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Gameslinx

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Everything posted by Gameslinx

  1. I won't be adding scatters to any other planet packs at the moment, mainly because of how much time it takes to make the assets. I have work to do on the ScaledSpace version of the mod, and I am overdue a well earned rest lol
  2. I've not tested 2.5x myself but I've heard it works well as long as you increase the density. There's a density multiplier in the ParallaxGlobal.cfg, and I'm looking into how to use ModuleManager so that rescale configs can adjust the density automatically
  3. My system is getting the same FPS (maybe a tad lower) than the current Parallax version. The scatters are really not that difficult to render at all thanks to GPU instancing I am also going to be making optimizations to the current parallax version as well as fixing some noticeable visual bugs, including EVE city light support. I've not started on those optimizations yet, but I have a good idea for what I will be doing
  4. Ah! Yes, they will. I pull the exact same transform matrix that the visual scatter uses from the GPU and use it to create the collision version CPU sided. There is no way the scatter or the mesh can ever become out of sync or inconsistent ..or so my testing shows so far
  5. Parallax aims to build upon or improve the systems Squad implemented into the game. The current terrain scatter system is pretty barebones and, in combination with Kopernicus' mishandling of it for so long, it leads to unreliable placement. So, this new scatter system was born . To answer your question there are two types of scatters: Persistent and Non-Persistent. Persistent scatters are generally rocks, trees, and other large-scale objects. Non persistent scatters come in the form of grass or objects that appear very frequently and require a greater level of precision in terms of placement. Only persistent scatters have colliders, and they really are persistent. You can shut down the game and load it back up and they will still be there in exactly the same place, even if you were landed on top of one your craft will be fine. I want the gameplay to be positively impacted. People getting frustrated and feeling like they're too limited by the rock placements isn't what I want, so I'm going to be experimenting with which scatters have colliders and which ones do not. Small rocks won't be collideable - only the medium to larger ones. The colliders will be completely optional and off by default. You can also use the in-game GUI to toggle colliders on or off for a particular scatter, or turn them off permenantly for a scatter in the configs In this test, performance was not noticeably impacted. However, I have some optimization to do so I can't really say at the moment
  6. Colliders And here's a video of a Kerbal traversing Tylo's rocky ground
  7. I think you're overthinking it lol. You can just create a bunch of scatter objects (like a bunch of trees or houses or whatever) and combine them into one mesh to use as that scatter, then lower the density. I actually do this for a lot of the rocks to break up the uniform distribution a bit more, but it can result in cases where objects far away from the mesh origin can float or sink into the ground. The scatter system works on each terrain chunk by processing each triangle in the terrain mesh and distributing at random a bunch of points on that triangle. It's unaware of any of the other triangles or where any of the other scatters are. So if by an XY offset you mean 'a point nearby that is attached to the mesh' sadly that's too difficult to implement. However, a desert oasis is definitely possible; there are a lot of different distribution methods from per-biome, altitude and procedural noise. You could create a custom biome map for the planet with an area you want your oasis in, and instruct Parallax to place specific objects in that region
  8. Short answer: PlanetShine creates lights. More lights = more lag Long answer: Unity has different rendering modes - Forward and Deferred. In Forward rendering, there is a main directional light (in this case, the Sun). Shaders have a shader pass which renders objects with the primary light source, which is called the ForwardBase pass. Shaders have another pass, called the ForwardAdd pass, which runs for every subsequent light in the scene. So, this means that for every next light, the terrain needs to be tessellated, every vertex is processed, and every pixel is calculated and added to the previous light's value. This includes texture sampling. Since tessellation is an expensive and the most performant intensive stage, it's why Parallax takes a greater hit when used alongside PlanetShine. And as PlanetShine creates lights for every planet instead of just modifying the ambient light level, which it should do, your FPS begins to tank. In Deferred rendering (which I am less familiar with, since KSP uses the Forward path), each light is bundled into one pass and calculated simultaneously which means you can have practically unlimited light sources with no additional performance impact. Almost every AAA game uses a technique like this, and I believe since KSP 2 uses the High Definition Rendering Pipeline in Unity, it will also be using Deferred instead. I could be wrong. Since KSP is old, I don't think the Deferred pass was around, possible, or within the scope of the project when it was originally made.
  9. The new scatter system can't distribute objects 'orderly', it's just random distribution where objects are placed, so cities wouldn't look 'structured', but scattering small houses like in towns without much order would be more feasable
  10. Haha, it's actually my fault. In order to fix weird depth issues on Mac and Linux, I had to sacrifice EVE city lights, but I might be able to fix it for the next update
  11. Enable scatterer's depth buffer mode, or update scatterer to the newest version. This should fix it
  12. I've been messing around with Duna and decided to go full Mars with it. I'm really happy with how the rocks have turned out - the dust scattered across the top really adds to the environment and helps them blend in
  13. It's the one part of the wiki I never got round to finishing. However, you can download this useful tool which lets you customize the values in-game so you can better understand the shader: https://github.com/Standecco/ParallaxConfigurator/releases
  14. It would require configs. I'm not sure how I am licensing the models and textures yet. I'd like them to stay unique to the stock system so we don't see them everywhere and end up with a BoulderCo or CTTP situation but who knows
  15. I've finished Gilly and Eeloo's scatters. Only 4 more celestial bodies to go! I also added a Fresnel effect to the terrain which is noticeable especially on Eeloo. It makes the ice look shinier and behaves more realistically. I can't believe this wasn't included for Parallax's first release, it's a really nice effect Finally, a nice picture I took on Kerbin
  16. This will be releasing soon-ish. I've got 3 planets to finish (for initial release - there will be more stuff after with updates). I have a bunch of optimizations to do before release as well, but I'm confident I can get them done fairly easily now. This will be releasing for the stock system first
  17. I might increase it a little with the collisions coming back. This might come a little after the scatter system and foliage is released, mainly because it's a beast of its own. However, I am looking into colliders for the scatter system itself which should be enough of a challenge to tie you over until the surface colliders are back
  18. I have a whole load of work to do on the Advanced Subdivision method I implemented back in Parallax 1.2. I need to rewrite that, and I'm thinking of going down the async route, but I don't yet have the knowledge on how to do it. Once that's working, I'll bring true collisions back and hopefully fix the multitude of issues it had
  19. "In the desert, the Cheetah lives for 3 years and the Camel lives for 9" Per-biome scatters will be available on release
  20. Parallax does not cause this, as it does not touch any of the systems that work in the scaled or map view Unfortunately I can't tell you for certain what does, but I've seen it the most with planet mods with bad configs
  21. I would enjoy experimenting with this This is a result of cheating to get to a planet. This happens with the stock bodies too. You must quicksave and quickload whenever you cheat to another planet In the ParallaxTerrain.cfg, you can increase "displacement_scale"
  22. No, this is a lot of effort Turn your texture quality down in the main menu settings - this has the same effect
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