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Everything posted by blackrack
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
Hmm, does this have something to do with scatterer or with the windows build? The aniso off hack is no longer required for scatterer so I just removed it, you could probably just force it to what you want in the driver, if you're losing fidelity it's more likely that you have it set to something low. -
[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
Yeah, I will fix it when I have some free time. At the moment you can reset it by pressing the "rebuild ocean" button after you change your fov. -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blackrack replied to ferram4's topic in KSP1 Mod Releases
I think the save file carried over from one of the pre-release versions, but there's nothing interesting going on in. I'll try a completely fresh install.- 14,073 replies
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
Ah yes, those fixed horizon colors. I'm not sure what it is with the ocean lagging behind, I though this update would have fixed it, oh well... Btw have you checked out a sunrise with the new ocean reflections yet? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blackrack replied to ferram4's topic in KSP1 Mod Releases
I tend to refrain from building bloated ships so I can enjoy a lag-free and kraken-free experience, I rarely exceed 100 parts. I don't know but you're on about but I don't have background programs running and I'm seeing a very high CPU usage in KSP (70-90% so multicore) when FAR is installed, I removed all mods, and only FAR seems to make a difference. And yes I opted out of beta (duh).- 14,073 replies
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[WIP][1.0.5]* RSS Visual Enhancements (RVE)
blackrack replied to pingopete's topic in KSP1 Mod Development
Btw there was recently a fix for the pixelated line across the horizon, so I would think it's that. Is there really a difference anymore in the visuals between directx and opengl? Apart from the lens flare not working? -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blackrack replied to ferram4's topic in KSP1 Mod Releases
Last I checked there weren't any settings in FAR that affect the performance. It's not a laptop and an i5-2400 has more than enough single and multi-core performance for KSP.- 14,073 replies
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
blackrack replied to ferram4's topic in KSP1 Mod Releases
I know it's normal for FAR to cause some FPS loss, however with this fresh 1.1 release the hit seems much much bigger than usual. I'm also seeing much higher CPU usage compared to stock, this is normally a good thing, but I'm getting 70-90% cpu usage in the space center view with nothing happening. I must also add this doesn't happen the first time you load the game, but once I go in flight the CPU usage jumps up and stays that way when I get back to space center view. Tested with both 32bit and 64bit windows builds with just FAR and scatterer installed, CPU is an i5-2400 @3.1 Ghz, no errors or anything weird in the log.- 14,073 replies
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I will check it out when I can. Terrain shadows appear to be completely messed in Unity 5 no matter what you do, in my testing nothing helped, dx11, opengl and anisotropic filtering didn't help it either unlike with Unity 4. You're welcome to do more testing though, force different aniso settings 2x 4x etc or test other driver-related options.
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Delete all planet items in the planetsList.cfg file, delete the folders named Duna, Kerbin, Eve, Jool and Laythe. There is no "scatterer-master" folder, sounds like you downloaded the source code from github and attempted to put it in your game directory. Download the mod from here instead: http://spacedock.info/mod/141/scatterer extract and overwrite your gamedata folder with it.
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Yeah that's pretty accurate, it wasn't memory intensive though but CPU intensive. It was more or less a hack and it caused excessive disassemblies and kraken attacks. It's most likely not going to happen, there's just too much work needed to get something like this working properly, it would need to be properly integrated into the buoyancy system, or have a new one built from the ground up, and there would also need to be a way to voxelize ships or do something similar or the performance will end up abysmally low.
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That quote at the end caught me off-guard, well done, great cinematic.
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Try changing the oceanUpwellingColor variable, this mostly affects the refracted color though, meaning the color you see when looking straight down at the ocean from above. In 1.0.5 (or when the sky reflections are disabled), the reflected color on the ocean is taken from the sky, but might be off a little bit, it's baked in the irradiance.raw/.half file and only the ocean uses this file at the moment, if you generate a new config with a gray sky in the config tool, then replace only the irradiance.raw file in your scatterer folder with the new one you generated, I think it should work. Can you check the log for issues? Can you check if it works fine with 0.0242 and the new EVE? Could be a command buffer conflict. Hmm, this is weird, does this not happen in 0.0242? Yeah at some times of day the reflections might still look weird, not sure if I can do anything for it atm. Yeah, the performance hit is pretty ridiculous at the moment, the ocean is basically being completely re-rendered from scratch for every light source, which is totally inefficient but it's how forward rendering works. I might be able to get rid of this performance hit though, but it will take some tinkering. Clouds aren't supposed to reflect on the water btw, only the sky.
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Alright, I'm uploading a new version with the sky reflections on the ocean, ocean-lights compatibility and the less-artifacty horizon line. The ocean should also no longer disappear in supersampled screenshots and the issue with the ocean kind of flickering/bobbing when you move the camera appears to be gone or lessened, though I'm not sure so i'll wait for your feedback. The sky reflections might look a bit grainy, as if they had a noise effect overlayed on, this isn't an intentional effect and appears to be some kind of sampling artifact. The lights compatibility has a big performance hit when you turn the lights on, even when they're not directly lighting the ocean but in proximity to it, this performance hit might be fixed in the future, in the meantime if you can't stand it you can disable it from the main menu. I've also moved the fourierGridSize option to the main menu as lots of people don't realize turning it down can improve the ocean performance a lot on low-end machines. I will keep it in mind.
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Do you mean that sunsets should look different from one day to another or that sunrises should look different than sunsets? Technically both sunrises and sunsets should look the same, I'm not sure if the fact that we perceive them as different is an illusion, if it's due to tired eyes later in the day or if human activity during the day causes an increase in aerosol particles which makes the the sunset look different.