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KSP2 Release Notes
Everything posted by blackrack
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Just pushed the following fixes: - Fixed wrong scattering on ships near atmosphere edge (most noticeable as blue tint appearing on ships in orbit) - Fixed flickering sky in reflections (most noticeable on TU parts) - Fixed flickering clouds in reflections (most noticeable on TU parts) - Fixed mirror image on scaled planets with in-game AA set to off - Fix broken multi-star lighting on scaled planets with eclipses on
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Sorry guys I'm on vacation and can't look into any issues currently, but I will list some of the recurring issues I saw mentioned: 1) Flickering textures with TU: Dakitess and TU guys provided a good lead 2) Atmos are xbox hueg: Don't know, I configured stock kerbin to be ~70km iirc, you may just be using a config that hasn't uodated for the new version 3) Blue atmo on ship in orbit:: old bug that seems to have come back with the new version 4) MSAA: MSAA with new scatterer will causes blac k lines, and peojector mode has been removed from the newest version (check the changelog for why), there is TAA in scatterer you can use or SMAA 5) Ttansparent flags: haven't looked into it. Make flag non transparent as a temp fix maybe? 6) Clumped ocean: No obvious leads in the logs although the issue appears sincw a version changed. Haven't looked into it further.
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That just kills the integration of scatterer in eve shaders Already been reported https://github.com/LGhassen/Scatterer/issues/140 Can't be fully backwards compatible in this case, there has been some big changes and that's how it is. I honestly suggest you just try to fix them yourself, I'm sure it shouldn't take more than 5 minutes of fiddling with the in-game UI to fix them, likely just have to make the atmos taller or thinner, or just increase the color mutlipliers on the clouds. Or just start from another working config and copy over the color of the old config.
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Thanks. So yeah the thing about the depth buffer mode (what enables a big speedup since a few versions back) and the new blending is that they are both incompatible with MSAA (the stock AA) so scatterer disables it on scene changes. If you re-enable it after scene changes you will indeed see that it causes aliasing around objects and around the horizon so it's no bueno. Thr only alternatives left are SMAA and TAA. SMAA works well enough for me at 1440p that I consider it viable, TAA looks better in motion and I personally play with it if I can keep fps above 30, but when fps drops it causes trails and I haven't looked into it. Another option may be to use FXAA through TUFX. These are just the normal limitations of these rendering methods. For the shimmering I will see if I can reproduce it next time Yep
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The volumetric light at the front of the craft. On rewatch I realize that it's not flickering, it's just blinking slowly but on time warp it blinks fast and looks like flickering, so forget what I said Can't think of anything I changed that would cause this, and since I don't get this with stock, I suggest you remove some mods until you find the culprit interaction. Also maybe mess with the scatterer shadow settings? Try the scatterer very high preset?
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Hmm that's weird. The fact that the waterfall light beam is also flickering makes me think this issue is external to scatterer. Can you try this without physics range extender? Do you have other crafts with the physics loaded nearby (this causes the floating point origin to be moved to be halfway between the loaded crafts iirc)?