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blackrack

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Everything posted by blackrack

  1. Just change the clouds altitude. Go in config files or UI (alt+0) find the default altitude which is like 4000 and change to what you think would be right, repeat until problem fixed.
  2. Thank you This works exactly as regular EVE works. If you suspect there is an issue, make a comparison with regular EVE before posting a report. With that said, if you rescaled the system, you might want to rescale the clouds altitude as well, otherwise maybe they clip into the scaledSpace model or z-fight with it.
  3. The particles already fade in (and have for years) I think the variable is either distanceFade or verticalFade, check how it's done in BoulderCo config.
  4. Thank you. For the shift to dark blue, you probably have an outdated config, so either download the new scatterer config or update whatever visual mod you are using because that looks like scattering values are set to zero for the higher config points (which used to be a thing in older versions of scatterer when local settings and scaledSpace settings were separate). The cloud shadows fade out in EVE-Redux as you gain altitude (to hide depth buffer issues), but they come back once in orbit and the depth buffer is no longer needed or used (what we call scaled space). It's a work in progress and I'm still working on the transition there. For the UI, you're in the UI of EVE and not Scatterer's, check the OP for how to access the UI of scatterer, the UI will tell you which config file is really used, if you're using configs from another visual pack (which it looks like you are).
  5. I'm surprised no one noticed this until now. It has to do with depth precision now that cloud shadows use depth. It may be fixable or I will just fade out the cloud shadows earlier.
  6. New version is up, fixes the occasional black screen when reverting to KSC, has a small performance improvement when using the ocean shader, and adds compatibility with EVE-Redux's new particle fading. Some other small quality of life improvements, full changelog in the OP.
  7. New version is up, fixes the flickering issues and adds the particle fading when camera approaches them. Requires the new scatterer (0.0632) for integration to reflect the changes in shading.
  8. Scatterer uses a config point system which essentially means certain variables can have different values at certain altitudes. You likely modified settings in a single config point. Open the UI and look at the top you'll see arrows to cycle between config points and you'll see their altitude, you'll see the values of the other variables change when you change the active config point. Make your changes and hit apply/save (or whatever I've named the button).
  9. I have fixed a similar issue before release, and think this one might be related to camera mods. Any notable mods you used? As I don't reproduce this with stock I'd appreciate the most detailed reproductions steps possible. If possible remove other mods and confirm it still happens with only your EVE configs around. Edited: NVM it's reprodued with sci-fi VE near the poles, as described.
  10. I watched it and had a similar issue early on in dev, I will try to reproduce it with the mod you mentioned.
  11. Well, just for linux and mac support really. The thing is, removing the projectors for the cloud and celestial shadows was already a big performance boost in itself, so while dense volumetrics are certainly the biggest improvement, I already saw big improvements without on the launchpad and elsewhere. Cloud shadows of multiple cloud layers were a killer for CPU performance, so for this reason I don't think they are misleading exactly. From my own testing with AVP I saw no noticeable difference either inside or outside the clouds which left me a bit puzzled. Anyway, on my side it's all good and I don't think we need any more testing apart from stability, I'll just fix some issues and consider this a done deal.
  12. Thanks, what was your GPU usage at KSC and launchpad though? To determine if you are CPU or GPU bound
  13. So, I have some bad news for OpenGL users. I was doing some testing today (notably with the fading of the particles) and discovered that the dual-camera rendering system still used in OpenGL mode breaks the blending of the lower-res particle rendering resulting in a visual "pop" when transitioning between the cameras and I can't really fix it. OpenGL won't be able to render the particles at 1/4 resolution, but it retains all the other performance improvements detailed in the OP, something to keep in mind.
  14. It should be easy enough to fade them out as they approach the camera and disappear. I'll give it a try.
  15. This is very comprehensive. Thank you and thanks to everyone who tested. This pretty much validates it for me, for a bit there I was thinking people with faster CPUs than mine weren't getting the same benefits. Now I conclude that: - Existing EVE configs like Spectra's are well optimized around old EVE's limitations and boulderCo is a bit less so - Volumetrics and layers can now be "spammed" a bit more and hopefully used in more creative ways
  16. As far as I can tell from your log: 1) Scatterer isn't even installed 2) A lot of nullrefs and issues related to JSI and other mods
  17. You should do a before/after in the scatterer thread, but really there isn't, it's probably your config that differed.
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