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


Gameslinx
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Does this mod conflict with pincipia? Because principia's author indicated me that when looking at my logs. Does it change the planet's terrain other than the looks?
EDIT:

I just had to add a cfg and restart the game.

Edited by Agustin
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On 3/14/2022 at 10:19 AM, HiggusPiggus said:

Is there a way to make Parallax work with 2.5x scale KSRSS? I installed parallax through CKAN, but the moon is pink and the terrain scatters aren't working right.

I have the pink moon issue well. @HiggusPiggus were you able to resolve the issue?

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Just installed this mod, the terrain looks amazing, but the displacement isn't working.

Capture.png

Here's the log: KSP.log

KSP Settings: settings

And Parallax settings: settings (Haven't touched it, shouldn't be a problem)

Any idea what's going on?

(On a side note, is it normal for KSP to run at only 40~60 FPS? Visual mods are AVP and parallax, on a new gaming laptop with R7 5800H+3070)

Thanks!

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You talking about wheels sinking/floating on the surface?  That's normal.  Parallax is just a visual effect.  It doesn't do collision or physics simulation.  Yet...

Is your Vsync turned on or off?  If its on, then your framerate will be capped to your refresh rate.

Edited by Biggen
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3 hours ago, Cat1 said:

On a side note, is it normal for KSP to run at only 40~60 FPS? Visual mods are AVP and parallax, on a new gaming laptop with R7 5800H+3070

Are you running it with the KSP graphics turned all the way up? If so, turn both of the reflection settings to the second highest, there will be no noticeable difference in visuals, but performance will increase massively. (Like almost double sometimes!)

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10 hours ago, Biggen said:

You talking about wheels sinking/floating on the surface?  That's normal.  Parallax is just a visual effect.  It doesn't do collision or physics simulation.  Yet...

Is your Vsync turned on or off?  If its on, then your framerate will be capped to your refresh rate.

Wait is that the case? I thought Parallax was capable of accurately simulating the terrain.

But even if it works that way, wheels still shouldn't be sinking into the terrain, right?

Also, why does my terrain looks completely flat? From other people's screenshots you could see the rocks bulging out.

As for Vsync, that is definitely not a problem, as my monitor is 165Hz.

9 hours ago, Benzo Kerman said:

Are you running it with the KSP graphics turned all the way up? If so, turn both of the reflection settings to the second highest, there will be no noticeable difference in visuals, but performance will increase massively. (Like almost double sometimes!)

My graphic settings isn't even maxed out...

(Reflection refresh mode off, reflection texture resolution 256)

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Parallax doesn’t simulate the terrain. It’s purely a visual shader. He is working on bringing collisions and terrain physics back last I read. But right now, it’s just eye candy.

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23 hours ago, Cat1 said:

Just installed this mod, the terrain looks amazing, but the displacement isn't working.

 

You are seeing a bug with the code I wrote to subdivide a quad. There's a technical reason why this happens and it's because Squad uses two different triangle winding orders for their quads which gets swapped around for some condition I'm unaware of. This should happens rarely, and I'm working on a fix for the upcoming version.

I can tell this is what is happening because your wheels are significantly above the terrain, which wouldnt be the case if it was just because of the displacement. Hopefully you don't encounter this too often, and as far as I am aware, it seems to happen only on the Mun 

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Alright, so after reading many replies and seeing almost everyone is having the same lack of displacement/scatter, is there ANYONE that has Parallax working correctly (as in the pictures on the OP), or is all scatter just completely disabled on the current version? I understand that physical terrain deformation (wheels interacting with the new terrain model) is turned off, but also the visual component? Everyone just has flat (albeit fancy) terrain for now?

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1 hour ago, RyGuy_McFly said:

Alright, so after reading many replies and seeing almost everyone is having the same lack of displacement/scatter, is there ANYONE that has Parallax working correctly (as in the pictures on the OP), or is all scatter just completely disabled on the current version? I understand that physical terrain deformation (wheels interacting with the new terrain model) is turned off, but also the visual component? Everyone just has flat (albeit fancy) terrain for now?

