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blackrack

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Everything posted by blackrack

  1. Would anyone be bothered if godrays are disabled for a few releases in favor of: -fixing horizon black lines/general aliasing around scattering effect https://i.imgur.com/x7Fyp7h.png https://i.imgur.com/k8AJGIi.png -fixing scattering effects being incorrect on camera mods (raster prop, telescopes etc) My understanding is that most people don't really like the current godrays implementation anyway since it's buggy, has gaps in the rays, and often looks too harsh from the wrong angle. Godrays can then be put back in a future release when compatibility with the new features is added. Agree/disagree? Please check the OP on how to report an issue correctly, this doesn't really tell me much. Sorry, I'm not really sure what's going on. It does seem like the GPU is not keeping up, but I always thought the physics and the rendering would run on separate threads, it baffles that a drop in performance should slow down in-game time and not just lower framerate while keeping in-game time running correctly. Btw, if you're willing to wait, next release will improve GPU performance a bit, I will release some numbers in the next few weeks.
  2. I think your game is switching between windowed and full screen repeatedly, or if it's fullscreen it's switching from foreground to background back and forth. Try to force either directx11 or glcore, try to change your video settings, try switching to windowed, try closing any programs like fraps or anything that might be jumping up and down/not minimizing correctly, try a video driver update etc...
  3. Well, I haven't updated to visual studio, I still use the old monodevelop, didn't feel any need to move away from it, so there might be something different in how it writes the .csproj file. From what I can see it seems you have all the right references, try deleting the csproj file and pretend you're creating a new project then add all the existing files and references.
  4. It's working fine on 1.6 as far as I know. I'm working on it, though I'm not targetting a 1.6 release or anything like that, just working on some features and when I'll be happy with them I'll make a release.
  5. From the space center scene, press the scatterer icon, in the menu that appears disable "disable scaled space ambient light",.
  6. It's there: https://github.com/LGhassen/Scatterer/blob/dev/scatterer/Effects/Atmosphere/Utils/AtmosphereUtils.cs Try importing it manually
  7. You'll need to compile it from the source on github. Note: you may have issues with the dev version as it's not really intended for use, so you're pretty much on your own. Configs for the dev branch can be found here: https://github.com/LGhassen/ScattererConfig/
  8. Hmm, nothing seems unusual, can you do tests with resolutions 1920x1080 and 3840*x1080? Both with and without ocean shaders?
  9. There is no comparison between stock KSP and KSP with scatterer performance-wise. There is no comparison with Doom as well, it's an apples to oranges comparison. You seem to be equating a certain level of visuals with "demanding", which is not how things work in practice.
  10. Please look in the OP how to report issues, and include pictures, because your description doesn't tell me enough about the issue. Look how other visual mods do it, you should be able to disable the scatterer sunflare with a MM patch. Check your log for issues, look in the OP "how to report issues" section for how to do it. First off, that is quite a big resolution to run on a GTX 1050. Unlike what @Gameslinx said, no a GTX 1050 is NOT enough to handle today's games at 3x1080p, unless you make some trade-offs, that is almost 4K right there. IMO you would be fine if you disable the ocean shader or lower its settings. Secondly, a GPU not keeping up doesn't cause in-game time slowdown (yellow clock), that has to do with CPU or other bottleneck, I would suggest to check your log for any error spamming, I suspect you have a nullref spam and have the mod misconfigured or conflicting with another mod. So look in the OP for how to properly report an issue, list all mods and include a log file, because something funky is going on. Do this before you start thinking about buying a new GPU. Also KSP will not handle SLI so buying a second 1050 is not an option. No this is not ridiculous, 70% GPU usage at 4K with a GTX 1080 sounds exactly right. If your GPU is not pegged at 99% all the time then it's oversized for the task at hand. What is this night lag issue? Can you put some numbers on it? Please look in the OP how to properly report an issue, I can't really see what's going on here but it seems like your planet is so big, it's exceeding the maximum draw distance of 700km of KSP in local space, and leaves you looking at the scaledSpace object past that distance. How big is your planet? Can you do tests with 1080p and 2x 1080p first, and report on the performance? With ocean shaders off.
  11. Thank you, I have managed to fix the tsunami bug as well (thanks to @damonvv for his reproduction method), more testing is necessary to verify it's gone for good however Hmm, if it doesn't appear on the recording then it looks like it's an issue with your system and not the game itself or the mod. I suggest downvolting or downclocking your GPU, setting a more agressive fan profile, or setting a framerate limit, and verifying if it holds better when temps are lower.
  12. I don't know about these planet packs, but you need to provide a custom scatterer config for every planet you want to have the effect on, I would start by looking if there's scatterer configs included.
  13. Hmm, these are different things actually, the improved atmospheric scattering fixes a limitation inherent to the original Proland implementation, which causes a discontinuity around the horizon line, as seen here (old screenshot but it will do the trick) While the one I want to fix next is related to how the postprocessing is handled within KSP and causes these aliasing artifacts Not saying the first one isn't worth fixing, but it will have to be later Hmm, this doesn't fix the stock bug actually but the discontinuity scatterer's post-processing, which was 100x more noticeable than the stock bug. Define "smoothly with no lag". With a GTX 1060 3gb at 1080p I average 60-80 fps on planet surface and something like 50-75 if I add EVE. I would say you need a decent midrange GPU.
  14. Preview of next release features (incoming image wall): Extinction is now applied to the main light, this means that objects now receive a nicely tinted light at sunset/sunrise, helping with the perception of early morning/dusk whereas before everything remained bright white at any time: Comparison of KSC at sunrise Glinted reflection and light matching the light on the clouds (here using textures unlimited for the part shaders, but stock shader will get the light tint as well): On Eve this looks interesting as well, although the purple ground gets extra dark with green light You can even see this from the Mun surface if you get the planetary alignment just right: At the moment eclipses aren't handled at PQS level however so the mun surface stays red instead of going completely black when Kerbin covers the sun, this will be handled in the future. The same approach to changing the light is now also used underwater, to make the actual underwater surface dimmer: You can see thsi doesn't affect secondary lights and makes them more important to have underwater. Moving on, the ocean now also responds to ambient light, meaning it's no longer pitch black at night And I have added shadows on the ocean surface This should help a lot with judging how close you are to the water surface when landing or flying really close. EVE cloud shadows aren't handled yet but I plan to support them as well. Fixed the small break in the postprocessing between the two game cameras: Fixed small aliasing at the edge of scaled space planet surface (both are with AA on, left shows aliasing anyway) Improved atmosphere blending: Improvements to shadow precision and less blobbiness: The release will as well contain a few more changes and bug fixes that I will detail later. One of the things I want to work on before releasing as well is to fix the aliasing on the horizon.
  15. Yeah, the HLSL -> GLSL converter is wonky in many ways, I often had to work around unexplained bugs. If you would like to proceed with the bug report to unity, make sure to test it against the most recent unity version as the one used in KSP is a bit dated.
  16. Let me know how it goes, in my experience the shader compiler is full of bugs when it comes to compiling to opengl. One thing you can do is try to add the #pragma glsl directive to the shader, although I'm not sure if it still does something since unity 5
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