:

 

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Parallax

Parallax completely recreates the surfaces of the planets, from the environment all the way down to the terrain detail. It combines a tessellation and displacement terrain shader as well as a completely new scatter system to vastly improve the planet surfaces. Parallax uses GPU instancing for surface objects in order to render massive amounts of geometry at amazing performance.

See Installation Instructions below. Also see the Troubleshooting section below, and direct users here if things are not working!

Watch the new trailer here:

Features Overview

Parallax completely replaces the terrain shader used in the normal game as well as its scatter system for placing thousands of objects over great distances. Here are some of the key features of this mod:

  • High quality terrain tessellation shader, like in No Man's Sky
  • Trees, grass and many other types of foliage
  • Procedural rocks and objects
  • Collisions with surface objects
  • Self shadowing
  • Completely new planetary surface textures

Improvements

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The shader that Squad uses for Kerbal Space Program's terrain is extremely limited. Parallax's original feature was a brand new terrain shader, but the scope has expanded to surface objects as well.

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
  • No lines/artifacts, unlike the stock shader

The scatter system is also a massive improvement over Squad's implementation:

  • Millions of objects can be generated almost instantly using compute shaders
  • Each object is drawn using GPU instancing, meaning there are significantly less draw calls. This improves rendering performance massively
  • Frustum culling for each object
  • Objects are collideable
  • On-demand loading

Availability

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System Requirements:

Minimum - Scatters disabled:

  • CPU: Parallax does not have much of a CPU impact, so this isn't really a concern
  • GPU: Must support shader model 3.0,
  • RAM: 4GB (With scatter objects disabled)

Minimum - Scatters enabled

  • GPU: Must support shader model 5.0
  • Renderer: Must be using DirectX 11 - This mod will not run on OpenGL with scatters enabled
    • Must support Async GPU Readback (if you do not know what this is, do not worry)
  • RAM: 6GB

Recommended:

  • GPU: DirectX 11, Shader Model 5.0
  • RAM: 8GB

You can follow Parallax's development here: https://github.com/Gameslinx/Tessellation/

Installation

Instructions for installing Parallax and its scatters:

  1. Download Parallax, Parallax_StockTextures and Parallax_ScatterTextures from the GitHub release page.
  2. Download and install Kopernicus. Minimum version release 139 or later.
  3. Open the Parallax zip and move the Parallax Folder to GameData.
  4. Open the Parallax_StockTextures zip and move the Parallax_StockTextures folder to GameData.
  5. Open the Parallax_ScatterTextures.zip and move the Parallax_StockTextures folder to GameData, merging it with the existing folder. Yes, they are named the same. This is intentional. Do not miss this step.
  6. Launch the game, and set your terrain quality to High. Set your terrain shader quality to High or Ultra. Ultra will enable tessellation.

Troubleshooting

Did installation not go as planned? Expand this spoiler to see common errors when installing and how to resolve them.

  Reveal hidden contents

I'm getting a Kopernicus error on the main menu!

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You have likely failed to install the two textures folders correctly. You must merge the two Parallax_StockTextures folders from both zip files into GameData. Once you've done this, the Parallax_StockTextures folder in GameData should look like this:

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I'm getting an infinite loading screen - the planets in the bottom right corner are moving freely and nothing is happening!

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This is usually due to a bad Kopernicus install, but in some cases can be due to a bad KSP install.

  • First, try reinstalling Kopernicus. You need version 139 or later, and must also have the Harmony folder in GameData.
  • If that doesn't work, reinstall KSP 1.12.3. Some files may have become corrupted or changed over time after previous mods. This is the best way to ensure the mod runs.

There are no trees or grass in the Space Center view!

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This is intentional. Right now, scatters don't work in the space center view, and I've not yet figured out how to get them to show.

You will see trees and grass in Flight.

Performance is really bad, my FPS has tanked!

  Reveal hidden contents

This has been reported to help massively boost framerates, and I advise you share these steps with anyone suffering from the same problem. These are the settings I use to ensure the game runs smoothly:

Step 1 - Update your NVIDIA graphics drivers

Step 2 - Replace the settings.cfg in your Kerbal Space Program folder with this: https://mega.nz/file/JEEgTZ5a#BDhp8Vm8WvcbYd3lO2VCIg_3_8xr1I4ns8-He8pQ_PY

Step 3 - Use these NVIDIA settings:

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I'm seeing weird flashing artifacts that look like Z-fighting on the ground, how do I fix that?

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There are two things that cause this.

  1. City lights are not compatible with Parallax at the moment. Delete the city lights config from the visual pack that provides them.
  2. If city lights are not causing this, Scatterer might. In the scatterer config, make sure "merge depth pre pass" is set to false. If this does not fix it, a reinstall of Scatterer will.

I have a planet mod installed, but Parallax isn't working and/or I'm getting a Kopernicus error on the main menu!

  Reveal hidden contents

If this planet mod supports Parallax 1.3.1, it will not support Parallax 2.0.0.

You will need to remove the Parallax configs for those planet mods until they are updated.

 

FAQ

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Right now, there are a few frequently asked questions. I hope I can answer some of them here:

  1. What is the performance impact?
    • You can expect to run Parallax fairly well on a GT 960M or better.
  2. Is this for stock?
    • Yes! This also works on planet mods that support it.
  3. 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.
  4. Do I need a NASA Supercomputer?
    • No
  5. 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.
  6. Can I change the settings?
    • There is a config within the GameData/Parallax folder. This controls the quality of the terrain shader as well as options for the scatter system
  7. Will you release documentation for modders?
    • Yes, documentation is in the works and will be updated frequently on the github wiki.
  8. Does this work with Rescale / Sigma Dimensions?
    • Yes, but check for configs as some values must be adjusted for things to look correct.
  9. 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.

