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blackrack

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Everything posted by blackrack

  1. The starfield is gone? Never heard of this bug before. Can anyone else confirm this? I'm already thinking of making a feature selection window that would greet you in the game's main menu and ask you for what you want (especially since I'm also adding the option to generate the waves on the CPU or the GPU and both have pros and cons), so it is on my todo list for next version. But it still baffles me that people don't even make the effort of looking inside a config file to see if there is a conveniently named variable they could change to tweak a new feature, or that they don't bother to read the thread when it has most of the information they need. It's just... kind of disheartening. I realize not everyone has the time to trudge through this, but still, a little effort is required here considering it's a WIP and I'm still experimenting with various features and ideas all the time. Btw no need for a boat version and a space version, there is no "optimizing for each", it just doesn't work that way, There are some bugs I'm aware of and I will hopefully fix them in due time.
  2. Is there a reason every craft collapses after hitting the water surface at 4 m/s when they can take a 20 m/s ground collision? Sorry I'm not going to answer this, I respond to this same question literally every page.
  3. Not sure if z-write would work with this though, as the mesh only exists at screen depth and is later displaced in the shader, I'll give it try though. Most likely a memory issue, I would recommend forcing directx11 and using the community 64bit workaround for now, both work pretty well for me with a lot of mods. Do you not get waves clipping through themselves with AMP at 12?
  4. It looks too bright to be the alpha, it's definitely drawing on top of the ocean. Hmm that's really weird, I'll check it out. Btw I'm gonna need those ocean settings.
  5. I probably post this every page, go into planetsList.cfg file and set hasOcean=false for every planet Next version I'll just add a menu that can enable/disable features directly in the main menu or the KSC view. I already thought about doing this, the issue is, if you vary the size of the fourier grid, the waves generated are going to be completely different and won't match. As long as the grid size is the same, CPU and GPU will generate the same waves at any point in time, but change the grid size and the results are completely different and won't match up. Btw I gave it a performance test on my test unity project, I have a quadcore i5-2400 @3.1Ghz, I rebooted my machine with only two cores enabled and ran the wave simulation on the CPU, fourierGridSize of 128 chugged very badly but a grid size of 64 ran at 70 fps, so at least I know a grid size of 64 should work reasonably for lots of people. Well it's gonna be different in game, since KSP will be hogging one core but it should still be manageable. Also, this is new, but when running wave generation on the CPU game fps and wave fps will now be decoupled, that means if your CPU can't keep up, the waves might be running at 20 fps while the game runs at 30 fps, which might look weird but might be better than having your gameplay slowdown too. They won't "lag behind" as you move the camera or anything of the sort, they will just seem to animate at a different rate. I need more information here, is the scaling not working at all? Is this in normal view or map view? Maybe some screenshots would help.
  6. Could you post some screens? The scattering has nothing to do with planet texture and is overlaid on whatever is rendered before it. Between points 3-4 that means between 55km and 170km, the ocean normally disables at 70km up and that should leave the black sea floor exposed. What is your oceanDisableAltitude value?
  7. Yeah why not, I could do this. Btw keep in mind right now the oceans disappear after a certain altitude and it might be what's causing the disparity. As far as I know there shouldn't be a difference in strength between the scattering over the land and the ocean, however the ocean has built-in "extinction" which causes it's color to change from a long distance while the terrain doesn't, I thought it looked nice especially on Laythe so I kept it in, if you think it's the culprit I'll just make it togglable or adjustable, to see it clearly you have to disable the postprocessing.
  8. If you're getting performance problems try lowering AA and lowering the rendering quality from fantastic for something else, these help a lot with the oceans on my i3 1.8ghz+gt 740m laptop. I don't know why Joco223 is getting such big performance drops, I'm on a 560 Ti on my desktop and still run 30-40 fps, maybe try lowering AA or something else. Otherwise yeah, the ocean has some performance impact but there's no real way around it, It's already more than optimized enough, as a last resort you can just disable the oceans, set "hasOcean=false" in the planetsList file. For the sunglare in orbit it's a bug with the newest version. Well the waves will be generated and animated on the CPU, but they will still be rendered on the GPU. I thought about it, but it depends on where the bug is coming from, if it's from the generation then they might go away, if it's in the rendering then nope. I don't want to get your hopes up, but since they seem different with every rebuild they might be from the generation. I have no real idea where these artifacts come from as I couldn't ever reproduce them. Btw these bugs aren't linux-only.
  9. I think it should work with fouriergridsize at 64. Going from 128 to 64 gives a 4x-5x speed boost when running these calculations on the CPU so it should be fine.
  10. Indeed it is, there's still some things to figure out, hopefully I can do it. Btw that ship is awesome, built of struts and plane wings.
  11. It liiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiives (Waves are now generated on the CPU, it's one huge step towards wave-craft interactions) Is it one of those anniversary-edition something-K CPUs with just two cores and no hyperthreading? Keep'em coming
  12. Repeating patterns but you only really notice them if you look at the reflection of the sun, everything else looks fine. Try it ingame and you'll see.
  13. To my knowledge, these CPUs only hit the turbo frequency when only one or two cores are loaded. I think the more cores are loaded the lower the turbo frequency. Anyway, maybe later, I'm sure the internet is filled with info about rendering techniques and the like. Edited: Seems to be the case http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter19.html Agreed.
  14. Hmm, I expected it to be a desktop i3 due to the clock speed, i think that might be the turbo clock and not the base clock if it's a laptop. Anyway, it should run fine but we'll have to wait and see. To be less cryptic, I'm working on adding wave-craft interactions, the first step is to make the waves generate on the CPU instead of on the GPU, which I'm doing now. With multithreading for the wave math it should run fine but for those who can't run it I guess I'll include the option to generate the waves on the GPU (these calculations run so fast on the GPU they're almost free) but they won't have access to craft-wave interactions. Fortunately, lowering the fourier grid size seems to provide a pretty huge boost when the calculations are running on the CPU, I think most laptops and halfway recent computers should be able to run at least a fourier grid of 64, which isn't ideal (128 is the default included setting right now) but at least it works. Refraction maybe, but in my experience refraction is very performance intensive so for what little effect it adds, although they might be tricks and faster, less pretty methods. I don't have anything planned for it yet but maybe in the future. Are these released? I only saw a short a short gif somewhere of what looks like bubbles and underwater particles.
  15. It's due to scatterer, what you can do for now is disable the clouds on Jool through EVE (alt+0) brings up the gui, while waiting for a new version.
  16. Yeah I'm pretty happy with my new avatar. You should be good for medium settings Actually I don't know yet, it might run very well, is it an i3? I still have work to do and I can already see a few optimzations. Plus there's one setting that can be turned down and provide a big speed boost. For the foam I got what you meant and I was already thinking about it myself, I was just replying to mreadshaw about a different issue earlier. For the underwater effects I have something better in mind but maybe later on.
  17. For now you can make oceans disable at a lower altitude to avoid that when you're in orbit, go into oceanSettings.cfg in scatterer and change oceanDisableAltitude = 70000 to whatever you want.
  18. For the foam I'm very well aware of this problem and I get the foam wall myself, sadly the settings don't really help against this, I'm looking into it and will try to fix it. Sorry, I meant in the planetsList file.
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