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Everything posted by blackrack
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Thank you, I'm actually considering marine snow where individual particles can be lit by lights (this is less performance-intensive than it sounds): And an additional, separately configurable fog and dust shader that would be dynamic (ie can change with time, or weather, if I add the weather system for the ocean), kind of like outerra's: The fog and dust would also support volumetric shadows, in the same way that godrays work. I think that dust like this would work better over the surface than particles. These are still ideas at this point though.
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Added the ability to override the speed at which ship recovery is possible, to make recovery possible when the waves move the craft Notice I have access to the recovery button at 5m/s, vs stock's 0.3 m/s I have also been able to reduce the water's excessive drag, and increase the crash tolerance a bit, making seaplanes workable again, and boating a bit more of a pleasure. Added proper atmosphere density and optical depth handling to godrays, minimizing this issue with massive craft shadows: As well overly black godrays when looking to godrays extending to infinity at sunset: Just a few more minor issues to solve before release
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I've reworked the cloud shading so this wouldn't happen in the next update, although it's appearance will become linked to the altitude of the clouds and the thickness of the atmosphere. For the config tool, I'm writing a wiki guide but I haven't gotten to that section yet. For simply rescaling the config, no need to use the config tool, put the original config back, and increase the setting "experimentalAtmoScale" directly in the game's scatterer config, there is an example here in the wiki https://github.com/LGhassen/Scatterer/wiki/PlanetsConfig that should do what you want better than fiddling with the tool. Rendering a fuzzier darkside by itself is not possible currently.
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If you're on windows and you're not going out of your way to do anything, you're on Directx 11, otherwise just check your KSP.log file (which is somewhere in the game's folder) and you'll see a line like this SM: 50 (Direct3D 11.0 [level 11.1]) That's pretty much my current idea and what I'll try to do. GTX 1070 should be fine, I'm on a 1080 at 1440p and get between 70-90 fps when not CPU-limited
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I didn't expect to have patrons already. I have uploaded a first preview build on Patreon, and after a short while it will become public for everyone. https://www.patreon.com/posts/0-0700-early-44444791 Thank you guys Thank you. And about seaplanes, I will just say that the stock gull is completely helpless Thank you, the strength is adjustable: but I wanted to show them off of course Thanks man! There is some jittering sometimes, so there is still some work to do. I'm well aware they are rare in real life, it's more complicated. The clouds godrays are still in an early state though.
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This will be a long post so grab some snacks I have been working on implementing a new godray technique: Some of you might remember I used to have godrays in scatterer a while back, well that implementation was flawed and had many issues, here is a direct comparison between the old and new technique. The old technique was only getting the "outer surface", and couldn't handle overlapping rays and get the real depth, it also often had gaps. The new technique creates a light volume and handles overlapping rays and complex shapes, it uses shadow information so is directly tied to shadowmap resolution, shadow distance etc (now you understand why I was insisting on "fixing" shadows in the last update). To put this new technique to the test, I built this huge monolith. I call this: "The Temple of Godrays" I boosted scattering exposure a bit here, you can see light columns formed by the holes in the ceiling As you can see, it's a true volumetric effect and not screen-space With this new technique I'm also able to inject any information I want to create godrays, I'm currently adapting it to have EVE clouds cast godrays, although it still needs a lot of work: Laythe's surface looking magical: webm: https://gfycat.com/poshuniformerne I have to say though this looked simple to me going in, it's probably been one of the most complex features for me to implement and pretty much took everything I learned in the last few years about graphics programming and the unity engine to get it working. These godrays will only work on Directx11 (they require the unified camera setup). Moving on, a few versions back I added underwater caustics. The next logical step was to create underwater light rays: Short video: https://gfycat.com/sillypeskybaldeagle These use a completely different technique from the godray technique used for terrain and clouds, more adapted for short distances and semi-transparencies. Here the lightrays are derived directly from the caustics textures and config, you can follow any light ray to the matching caustic. Here are some beauty shots, as you can probably see, this is inspired by subnautica. We can also do the same “temple test” as we did for godrays but underwater Moving on, since the ocean shader was added, it has always looked nice, but any ships on the water surface were always static and not interacting with the waves, as if they were anchored in place. Some will remember that I showed a prototype in 2016 were a ship was interacting with waves. Since the ocean was created and animated on the GPU, in the 2016 implementation I re-did all the ocean calculations on the CPU, so that the height info would be available on the CPU for physics, so it was slow (as it's a computationally heavy task that benefits from parallelization but that's the GPU's job) and had a very hefty CPU impact, moreover my knowledge was limited at the time, and the implementation was unstable and caused ships to disintegrate, often within seconds. Well, here's the new version: Webm: https://gfycat.com/splendidcelebrateddodobird It appears stable even with multiple