Jump to content

blackrack

Members
  • Posts

    2,533
  • Joined

  • Last visited

Everything posted by blackrack

  1. I think you just need to add syntaxVersion = 1 to these old sunflare configs. See here https://github.com/LGhassen/Scatterer/wiki/SunflaresConfig#syntax-version-1
  2. Actually not the install itself but if you did anything to trigger it or it's always there. I assume it's always there?
  3. Could you provide logs (with that setting on) and some info about your install? Never seen this issue before so curious what caused it.
  4. This will be a new element in the config. So old config packs will continue working with the old effects unless they are modified.
  5. That's a known issue with mie scattering, I haven't looked into fixing it. One solution is to lower mie (beta m_sca) but you'll change the planet's look and lose the glorious sunsets. No idea about the minmus issue though.
  6. The latest AVP scatterer configs for the stock planets are just a copy paste of the default scatterer configs last I checked. Since he didn't report any other mods I assume he's using outdated AVP. Either way he needs to delete/fix what is overriding the scatterer configs but no it's not the prepackaged scatterer configs.
  7. First in-game images Don't worry if it looks different, I will post better images later after I tweak the settings, for now I have issues to fix.
  8. It can't actually be done correctly in a forward engine, you need to have color, material and normal information available separately from lighting (what the g-buffer does in a deferred engine). You could kind of fake the color part of a g-buffer in forward by re-rendering the main camera with the lighting disabled and ambient light turned up, but you'd be rendering the scene twice, it would be bad with visual mods I guess for all but the beefiest GPUs, although in orbit it would be fine. The normal buffer option can be enabled. Then you'd also have no material information so everything will handle light in the same way, unless you start doing a custom pass with shader replacements. Once you have that though no need to limit it to screen space since we have all the scene info. ScreenSpace PTGI is kind of pointless. Now that I think about it, it's kind of doable, although with limitations and caveats.
  9. No need to bother him, he just provides custom settings. Just delete the .cfg included in spectra or override it if you want.
  10. I think this is your culprit [LOG 23:20:15.562] Applying update Spectra/Spectra_scatterer/Scatterer_Settings/@Scatterer_config:AFTER[scatterer] to Scatterer/config/config.cfg/Scatterer_config
  11. The choice is limited to opaque and transparencies. The icons count as transparencies. Unfortunately it has to be applied to transparencies or other issues appear with the atmosphere, so not sure what else to do there, maybe just reverting to SMAA in map view.
  12. I'm unable to reproduce this. And it looks more like z-fighting so maybe give it an inch of spacing or provide more info (check the OP: how to report issues section). Just noticed this. I don't think it's fixable without breaking the atmospheres in map view with TAA. The thing is TAA works by jittering the projection matrix to take offset samples over time, but the shaders have to work with it. Could be fixed by overriding the orbit icons shader, I consider it quite mild though so probably not going to fix it.
  13. New build is up, mostly fixing TAA and enabling it by default. Full changelog: - Fix TAA breaking with atmosphereless bodies and becoming a smearfest - Fix TAA randomy disabling with TUFX - Use TAA by default on the default preset and upwards, the lower 2 presets still use SMAA - Expose TAA settings - Fix UI window being unclickable/undraggable on lower screen resolutions - Fix Bruneton tonemapper causing artifacts with bright colors
  14. I don't have any building tips, but the thing I remember from this post is that real world stability rules apply (ship designs that are more stable irl are more stable in-game): https://www.reddit.com/r/KerbalSpaceProgram/comments/khzqcy/testing_out_the_new_scatterer_waves_with_my_125/
  15. I see, someone reported this setting to work and fail intermittenly with Kopernicus, the issues are probably related. I will add your post to the issue report.
  16. Did you enable it? SMAA only is applied in the default configs if that's what you mean. As for quality, the TAA code itself is the same, there is no sacrifice, unless you put up side by side comparisons showing a difference I'm going to have to say there is no difference.
  17. I have fixed it already but haven't bundled a release out yet (wanted to play a bit more with TAA and see if there are other streaking issues first). Guess I'll upload a test build (shaders and .dll only, use configs from 831): https://mega.nz/file/2UJ1xajC#kLRXD2gMXOlDSPWFdmK_3oPs0ClJLYgjpievR-8MNNc
×
×
  • Create New...