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blackrack

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Everything posted by blackrack

  1. It's fixed since last week but I have not released it yet. I've made a lot of changes and want to finish tidying up as well as experiment with some other ideas before putting together a release.
  2. Video doesn't work, anyway test without scatterer and see if it still happens, I think it does. I meant a video for the flickering issue because I thought it was fixed in the latest version.
  3. I found the problem already, the fix will be in the next version. That black circle is caused by dx11 and not scatterer. The no icons bug is caused by dx11 and not scatterer. The flickering issue was fixed in 0.0336.
  4. Hmm, thanks for reporting this, looks like the UV interpolation in the vertex shader breaks down in certain conditions. I will take a look at it. For now just use values that work fine until I fix this.
  5. Screenshots? Hmm in your case the performance seems about right. In your case I would run either EVE or scatterer but not both together, if running both maybe consider disabling the EVE volumetrics.
  6. Ok, so forget MAX_VERTS for now, it only takes effects when the ocean vertexes on screen exceed 65000 which shouldn't be the case with default settings. Now, you will not gain much performance by tweaking m_varianceSize, plus it should be lowered not increased if you want to gain performance (but really you will not gain much, it will just make the ocean build faster). m_resolution is what controls the density of the mesh (ie what you see in the wireframe), increasing the value will result in less vertices and better performance (don't make it too coarse though or your ocean becomes polygonal, flat and jittery. And although the shading itself will not look flat, the mesh will be flat). You can also set m_fourierGridSize to 64 (default is 128), it will make the waves slightly uglier and more repeating but it's still passable. Also disable refractions (has less performance hit now than it had in it's early days). That's about all you can do to help performance apart from disabling the ocean. Out of curiosity, what are both your specs and what other mods are installed?
  7. Will be fixed in next version. Will be fixed in next version. I will check it out, I made it in a generic way so it should support any planet in the main menu but looks like it messed up.
  8. You probably have a nullref spam. Press alt+F12 and see what is going on, if it's the case make a proper bug report, check in the OP for a bug report example.
  9. Hmm, I ran opengl and glcore with no issues several times before uploading the last release... For dx11, that's great news! It's my favourite video mode, so that means squad fixed the issue with frequent crashes in dx11 on scene changes?
  10. Thanks, and please look if toggling godrays affects it also. It's broken on dx11, and I stopped supporting dx11 since it started to be unstable in KSP a few versions ago. Was that ever fixed?
  11. Hmm, I haven't really been up to date with the mod's development, but I was under the impression it had several features which I shouldn't bother reimplementing and instead should make them complement each other. Anyway, we will see, maybe it's better to do like you said. I also don't like dependencies, but I was under the impression the ToolbarWrapper linked above gets rid of the hard dependency and makes it a case of "use toolbar mod if available else use stock toolbar"
  12. I will look into it. Basically it added a lot of complexity in the interaction with other effects and I decided to finalize other things before going back to it. It also raises the question of how to interact with the planetshine mod which I haven't looked in enough to see what it can handle and if I should instead add my code to it and make scatterer compatible with it. I should get back to it.
  13. The main things I'd like to see potentially resolved are: - Editing the Alpha values of the Scatterer atmo effects seems to not actually make the effect more transparent but actually just makes the body fade to a dark grey sphere. Is this intended? I've always thought that this behaviour is super weird as it is hard to implement Scatterer on a body that has a very thin atmosphere as you lower the Alpha setting a lot to reduce the Scatterer effect but then have to massively over-expose the effect to stop the body from become a dark-grey/black sphere. I added my response in italic, regarding the alpha values, can you provide some screens of the behaviour in question? Since the shaders switched from alpha blending to additive/soft-additive we don't have alpha anymore and instead the value added is lowered I thought it was more or less equivalent, but I guess you have more experience playing with configs, please provide some visuals so I can get an idea of whta you'd like to have. The horizon line on the ocean or the one on the edge of terrain or the one in the middle of mountains? Please be specific and maybe provide screens if you can, they would help me. Is toolbar controller a mod? I thought there was another popular mod for toolbars? The name escapes me. Anyway, what do you want exactly? To disable the button? The thing is, while this is all technically very nice, the sky shader is already using precomputed values, it's essentially a glorified texture lookup. Out of all the effects in scatterer, the sky shader is by far the least expensive and you wouldn't see any noticeable performance improvements either by implementing this approach or even disabling the shader. in fact in the early versions of the mod (before post-processing), I ran it on a low-tier laptop with a performance hit of 1 fps when the game was running at 35-40 fps. Now on the other hand, post-processing has to render a depth buffer and the water shader has to do a LOT of math... Thank you, of all the projects I work on in my free time, this is always one of the most meaningful and enjoyable.
  14. I checked it and it seemed to be mostly code readability improvements with no major features or major visual changes. What would you guys like to see from this version exactly? I personally don't see enough reasons to migrate. Some ideas I have I think should have priority instead: -Adding proland trees in scatterer -Improving the localspace/orbit transition and getting rid of (or reducing the need for) configpoints -Integrating the precomputation code into the game (ie having the config tool functionality ingame instead) -Doing the godrays correctly and adding them to clouds as well -Finishing heat refractions (made an early prototype https://gfycat.com/FixedHairyBream ) -Displaying all effects correctly in any camera (mod cameras, bdarmory cameras etc) -Underwater caustics Etc...
  15. Hi everyone, I'm publishing an update for 1.5.1. The bug with flipped effects when AA is disabled is fixed. I removed the intrusive options from the main menu and added a button for the mod in the toolbar (logo by @cratercracker thx a lot) Effects are now active in main menu also The release is uploading and links will be in the OP shortly. Not the biggest update yet but I'm returning to the mod now and going to spend some more time on it, I have plenty of ideas and a lot of bugs on my list.
  16. Thanks, I just tried this and it looks quite clean. Doesn't work super well with scatterer's post-processing edges but looks cleaner than the built-in AA.
  17. I fixed it and will make a new release soon. On a side note, does the nvidia AA work well? Last I remember it wasn't working, I would like to see some screens of it.
  18. Log doesn't really tell me anything, I would suggest removing all mods and see if you still have the issue. If it persists, try to come up with some reproduction steps. Which video mode? Dx9?
  19. GTX 670 is far from being a garbage card, back in the day I was running scatterer on a GTX 560 Ti with ocean and postprocessing and getting 40+ fps... Anyway, does disabling postprocessing really improve your performance? The overhead for the postprocessing itself is so small, I would start by disabling the ocean instead. Unless you have another issue with the mod and it's spamming errors non-stop... What issue are you having exactly? 0.0324 should be compatible with 1.3.1
  20. Sorry not yet, I added it on my list of things to check. The default config file included for the Sun with scatterer includes small comments explaining how it all works. The gist of it is, the SunFlare.png and sunSpikes.png files are centered on the sun, and the ghosts are place somewhere on a line going from the sun to the center of the screen and beyond, you control this position. Here is a crude visual Does this happen with stock or only with AVP? Is Kopernicus involved also? Hi, this is a know issue https://github.com/LGhassen/Scatterer/issues/32 Not possible at the moment. Please try the fixed version I posted here: https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip142-scatterer-atmospheric-scattering-v00331b-27042018/&do=findComment&comment=3366891
  21. Please do a proper bug report, look in the OP for how to do that. No dependencies. Please be more specific when reporting your issue. Are those scatterer sunflares? If they aren't centered on associated star what are they centered on? How did you modify the config?
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