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blackrack

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Everything posted by blackrack

  1. All I see is a screenshot of Kerbin in mapview, which looks how it's supposed to look. Scatterer doesn't do clouds, EVE does.
  2. I don't see any issues in your log, so you have to narrow it down. What you can try: -Disable long distance shadows (and restart) -Disable KSP's reflection probes -Remove all mods -Add back RSS -Add back chunks of mods progressively until you find the issue Screens+logs please, there's no dependencies
  3. New version is uploading, it is compatible with 1.8 and 1.9. It includes various fixes and even fixes for stock KSP bugs (looking at you, flickering shadows), full changelog: -Fix for 1.9.x (Maintain compatibility with 1.8.x) -Fix for flickering shadows in Dx11 (stock game bug) (with option to disable it just in case) -Temporary fix for EVE clouds sinking into planet in 1.9 -Temporary fix for EVE clouds being visible in plumes (thanks @R-T-B) -Handle long-distance shadows on 1.9 Dx11 with a custom method -Separate shadow settings for new unified camera mode (1.9 Dx11) and other modes using dual cameras -Added options to override shadowMap resolution with long-distance shadows (defaults to 8K in unified camera mode, can be lowered along with shadows distance for saving performance) -Added options to override shadowCascadeSplits with long-distance shadows -Fix compatibility with stock reflection probes -Fix planets and scaledSpace scenery being visible through other planetSurfaces in stock reflection probes (stock game bug) -Fix ocean shadow artifacts -Fade out ocean shadows correctly -Fix foam/whitecaps becoming invisible in some situations -Fix shores having weird scattering (mostly RSS/rescale bug) -Fix Kopernicus ring shadows broken since Kopernicus refactor (only linear rings supported, tiled rings will not cast shadows) -Fix issue with some cargo bays (stock drag cubes) causing low framerates and errors -Added new setting to partially flatten scaledSpace mesh geometry, to be used when "naked" scaledSpace geometry is visible behind localSpace scattering and terrain (Kerbin needs this in 1.9) -New, more readable options menu layout -Better logging when initializing Scatterer celestial bodies It will be up on spacedock and github shortly Enjoy.
  4. Do you have any screenshots? I'm curious what volumetric shadows derived from shadowMaps look like in KSP, I'm also thinking about 8k shadow maps and some careful tuning to cover 50km+ shadows.
  5. I personally completely gave up on using a depth buffer for scattering effects and went with the nuclear option instead a few versions ago (re-render all geometry with a scattering shader using a projector) for a few reasons: 1) KSP is forward rendered so MSAA is very cheap and everyone uses it. The unity provided depth buffers aren't multisampled so the edges of objects never match the scattering for them and you get annoying aliasing around objects and horizon. Also, multisampling or supersampling a depth buffer doesn't make any sense: you get wrong depths which are an average, however calculating scattering and extinction for that depth won't give you the same average color as the average color obtained from scattering for all the samples, so edges always look weird, if this makes any sense. However you could get around this by using only TAA or FXAA, like a deferred renderer. 2) Precision issues with the depth buffer: No matter what, if the farClipPlane is 750000 and the nearClipPlane is 0.21, reconstructing position from depth can be somewhat inaccurate, and requires all kinds of hacks and tricks to work around and hide artifacts and all kinds of crap. If you find some solutions for these issues however I'd be interested in how you solve them. Also are you generating the precomputed scattering textures ingame or just loading them? Back then for scatterer I had to be compatible with directx9 which had no support for 3D textures. Knowing that Bruneton's scattering uses a 4D texture, stored in a 3D texture with interpolation done manually on the 4th dimension, I had to store the 4D texture in a 2D texture and do the interpolation manually for the remaining 2 dimensions... It gave me headaches, luckily code from Scrawk saved me. Also, what you call "the math for how much the scatter occludes objects viewed through the atmosphere" is extinction, it should be computed by the same functions that compute the scattering.
  6. You know, my own impression is that performance is better, however when I tried to compare the two, I found lower CPU usage but higher GPU usage in 1.9 , so performance increase might depend on which one is bottlenecking. I should try to run a side by side test after lowering the terrain shader quality on 1.9 to match what is on 1.8.
  7. Ok everyone, I fixed flickering on the regular shadows, and managed to fix long-distance shadows (although they still need a bit more tweaking and polish), these were the main issues for me with 1.9. I still have some other things to add and a few other issues I want to fix before releasing, but a release will come soon, probably before the end of next week. I don't really understand what you mean, but cloud shadows are part of EVE, so maybe try the EVE thread. I had a fix for these but for some reason those lights override my fix. What you can do is modify the config for the lowest configPoint in your scatterer atmosphere and increase the postProcessingDepth to something like 0.4 or 0.8, should hide it.