I have Parallax working fine.
I am running a i5, 3Ghz gtx960 4GB RAM 16GB RAM
I would love that the collisions came back as in the early stages, But the author of the mod said its being worked on. Meanwhile we have the visual displacement which is working fine on my computer.

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Question about Parallax and EVE. Is there any way to disable Parallax completely for a body (i.e. Earth) such that the z-fighting with the city lights doesn't occur? (But still leave it enabled for all other bodies!)

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Houston, we have a problem! The Mun is definitely not made out of cheese, but out of soft pudding!

kOr7qXH.jpg

 

Parallax just looks gorgeous, but the non-working terrain displacement really messes with the immersion.

 

Also: Holy hell, Parallax murders a RX 6700 XT! It barely produced 20 FPS from the screenshot above, while running at 99% full load.

Edited by FasterThanFlourite
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Posted (edited)
1 hour ago, FasterThanFlourite said:

Holy hell, Parallax murders a RX 6700 XT! It barely produced 20 FPS from the screenshot above, while running at 99% full load.

Are you able to tell me what resolution you are running at? 

Due to the rendering pipeline that KSP uses (Forward rendering), your performance is heavily impacted by the number of lights on your craft, as the parts of the scene that the lights affect has to be completely re-rendered for each light. With tessellation enabled, the impact is really high. You will get a major performance boost by not using lights, or using very little short range ones. This effect is compounded if you are running at a high resolution (4k). 

I use a 2080 Super which yields almost identical performance to your 6700 XT (UserBenchMark), and I get 120+ FPS at 2560 x 1440 without lights. Double check you aren't forcing OpenGL, as OpenGL has terrible vertex performance. I'm not sure whether there's a huge difference in tessellation performance between Nvidia and AMD GPUs, so I can't comment on that

Final note, remember that you can change your Parallax quality settings in GameData/Parallax/Config/ParallaxGlobal.cfg. You can try lowering the maximum tessellation, or increasing the Edge Length to ramp down the tessellation factor at further ranges

4 hours ago, NathanKell said:

Is there any way to disable Parallax completely for a body (i.e. Earth) such that the z-fighting with the city lights doesn't occur?

For this you will need to remove the Body node corresponding to Earth from the ParallaxTerrain.cfg included in RSS (it might be under a different name). Then you will need to remove the node for Earth in the IncreaseSubdivisionCount.cfg (which also might be under a different name). That will remove Parallax from a specific body

On 3/21/2022 at 7:22 PM, RyGuy_McFly said:

Alright, so after reading many replies and seeing almost everyone is having the same lack of displacement/scatter, is there ANYONE that has Parallax working correctly (as in the pictures on the OP), or is all scatter just completely disabled on the current version? I understand that physical terrain deformation (wheels interacting with the new terrain model) is turned off, but also the visual component? Everyone just has flat (albeit fancy) terrain for now?

I am having no issue on the current version but I'm investigating why some people are having issues. Could you upload your KSP.log and your ParallaxGlobal.cfg? I'm trying to find differences between people's installs that could cause this

Edited by Gameslinx
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8 hours ago, Gameslinx said:

For this you will need to remove the Body node corresponding to Earth from the ParallaxTerrain.cfg included in RSS (it might be under a different name). Then you will need to remove the node for Earth in the IncreaseSubdivisionCount.cfg (which also might be under a different name). That will remove Parallax from a specific body

Awesome, thanks. I removed the Parallax config but missed that that subdivision PQSMod was also being added. Cheers!

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On 3/26/2022 at 1:19 AM, Gameslinx said:

Are you able to tell me what resolution you are running at? 

Due to the rendering pipeline that KSP uses (Forward rendering), your performance is heavily impacted by the number of lights on your craft, as the parts of the scene that the lights affect has to be completely re-rendered for each light. With tessellation enabled, the impact is really high. You will get a major performance boost by not using lights, or using very little short range ones. This effect is compounded if you are running at a high resolution (4k). 

