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blackrack

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Everything posted by blackrack

  1. Would appreciate this, anyway, I remember at one point you had a tornado made of multiple layers of volumetrics or something like that.
  2. Video isn't loading. Anyway, I'm not going to fix anything until performance improvements are confirmed. I would like to know your system specs. Anyway @Avera9eJoe does spectra use any cloud shadows and celestial shadows? What about the number of volumetrics?
  3. Thanks. I think your system is quite fast though and you have so many other intensive mods that for you it's like a drop in the water. On my system the biggest differences are where the framerates would drop below 60 before. Also, there is no change in scatterer water :p
  4. Hi guys, just wanted to post this here as AVP is known as one of the most performance-intensive visual packs around. I made a performance-enhanced build of EVE and would appreciate some feedback from users:
  5. Ok so basically I have a version of EVE up which improves performance, and it badly needs testers: See above This can have many causes, please check in the OP how to fully report issues.
  6. EVE-Redux This is my continuation of EVE (Environmental Visual Enhancements). This started as a performance-enhanced version of EVE. See here for EVE (thanks for everything @rbray89). This build also integrates @R-T-B's and @BIOZ fixes for 1.10. Information about current EVE-Redux This version uses a few more modern rendering tricks: - Cloud shadows are rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector (saves a lot of CPU time, culling the scene+sending draw calls) - Celestial shadows are also rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector (saves a lot of CPU time, culling the scene+sending draw calls) - All the particles in a volumetric cloud layer are rendered at once in a single draw-call, instead of one draw-call per particle, saving CPU time - One MeshRenderer and one GameObject per volumetric layer instead of one per particle - Volumetric particles are rendered at 1/4 the screen resolution then upsampled with a depth-aware filter and composited into the scene, saving GPU power So how fast is it really? Known issues: -You might notice a bit of aliasing now that all effects use the depth buffer -Volumetrics may appear visible from underwater with scatterer Downloads Spacedock: https://spacedock.info/mod/2631/Environmental Visual Enhancements Redux Github: https://github.com/LGhassen/EnvironmentalVisualEnhancements/releases/ Configs: Configs are to be downloaded from the default EVE config:https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/download/EVE-1.2.2-1/EnvironmentalVisualEnhancements-Configs-1.2.2.1.zip or your favourite visual pack Changelogs: Discord: I don't have an official Discord but I usually hang out in the EVE and scatterer channels of the kopernicus discord so you can find me there, although this server is mostly for modders: https://discord.com/invite/uA69S3zZqf Donations: I do this in my spare time, if you like what I do you can support me here: Patreon: Paypal:
  7. Seems to reproduce it for me, uplading new zip. Can you go into your GameData folder and run a search for "scatterer.dll"? Show paths of results
  8. Ok well, it fixed the nullrefs I saw in your log but doesn't fix the issue of white atmospheres... Guess I have to reproduce it sometime
  9. Can you try this .dll? https://github.com/LGhassen/Scatterer/raw/82eb59cff23fc534fe096dfe53e4dd59fec2ff2c/scatterer/bin/Release/scatterer.dll Just replace your current scatterer.dll with it
  10. I fixed the .dll on github. For the white atmosphere make a full bug report, check for duplicate scatterer installs and try to remove other mods and retest.
  11. I haven't, but at the same time I don't really do long play sessions. I would appreciate a 100% sure way to reproduce it.
  12. This usually means scatterer didn't load, check configs and log for issue, look in the OP for how to make a full report. It's realistic, there is atmosphere on the edges that is technically experiencing sunset and scattering light towards the viewer. I will try to look into this. Try disabling "disable scaled space ambient light" option from the UI. I don't dislike either linux or OpenGL, I just know that's not where the good performance is with KSP (not that you're going to get "good" performance with KSP anywhere). Anyway, maybe try steam's proton thing? I heard good things about it but haven't heard of anyone trying it with KSP. Edited: Here is what the first report on KSP on protondb says: experience on par with windows user sometimes crashes like windows version (~50 mods used) On vanilla, no difference between native and proton. But with mods native version runs between 1-5fps, whereas on proton it runs smooth (like windows), so i use proton to play with mods. KSP version 1.9.1 and Proton 5.0-9 Not sure if that means it's translating dx11 though
  13. It is still the only way to get decent performance in KSP, and most games for that matter. Anyway, you have your solutions...
  14. I actually suggest you use Windows and DirectX. Other than that, if you're serious about changes, make comparative benchmarks with older versions of scatterer and post the results here. I have no idea which version you're coming from or what kind of performance you used to get.
  15. What's fishy is that you're using OpenGL Edited: I see no problems with your log or install or anything, just that the performance on OpenGL has always been garbage (can't remember the exact reason, but it was something like having no separate render thread on OpenGL). You have a more than decent machine, but I get double the framerates on a slower CPU in Directx 11.
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