Download

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You can download Parallax for KSP 1.12.x here:

If you are reporting a bug, if applicable, please let me know the steps to reproduce the error. This is extremely useful.

Donations

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If you would like to donate to show thanks for the mod or to support its development, there is a link to my Patreon below. You unlock some cool perks by donating too!

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 :)

 Patreon Logo by laprasking on DeviantArt

Licensing

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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:

  1. 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.
  2. NonCommercial — You may not use the material for commercial purposes.
  3. 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

The collisions on the surface feature do not work. Any help?

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30 minutes ago, mouldy_cheese said:

The collisions on the surface feature do not work. Any help?

Make sure you have enabled collisions in GameData/Parallax/Config/ParallaxGlobal.cfg. They are off by default because they are experimental and may be subject to instability for now

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46 minutes ago, Sky Kerman said:

The grass is really lagging my game, is there a way to add less?

Hi, please refer to the troubleshooting guide in the forum OP. It includes a Settings.cfg file as well as recommended NVIDIA settings. You should not be lagging. Try this first, and if you're still having problems:

ParallaxGlobal.cfg contains settings to tune down the scatters

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Great work!  Amazing revamp.

For other's reference, I was able to get this up and running on Ubuntu Linux just fine with a couple of caveats using a 2070S and Proton with Glorious Eggroll config.  Running about 50fps.  That's with Astronomer's Visual Pack (8k textures), Scatterer, EVE, and TuFX running as well.

 - Turn down antialiasing from 8x to 4x.  8x drops the framerate to a slideshow with Parallax.

 - Half-res textures.  Going to full res textures drops it to 5 fps for me.

 - Turned off reflections completely

  Everything else maxed.  On native linux I can run with everything maxed and Parallax going, but obviously no Parallax scatters.  

As others mentioned things did seem a bit darker than they should but that's the only issue I've noticed.  This may be limited to planets with atmosphere, need further testing.  Vall scatters did seem uniquely slow with only about 20fps there.  Eve, Kerbin, and Duna all ran well.

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Hi! I was wondering if someone could help me with a few problems I am experiencing. 

When I start the game I am instantly greeted with a message in the top left corner saying I am running an unsupported version of KSP even though I am running 1.12.3. When in the main menu i get an kopernicus install error which I have tried to fix by reinstalling the game and kopernicus, removing other mods and making sure I have harmony installed. I am also stuck eternally in the loading screen with the planets spinning freely, I tried to fix this according to the troubleshooting guide. 

Any help would be greatly appreciated :)

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37 minutes ago, Molottaja said:

Hi! I was wondering if someone could help me with a few problems I am experiencing. 

When I start the game I am instantly greeted with a message in the top left corner saying I am running an unsupported version of KSP even though I am running 1.12.3. When in the main menu i get an kopernicus install error which I have tried to fix by reinstalling the game and kopernicus, removing other mods and making sure I have harmony installed. I am also stuck eternally in the loading screen with the planets spinning freely, I tried to fix this according to the troubleshooting guide. 

Any help would be greatly appreciated :)

Try reinstalling Parallax and Kopernicus. Do not overwrite the old folders, completely delete them before you install new files

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53 minutes ago, Molottaja said:

I am instantly greeted with a message in the top left corner saying I am running an unsupported version of KSP even though I am running 1.12.3.

Yep, as said above - full reinstall. Sounds like you have debris from an old update still sitting in your game somewhere, as that message does not appear anymore

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@Gameslinx First, thanks for the effort you've dedicated to this upgrade.

Second, reference the nvidia settings screen shot that's part of the troubleshooting process in the OP, might I suggest the following explanation of how to find that dialog where one can make any changes.  I struggled to find this control panel, trying in the Windows Control Panel and start menu but just couldn't find it, despite using available search functions.  This probably isn't the only approach.  I'm sure I've done something on my system in the past to make accessing the settings panel work this way.  If you choose not to include it, that too is fine; at least it's here for reference.

Spoiler

In the Windows taskbar notification area, locate the NVIDIA Settings app, right click and select NVIDIA Control Panel.  On the left hand side of the resulting dialog, expand 3D Settings and select Manage 3D Settings.  On the right-hand side, select the Program Settings tab, then select the program to customize from the drop-down under para 1.ZLYU9DM.jpg

 

Edited by Brigadier
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5 minutes ago, Brigadier said:

reference the nvidia settings screen shot that's part of the troubleshooting process in the OP

The screenshot of the NVIDIA settings is in the OP. I'll also add instructions on how to get there, cheers

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11 hours ago, Gameslinx said:

Does anybody know / can confirm if enabling collisions is safe on an existing save?

You should be fine doing this - crafts will reposition to the top of the scatters

My landed crafts are repositioning themselves by flying into the air after exploding several of their parts.   :_(

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1 minute ago, Socowez said:

De collisions get applied to trees? I have collisions on and tried flying through some of the trunks with a prop plane at around 70 m/s with no impact. Am I going too fast?

Trees don't have colliders because there are some Kerbal Konstructs launch sites that don't remove objects using a MapDecal, so crafts would end up spawning inside trees when trying to launch. That would be frustrating

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1 hour ago, Gameslinx said:

Trees don't have colliders because there are some Kerbal Konstructs launch sites that don't remove objects using a MapDecal, so crafts would end up spawning inside trees when trying to launch. That would be frustrating

Will trees ever have collision?

ALSO: This might have been reported already, but some of the edges of icebergs--at least on Laythe--don't have collision. I was just cruising along in my plane checking things out when I literally fell through the ice.

Edited by wpetula
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