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blackrack

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Everything posted by blackrack

  1. Yep, shouldn't make much difference to you in any case. Next, to lower the GPU usage of scatterer...
  2. As I said depends on your CPU/GPU combo and how many volumetric layers you are running. Also with scatterer you reach the GPU limit faster anyway. In my tests above I get pretty much double the framerate but once I added scatterer it was basically the same as before. I remember at one point there was a tornado that was using 3 or so volumetric layers, I imagine that would run better.
  3. And you don't see any performance benefits? That's weird, I was CPU bound in my test cases above and saw huge improvements. Any screenshots of what your test run looks like? Are you using any other CPU-heavy mods? You should be able to see two maxed cores however not one. And maybe the ship you're launching dwarfs any performance gains by EVE volumetrics?
  4. Check your CPU and GPU usage with the normal EVE, if you're GPU limited you will not see any improvements, this is mostly to reduce the CPU usage. At 1440p with max AA it sounds like you should be GPU limited, also try launching a ship with high higher part count or add more volumetric layers.
  5. Yes, I'm well aware of this, however the performance gains above, as well as many other cool things we can do, are only enabled by using shader model 4.0 or 5.0 You can try to run OpenGL and see if it works but that has its own issues as well.
  6. Yes, it should work (would like some testers though ) don't forget to run in Directx11 or whatever video mode supports shader model 4.0
  7. Hi everyone, I have been working on a performance update for EVE for the last week and haven't really had time to fix the new scatterer issues. I will fix soon, in the meantime check out my reduced CPU usage for the EVE volumetrics: Check the OP for how to report a bug correctly. Use Antialiasing or wait for the fix to be released. Check the OP for how to report a bug correctly. Known issue on 1.4-1.4.1, on my list to fix. Personally I'm fine with a gtx 1060 and you could be fine with less, just keep in mind that the combination of EVE+scatterer can be very expensive due to several reasons. I will also work on improving scatterer's performance.
  8. As promised, here is the EVE version with reduced CPU usage for the volumetrics (see post above): https://mega.nz/#!aB4jBCpY!ARcDynVH6PqbDn8WhXQtZ4LJ5OtavXqIKd-s786_n_w soft depth is also fixed. To use this with scatterer's EVE integration you need these modified shaders for scatterer: https://mega.nz/#!vZ4iAZ5R!uhEDgvaWbSOAQxQgiceQ2oVcG1IO81_R2iDZ-WpO0os However, keep in mind that with scatterer if the ocean shaders are active the performance increase will not be as dramatic, this is because the GPU's limit will be reached much quicker than the CPU limit. That will depend on your CPU and GPU speed however. I would like if you guys can test this and report back on the performance and any anomalies with the particle rendering. Paging the usual suspects: @Galileo @Poodmund @Proot @Avera9eJoe @Waz @V8jester @cobbman11 @selfish_meme
  9. Hello everyone, I came up with a way to improve the performance of EVE volumetrics. Currently on EVE, every volumetric particle has it's properties (position, transform etc) calculated and updated every frame on the CPU. This is very intensive and as you add volumetric layers the performance only gets worse (default config has 817 particles for the default kerbin config). I came up with a way to offload these expensive operations to the GPU at no additional GPU overhead using a geometry shader. This improves the performance A LOT. This requires shader model 4.0 and up, meaning it only works on Directx10, Directx11 and new-ish versions of Opengl, no Directx9. To give you an idea of the performance gains, here are some tests on my i5 3470 + GTX 1060 3gb done by cloning the default volumetric layer multiple times in the 500-1000 altitude range, all tests done by loading a plane on KSC and sitting there, antialiasing is set to 4x (not sure if it has much impact here): 4 layers before: 4 layers after (you can see soft depth is disabled here, I will fix it): I will upload a test version soon. But for now I go to sleep.
  10. Fixed it, I will upload a fixed version soon. Can confirm this is reproducible, will fix. This usually only happens when you toggle the ocean shaders and don't restart the game. Are your custom planets made with Kopernicus? Anything special that you do other than that?
  11. I will try to reproduce. Ehh, really weird, this is what my fix is supposed to fix. Anything special about your setup? Which renderer are you using? And one more thing, is the ocean shader working correctly?
  12. Aesthetic ゝ河咽 I figured it out, terrain was black because my depth texture camera started rendering to screen. Other than this the postprocessing shaders and the sunflare were messed up because of some flipped UVs and frustum corners on DirectX and the ocean needed changes to the projection matrix. Everything is fine now, update incoming.
  13. I have a donations link in the OP. While funds donated are very nice, unfortunately, they don't come anywhere near paying the rent or putting food on the table so I won't have more free time. Thanks anyway.
  14. Just try the value I suggested and see if it looks better, you can change it all in-game, alt+f10/f11 for the menu. Does your mod just change the shader for the stock ocean or it's config? Or do you do more? Anyway, I assume you're disabling the scatterer ocean with a moduleManager patch? In any case I can make the underwater effects independant from the ocean shader, that should be good.
  15. 10 times bigger kerbin radius is exactly the radius of the earth. Change experimentalAtmoScale from 2 to 1 and you will have the original atmosphere depth of the earth config, that should work really well.
  16. I don't see anything wrong here. The flying tiles? This was fixed a while back and I have never encountered it or had a report about it since. This is broken in the latest version, I will fix it when I can.
  17. Did you update scatterer and the rest of your mods when you updated your game? Try a fresh install with scatterer and no other mods and start adding back mods until you find your issue. The jagged line is there because of how the ocean"s projected grid works, I may be able to fix it in the future by switching to a tesselated mesh instead. For the shadows, the effect is called shadow acne. First try changing your renderer (try directx11 or opengl), try changing the number of shadow cascades you have, then try playing with the shadow bias settings from scatterer, their effect is described here: https://docs.unity3d.com/Manual/ShadowOverview.html The settings I include by default fix shadow acne for me, but I don't know what changes exactly and why it's different for some people.
  18. You can't, the effects are linked in many ways. And if you could well this wouldn't improve performance. Performance-wise, the ocean shaders dwarf everything else the mod does.
  19. First is a known issue, and currently being fixed. Second is what happens when the camera is too close to the water level, it will remain this way for a while.
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