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KSP2 Release Notes
Everything posted by blackrack
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Well right now there are frequent kraken attacks due to a bug in the buoyancy system (NathanKell said he'd fix this for the next version though) and there are also some other problems I need to fix first so I don't have a real ETA yet even for a test version. Currently it seems rather unstable though, ships are prone to exploding and flying off at any moment, even though I'm using a feature built into the stock buoyancy system to do this. Btw how do you change the splashdown tolerance of a part? I checked in the part .cfg files and saw only a crash tolerance value.
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That's as much CPU usage as I can get it, the threads have to wait for the first thread (not the unity main thread) to do some preprocessing before they can get working and that causes them to wait for a bit. Stock KSP uses 25% of my CPU at most, so this means an increase of 40% in CPU usage over extra threads. With the frourier grid at 64 CPU usage is at 40%, so a 15% increase, pretty sure everyone almost should be able to run this. May still cause some slowdowns as the buoyancy can only be adjusted in the main thread.
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I wish I had invested the extra money and bought a CPU and mobo that support overclocking. With my [email protected] I'm quite careful with the part count. The 2500k is pretty much a legendary CPU. I usually run at around 40-50 fps with scatterer when I'm not CPU limited, switching to OpenGL makes me run at 27-35 fps and frankly it's quite bad. I have a single 560 Ti with the drivers updated. I believe the bug from OpenGL nor working in windowed mode is common with unity when using a HDMI cable. Btw here's something interesting, KSP's CPU usage with the new CPU waves:
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Actually OpenGL won't run in windowed mode on my machine, it gives me an error saying unable to find suitable video mode. If I attempt to start in OpenGL in windowed mode it crashes, if I start in fullscreen and later switch to windowed it crashes. This, coupled with the loss of AA on alt-tab and the abysmal performance makes me favour dx11.
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Is the Scatterer mod worth installing?
blackrack replied to Atlas2342's topic in KSP1 Technical Support (PC, modded installs)
I maybe a bit biased here, but I'm going to go ahead and say it's worth it (but it's better if you grab that community 64bit workaround and force dx11) -
Ah I see, it actually happens with all the other planets now but Duna is the one with the highest atmo scale so it's the most noticeable, I'll fix it soon.
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Well, it used to not work at all that's what I have in the known issues but I thought I fixed that when I intoduced ingame atmo scaling and didn't update it in the known issues.
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What is broken for the extinction shader on Duna?
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The sun and halo bugs were both introduced in 0.0215 I believe when I added tweakable atmo height ingame (it's why it says they're experimental features), I'd fix it but I don't have time now. I think most people are reporting 0.021c to be the msot stable version, you could download it and give it a try.
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Beautiful. I'll have to check this out, I can't think of any reason why this would be happening on a stock install. Btw I think an SSD wouldn't help with KSP, I once tried loading KSP in a ramdisk to load it back after a crash and nothing happens, it's just as slow, searched the forum about it and it turns out it's a bug and something makes the game load really slow and pause a bit after every file load, no matter your disk speed. This is a bug that mystified me for a while, in fact the water shaders stayed unreleased for a long time until I figured out how to make them stop moving up and down when I pan the camera, the regulars here will remember this. In short I pass the projection matrix of the camera and some other information to the shader every frame, at rendering time that matrix has to match whatever the camera is using or the ocean will display in wrong ways (move up and down, display on top of stuff etc). The mistake I was doing was using one material (which was rendering both on the far and near camera) with the properties of one camera or the other, no matter what I did with the projection matrix, clipping planes etc something always ended up wrong somewhere. I can't think of any reason why something like this would be happening with stock, except maybe for windows 10, some reports said it was trying to force dx12 and causing issues. All I can recommend is to try forcing Directx9, Directx11 or OpenGL (create a shortcut and add " -force-d3d11" or " -force-opengl")
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WIP - Environmental Visual Enhancements Development
blackrack replied to rbray89's topic in KSP1 Mod Development
Indeed it is, though I'm pretty sure the page I showed you was intended as a tutorial and has publicly available code, but it was also a very early version. -
With just the fresh copy and scatterer does the problem persist? Does this happen only with the newest version or also with the one before that? Ah I see now, I misunderstood you the first time, I thought scatterer was adding ring-like artifacts, my bad. To answer your question I sort the planets and atmospheres to control which renders on top of what. This is the first time this issue is brought to my attention and I haven't thought of rings before. If I just include them in the sorting they will start drawing on top of everything instead. I'll have to come up with a better method, I'll see what I can do.
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WIP - Environmental Visual Enhancements Development
blackrack replied to rbray89's topic in KSP1 Mod Development
I see, but wouldn't it be possible instead to use the orbital texture as a "mask" for the noise function or whatever it's using to generate it's clouds from? -
WIP - Environmental Visual Enhancements Development
blackrack replied to rbray89's topic in KSP1 Mod Development
@rbray89 I came across this article on volumetric cloud rendering and thought it was very interesting: http://wiki.nuaj.net/index.php?title=Clouds It comes with shader code, a good looking video and performance seems solid, the cloudy/stormy preset seems especially realistic to me. I thought it was quite educational and would also like to know what you think about volumetrics rendered like this and if you've ever done any research on the topic. https://www.youtube.com/watch?v=I1_f0z3Ht-k -
This means something is messing with the camera projection matrix or the near and far clip planes? Do you have any mods that could do this? Try with just stock. Also what game version are you running? Does this happen with stock? I see that you have a modded planet and I haven't encountered this bug before so probably there are some conditions that trigger this. Does it still happen if you disable extinction (toggle extinction in UI)? Does it go away if you disable postprocessing or set sky alpha to 0? Alright, fair enough. No fix for this currently but I personally think it's a very minor and not gamebreaking bug, so just wait until next version or roll back to 0.21