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Everything posted by blackrack
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Weird, I guess we'll wait and see if this an isolated case or indeed there's a big problem somewhere. Btw reverting to "0.0216" will fix z-fighting but will get you back to the old problems of artifact soup in low orbit and visible ocean floor. Btw I'm using the 64-bit workaround too, all the time, and it doesn't seem to bring any additional problems, so by all means keep reporting if problems come up on 64bit. Edited: Just gave it a quick try, I get some fps drops but only when the time warp is "changing" from 50x down to 10x or 1x. When at a constant 50x or 10x it seems ro work fine. Is this what you're experiencing or are you getting drops all the time?
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The only thing that seems to work sometimes is spamming the rebuild ocean in the UI or apply settings in the graphics settings until you get an artifact free ocean. Edited: I'm uploading a version which minimizes z-fighting on the fake ocean. I implemented a logarithmic buffer but for some reason the precision gains weren't as good as I expected, I switched to using a mesh and attempting to reuse the stock ocean mesh to display the fake ocean but ran into other issues. In the end I went back to the old dirty trick of moving the clip planes, I moved them only slightly this time and as far as I can tell z-fighting is minimized and there don't seem to be any other problems. Results with RSS/rescale mods may be different. This is only a temporary fix.
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Am I the only one thinks this looks like the boat from dino crisis 2? http://www.mobygames.com/images/shots/l/42188-dino-crisis-2-windows-screenshot-playing-as-regina-on-the-boat.jpg Thanks for the nostalgia trip.
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Alright I'm uploading a new version which: -Adds a fake ocean in the postprocessing shader which is controlled via a variable in the settings file. It replaces the expensive ocean at an altitude of 15 km (tweakable), has the same sun reflection, and the transition between the two is mostly unnoticeable, should also replace the visible ocean floor at an altitude of 70km. -Adds settings to fade out foam and alpha by distance -Fixes the extinction barrier effect -Adds control for the exposure on the edge of the atmosphere separately from the exposure on the planet itself -Fixes sunglare visible in space and through planets As always, it's uploading a bit slow so check back in a while.
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rbray is cooking up something for the eclipse shadows (on terrains and planets). On my side I'm thinking of a way of making the eclipse shadows work correctly with the atmosphere, with the scattering and all. For now I'm working on a rings shader, I decided to shamelessly plug in the mie scattering code from proland... and well, here's what it looks like when seen from behind and sunlight is shining through it:
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This has been known for a while, I'll add it in the OP. No workaround yet. Well I don't know about applying these effects to terrain or clouds but, I'm thinking of adding Jool as a second light source for Laythe's skies and ocean's reflections, should look quite good but the lighting on terrain and on the scaled space mesh would have to match or it'll look off.