  8. Actually, here is a better, simpler fix: https://github.com/LGhassen/Scatterer/commit/17b286c51506b4338f8a5ff0c12ea4524770f1b6 And the associated shaders: https://mega.nz/file/rIQCgYII#4Tv8B625Eye-v2OOqLMep5EYlDkpHVDaYSN7nOlYghs
  9. In addition to my last fix, try adding an offset like this to the EVE sphereCloud shader: https://github.com/LGhassen/Scatterer/blob/master/scatterer/Shaders/scattererShaders/Assets/shaders/Atmo/ScaledPlanetScattering.shader#L12 Alternatively, revert my last fix and try to lower the depth pull value for dx11
  10. You can just force OpenGL on your game in windows https://wiki.kerbalspaceprogram.com/wiki/Startup_parameters
  11. Looks like z-fighting. @R-T-B are your builds increasing the far clip plane? If so this might happen especially on OpenGL which has less precision in the depth buffer. I had an EVE project set up but I didn't touch it in years, isn't it the same way scatterer builds shaders?
  12. This should fix it https://github.com/LGhassen/Scatterer/commit/044a100c77c6d51088dd38a8aabc001bb0bcd373
  13. So, for this bug, Squad updated the scaledSpace model, which used to be almost fully spherical, to have some relief in it. So the scaledSpace model now looks more the local one which is great, however they don't match perfectly. Now the localSpace scenery starts fading out after some altitude and the scaledSpace one "pops in" which is when the issue becomes visible. Due to scattering being additive and local scenery being semi transparent when fading out, we can't apply scattering to both, we have to pick one. My idea for a fix is just to flatten the scaledSpace model until the local scenery disappears. Which files are missing?
  14. I can just send you the shader bundles directly, but it will have to be like in 12 hours. And yes you can go ahead and patch it in EVE as well.
  15. Hi guys, just passing by to say that I fixed the clouds fading into the planet issue on my 1.9 branch @R-T-B you can cherry-pick this commit: https://github.com/LGhassen/Scatterer/commit/8c85f79c860baf8e4c35c31efac777f79c5440db For the sunflare I noticed as well that it doesn't render in front of local scenery anymore, and that the water surface seen from below is broken, both are fixed by this line here: https://github.com/LGhassen/Scatterer/blob/385a6f03c53be45efbd4d7708d135462be38cbf1/scatterer/Utilities/Camera/DepthToDistanceCommandBuffer.cs#L25
  16. These are issues with the precomputed atmosphere scattering files. I have no fix for it, apart from trying to generate an atmosphere multiple times and "getting lucky" with values that don't cause this. I however consider it mild enough that I have to say it's pretty low on my priority list.
  17. So, Originally KSP implemented this split cameras rendering mode to get around depth buffer precision limitations. Recently, Unity introduced a reverse depth buffer in Dx11 which has much better precision than a normal depth buffer (https://developer.nvidia.com/content/depth-precision-visualized), however other graphics APIs don't benefit from this improved depth buffer. This means that while KSP can have a unified Camera in Dx11, OpenGL will stay on split Cameras for now, possibly until Unity updates the other video modes. For this reason I would like to support both modes, and directly in the code (probably with a bunch of checks) and in the same code branch so I don't have to worry about making and releasing multiple builds, just a single build for everybody. If you feel like like it, maybe you can look into it as well, otherwise no pressure I plan to get back into things over the coming days.
  18. Hello everyone, @R-T-B thanks for picking up the slack and providing a working version for 1.9 it is fine for me if you post binaries directly for users (I think the forum rule is to always include source code with it though but you already do that). I will add your builds to the OP so people use them instead of fiddling with DX12. I started looking at the code, the old unified-camera branch was my attempt to force the game to use one camera before they were officially unified, so it is indeed a good starting point. However I plan to support both unified-camera and dual camera modes though (ie OpenGL). As for stock terrain shadows, I tried them briefly and it seemed like while terrain does cast shadows, they are not visible from far away, ie in scenes like this you don't see the mountains casting long shadows while you are flying over them, you only see them when sitting directly in the shadow: http://i.imgur.com/vfOJUhM.png .Also I consider long-distance shadows important because I plan to use them for another feature (hint: it's a feature that was removed before from scatterer because it was badly done). I still only looked briefly at the merge request, so I will probably ask some questions and you can fill me in Now, I am in home confinement and working remotely like many people in the world right now... Which means that although the situation is not Ideal, I have more free time and peace So I expect to get back into modding and spend some serious time on it.
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