I use a 2080 Super which yields almost identical performance to your 6700 XT (UserBenchMark), and I get 120+ FPS at 2560 x 1440 without lights. Double check you aren't forcing OpenGL, as OpenGL has terrible vertex performance. I'm not sure whether there's a huge difference in tessellation performance between Nvidia and AMD GPUs, so I can't comment on that

Final note, remember that you can change your Parallax quality settings in GameData/Parallax/Config/ParallaxGlobal.cfg. You can try lowering the maximum tessellation, or increasing the Edge Length to ramp down the tessellation factor at further ranges

 

 I'm running at 3440x1440.

These are my graphic settings:

aUP4bVZ.png

 

And here's an in-game screenshot with some MSI afterburner stats on top:

jN9VNmr.jpg

Close up the GPU runs at full load and that's what's limiting the frames in this case.

 

However, I also have most of the popular mods installed:

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Maybe some of these is interfering with Parallax and killing the FPS?

 

Here's the KSP.log, in case that helps.

 

This probably isn't entirely due to Parallax. I'm just trying to figure out why with a Ryzen 5 5600x, a RX 6700 XT, nvme SSD and 32 GB of RAM I am only running between 20-30 FPS on the surface of planets.

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Posted (edited)
3 minutes ago, FasterThanFlourite said:

However, I also have most of the popular mods installed:

PlanetShine is a direct FPS killer. Each planet is a light source and this forces the entire scene to be re-rendered for every planet currently visible. This means you are tessellating the ground many times. Removing this should really improve your FPS

Edited by Gameslinx
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1 minute ago, FasterThanFlourite said:

Tested a slightly darker scene on the Mun with ~40 FPS

Interesting it didn't make much of a difference. Have you tried with lights off?

My only other suggestion would be to try with just Parallax and nothing else installed aside from its dependencies

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2 minutes ago, FasterThanFlourite said:

I will try that and report back!

May I ask, what mods and graphic settings are you running personally aside from Parallax? Since you have a similar graphics card, that might help me compare.

Currently I have these mods installed:

  • Scatterer (latest CKAN)
  • TUFX
  • The KSP DLCs

And here are my settings:

image.png

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1 hour ago, Gameslinx said:

Interesting it didn't make much of a difference. Have you tried with lights off?

With 5 lights on the rover turned on: ~25 FPS.

With 5 lights on the rover turned off: ~50 FPS  (and the GPU only running at ~80%, so CPU limited then).

 

Blimey, that's an insane difference.

Edited by FasterThanFlourite
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Some further testing: Something definitely seems off.

 

1)Reduced settings: max Tessellation from 64 down to 1 and set tessellateLighting = false. Yet, still only 25 FPS on the Mun with lights on.

2) same scene with lights on, but without Parallax = 60 FPS (RX 6700XT running only at ~60%)

Edited by FasterThanFlourite
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2 minutes ago, FasterThanFlourite said:

Some further testing: Something definitely seems off.

 

I changed max Tessellation from 64 down to 1 and set tessellateLighting = false. Yet, still only 25 FPS on the Mun with lights on in the scene I screenshotted earlier.

That's really odd. If the problem is Parallax, try setting your terrain shader quality to High instead of Ultra.

With tessellation set to 1, the shader still has a tessellation stage which your GPU has to run. With your shader quality on high, Parallax disables this stage completely and acts like a normal shader.

Can you try that and let me know how that affects your FPS?

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Thanks for taking the time to try and figure out the problem!

 

1)Reduced settings: max Tessellation from 64 down to 1 and set tessellateLighting = false. Yet, still only 25 FPS on the Mun with lights on.

2) same scene with lights on, but without Parallax = 60 FPS (RX 6700XT running only at ~60%)

3) like 1) max Tessellation from 64 down to 1 and set tessellateLighting = false with lights on, but now terrain shader quality to High instead of Ultra, like you suggested:  ~50 FPS (turning lights off still gives only 50 FPS, but the GPU clocks down by 50% percent).

 

Another note: Turning down terrain shader quality to High also gets rid of the massive ground clipping issue seen in the screenshot above.

 

 

 

Edited by FasterThanFlourite
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