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Everything posted by blackrack
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Only really going to bother with fixing TAA going forward. As for a note about AA and current limitations, I'll add that in the OP. No need to write a long-winded post about your "grievances" though, a simple 1-line suggestion post would have been enough. You should also know that the mod doesn't touch shadows on the default preset, those are the default game's shadows and you're essentially just blaming the mod for not giving high-quality shadows on the default preset that preserves performance. Also in all fairness, if you think you or anyone can do a better job explaining things (and they have the time and inclination), you are welcome to write documentation or explanation posts and I'll edit them into the OP and the wiki, that will be actually helpful.
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You don't have .raw files for stock? Reinstall. They are included in the scatterer download (for 0.0772, later versions don't need them). No idea, looks like something about the planets is broken but not sure what. Make sure you use compatible Scatterer/GU/Kopernicus versions, if you already are then you'll have to narrow it down by removing mods until you find the source of the issue (your mod list is quite huge).
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The assetpath has to point to where the .half files are relative to GameData. Looks like your assetpath is empty? In any case the double // may be breaking it. I have no clue, so you have to provide some context. Logs + reproduction steps and maybe try tue default eve configs and scatterer configs and see if it doesn't happen with them.
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Finally, no more posts about how the atmo looks weird with AVP Edited: Trollface... I see what you did there
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To be clear, MSAA being incompatible now doesn't mean it stops working completely, it still works but you get artifacts and black edges with Scatterer effects (which you can actually see around the horizon in the screenshot posted) so I disable it on scene changes, if you reapply it manually you get those artifacts back. Haven't see this transparency issue before though. @Silvia Dragonessif you apply the settings it might reapply msaa so set msaa to 0x (and also how often do you need to change your settings in-flight and why?)
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It's 3 slots I've never seen a 3 slot card before. It's not super long though, I used to have a gtx 780 card that was so long I had to roll and pitch it in a certain way to get it to go inside the case... Yeah my current PC uses an i7 3770 which isn't unlocked so doesn't need a beefy cooler. I always go for the best bang/buck and going for an overclocking mobo with good power delivery kills the bang/buck ratio, I'd rather put that money into a GPU or like a plane ticket . So, my next CPU is going to be the i5-12400f and as you can tell I don't plan to deviate from that formula.
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[1.8x - 1.11x] Kerbal Weather Project (KWP) v1.0.0
blackrack replied to cmet24's topic in KSP1 Mod Releases
If you are fine with waiting you are probably fine running the CPU version anyway. -
I also don't know the exact details for each GPU model, but what I wanted to say is that the performance difference may not be linear for this, ie a GPU that is normally 2x slower might perform 3x worse for this or only 1.5x worse. Won't know for sure though until I do such tests (this comment isn't saying much in the end).
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It's definitely better than I expected as well. There are a few things to keep in mind though: - This is running alone in unity editor, I expect half this performance in-game with scatterer on default settings. - This does a lot of texture reads but they are optimized to hit the GPU cache, so cache performance is very important. Performance may not scale down or up linearly when the cache hits its limit. - This relies heavily on temporal accumulation and upscaling, on lower framerates blurring and smearing may be more visible.
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[1.8x - 1.11x] Kerbal Weather Project (KWP) v1.0.0
blackrack replied to cmet24's topic in KSP1 Mod Releases
For sure -
[1.8x - 1.11x] Kerbal Weather Project (KWP) v1.0.0
blackrack replied to cmet24's topic in KSP1 Mod Releases
Thank you for the complete reply. There does appear to be a GPU-enabled MPAS branch here but I haven't read into it much to see how much is actually run on the GPU and what the requirements are: https://mpas-dev.github.io/atmosphere/OpenACC/index.html Regarding resolution, if 1x1 degree resolution used 1/4 of your server's ram (so 32gb) , then I'm thinking a 2x2 or 3x3 resolution should fit in a modern GPU's memory, the cloud cover data for one year could also go from 633 mb to 150mb or 70mb respectively. Question is how coarse/bad would the simulation be at that resolution(the cloud cover gif already looks quite coarse but not sure if that's because of simulation resolution or how the gif was made)? At least for the purpose of being used in a game like this. For the nasa model do you have a link? The link above doesn't seem to be working. -
No problem. It has to do with the precomputation system that used to be outside of the game and in a separate tool, let's say that before configs were only able to be rescaled at will in game by breaking physical correctness which causes a lot janky issues and edge cases and things looking "off", now you can rescale them but the correct way because the atmo generation is in-game. There's not an easy way but you don't have to restart from square one. There's no automatic retro-compatibility because the atmo model changed enough that you can't get 100% the same result (although now you can get better results). Look up your old atmosphere Rt value (from the config) and multiply it by experimentalAtmoScale, then in-game in the atmosphere tab look up the calculated atmosphere height (which says auto), divide the old Rt * atmoScale by the new height, and use that value in the rescale atmo box in the same tab, that will get you 70% of the way there, at least height wise, save the config (if MM patch you have to save the values manually), the rest adjust to taste. AVP configs need to update/be updated. Look up the surrounding posts in any direction. Does it actually change to integrated? There is a separate text where the current preset is displayed.