Jump to content

blackrack

Members
  • Posts

    2,533
  • Joined

  • Last visited

Everything posted by blackrack

  1. @R-T-B made the changes manually for the stock scatterer config. If you are using AVP, you have to modify their settings in the same way.
  2. Thanks for these tips. In addition to what @R-T-B said, it was reported to me on github that scatterer will work fine by forcing Directx12. So instead of using the slow openGL, just use directx12: -force-d3d12 I'm adding this info to the OP.
  3. Whilr this is true, I honestly prefer it to look like earth's, since that's what feels like home to us. But for everyone else, you can create a config to your liking.
  4. That's how it's supposed to look. I'm curious to see how you think it should be. Maybe suscribe on spacedock, I think they send a notification.
  5. Space center, there is a scatterer button on the right side. Would be nice to try again today. As for HDR, the scattering in scatterer is rendered in HDR, taken to LDR and then added on top of the scene. To have the whole scene composited in HDR and then tonemapped would give much better results. Currently I use "soft additive" blend mode on the sky, scattering and lens flare to try and recapture some of these HDR effects, like having the scattering seem more pronounced on dark terrain in the shadow of the mountain for example rather than on the lit side. It works to some degree, but nothing fancy like bloom.
  6. There is a different menu in the KSC screen, which toggles the other features. Depth of field is not an effect I'm fan of in real-time games tbh, it can be done today though (with gemfx or sweetfx I think), there are some people that used it before with scatterer, a google search should get you what you need. For eye adaptation and HDR rendering, I tried it before and found that the game's shaders aren't designed for it and don't like high light intensities, also the game's rendertarget wasn't floating point so the point is moot. It may change in the future.
  7. All compatible, new changes are optional, if no sunColor is provided it defaults to white, and if no caustics are provided they are not used. You can refere to these commits for syntax: https://github.com/LGhassen/ScattererConfig/commit/807b7b0533f04b5a03c2a439c6c7eb7f83e126a6 https://github.com/LGhassen/ScattererConfig/commit/42ded8165aa10723d2ce9a881192cd908e5b325d
  8. Ok guys, so I'm uplading a new version for 1.8.1 for now, it contains the caustics, as well as the ability to have colored suns affect the atmospheres, and some bug fixes. As I said before 1.9 will come after Links in the usual channels, it will be up shortly. Few quick snaps: https://imgur.com/a/GQ8ucqc Video of the caustics: https://www.youtube.com/watch?v=lV-1tSvEh9s&feature=emb_title
  9. I don't have access to your drive, but anyway, if it's the issue with the destructor, it's fixed and will be released in next update.
  10. As far as I can tell, absolutely none on a gtx 1060. It uses the depth buffer to inject the caustics into the shadowmask (essentially a texture where the shadows are as they should look on your screen, all shaders then read the corresponding pixel on the shadowmask to check if they are in shadow or not, I just add the caustics there). The caustics are basically two layers of the same texture mixed with some different scales and speeds. So no rendering meshes, no re-rendering objects, basically a few texture fetches so it's fast.
  11. I haven't tried, if what the devs said about the unified camera being used only in dx11 is true, I expect it should work in OpenGL as I saw no other problems. Maybe someone here tested already?
  12. Since 1.9 is out: 1.9 breaks scatterer for now. However, there are many cool changes in 1.9. The local space cameras have been unified into a single Camera (on Dx11 at least), which will fix many issues and facilitate many visual effects as well as save some performance. Terrain shadows might not work as well as before though, the precision is going to be highly diminished, unless I find a way to support more than 4 shadow cascades or up their resolution. Depth buffer handling seems to have changed, EVE needs some lines removed about outputting modified depth values. Supporting both dx11 with its unified camera and Opengl with 2 cameras is likely to become a pain. Also some graphical issues in stock I'm not happy about, like some backfaces being visible on the mountains you can see from KSC. I'll keep you guys posted on an updated version, I have some small updates I've been working on which I might release for 1.8 first.
  13. @steve_v try this dll: https://github.com/LGhassen/Scatterer/blob/7fc2f15092c33b688c2d02af24259473467589a6/scatterer/bin/Release/scatterer.dll?raw=true
  14. I think you're using an older version of scatterer on a newer version of KSP. Does EVE work fine with your setup? I thought it looks for "GameData" also. Edited: Same for TexturesUnlimited
  15. @steve_v That's poorly written code from my early days, it looks for GameData in your plugin path to find the GameData folder and then probably takes directly what's before or after. I will look into it but it should be easy to fix.
×
×
  • Create New...