ships Watch in HD: https://gfycat.com/evilexcellentbobwhite Although it can of course destroy your ships if the waves are big. Here is a boat caught in a massive storm (ridiculous buoyancy on the boat here): Webm: https://gfycat.com/imaginaryjadedafricanaugurbuzzard What's impressive, this runs with nearly no performance impact. How can it run so well when the old version destroyed performance? There is a big trick here, can you tell what is going on? Wave interactions will only work on Directx11, if you haven't guessed, the magic feature that makes this work is async GPU readback which is sadly not implemented by unity for OpenGL. With this, there are other limitations like jittering and cutting that become apparent in the ocean shader when the waves are bigger (there was never a reason before to have big waves when vessels stayed "anchored"), as well as how static the ocean config is, in a future update I will work on making the ocean dynamic, I will start with a simple weather system so the waves can change dynamically, we'll see where this goes. Gameplay-wise, it makes moving against the waves difficult, the water seems to slow down ships a lot on every impact, however reasonable/small waves are a pleasure to navigate. I'm also looking forward to see the first guy to stabilize a boat by moving fuel in between tanks with a kOS script. Vessel recovery can be an issue too, although I have workarounds to test. Moving on, RSS/Rescale users will be happy to know that I’ve fixed this issue where scattering is cut off in the distance (without changing the clip planes) You might still be able to spot a discrepancy where local terrain and scaled terrain meet, but it's a small one. Using the same technique I’ve also fixed this issue where mountains might look overbright white when ascending to orbit And for OpenGL users who must be feeling left out by now due to no godrays and wave interactions on Opengl, at least I have something for you. Since unity added compute shader support outside Directx11: Config tool builds for Linux and Mac: https://github.com/LGhassen/Scatterer/releases/download/0.1-mac-conftool/ConfigToolLinux.zip https://github.com/LGhassen/Scatterer/releases/download/0.1-mac-conftool/MacConfTool.app.zip Also, actual documentation for scatterer is here on the wiki, although still a work in progress https://github.com/LGhassen/Scatterer/wiki With that said, I really love modding and exploring what can be done, I feel like I'm close to "finishing" Scatterer, but the topics involved are increasingly complex and time-consuming to work on. As I want to continue modding, I decided to set up a Patreon, hoping to make modding more sustainable for me. This doesn't mean my mods will become paid, they will be available for everyone of course, however patrons will get early access to in-dev features and previews, and I get to spend more time doing what I love and adding new features everyone can enjoy, and finally finding the time to work on some things that I never could, and fixing the layer of jankiness around my old code (nevermind that scatterer was my first real programming project). I will be uploading a first build shortly, so stay tuned: Please consider supporting me there if you appreciate my work, and if you can't, that's alright too, releases will always be public.
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[WIP][1.8.x-1.12.x] Singularity - black hole shaders
blackrack replied to blackrack's topic in KSP1 Mod Development
accretionDiskNormal is a vector that decides the inclination of the disk -
[WIP][1.8.x-1.12.x] Singularity - black hole shaders
blackrack replied to blackrack's topic in KSP1 Mod Development
Singularity's config is correct. However you need something to remove the stock sunflare, the easy option (and what I did to test) is to install scatterer or a scatterer sunflare and to replace it's sunflare texture with black textures. Another option would be to ask in the Kopernicus thread how to use a moduleManager patch to remove the stock sunflare. -
[WIP][1.8.x-1.12.x] Singularity - black hole shaders
blackrack replied to blackrack's topic in KSP1 Mod Development
It's not clear what is going on from your screenshot, please take better, closer screenshots. The accretion disk appears to be working, but also it looks to be different, if you have instantiator still enabled you need to disable it. This mod doesn't handle lens flares so you have to disable them separately. If you disable your lens flare config it should look like in the video. There is no lens flare in the video. -
[WIP][1.8.x-1.12.x] Singularity - black hole shaders
blackrack replied to blackrack's topic in KSP1 Mod Development
In that config you copy-pasted there is a path that you have to replace. -
That does seem to be the case, I will take a look, there's a feature I've been meaning to add to the ring shader anyway
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@computercat04As promised, I fired up the game on a hd graphics 4000. Resolution: 1366x768, testing with one pod on the launchpad. Stock game: 20 fps Scatterer with ocean and shadows disabled, one pod on the launchpad: 7 fps Scatterer with everything disabled (leaving just the sky and scattering): 15 fps I don't think there is anything wrong with these results, but I think integrated graphics don't have much to work with. I think if you're running the base game at 20 fps you probably shouldn't be looking at graphics mods.
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I never thought of scattering as expensive or slow, it's essentially just a lookup texture. But also I never tested on integrated graphics so can't tell if there is a bottleneck there somewhere or another issue. I might just fire up my old laptop and disable the mobile discrete GPU and see how it goes, it should have an intel hd 4000. What framerate are you getting now? Have you checked your GPU usage? Have you checked CPU usage? Have you checked your log for nullref spams?
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Which specs do you have? Disable long distance shadows and shadows on the ocean and restart the game. If it still runs slow disable the ocean shaders. For next versions I will introduce config presets so users can directly scale quality/performance up or down without fiddling with individual settings.