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KSP2 Release Notes
Everything posted by Gameslinx
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
That surface is on the planet Hydrus in the Beyond Home planet pack. @ballisticfox0is working to update it to the most recent Parallax version- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Yep just delete the configs for those planets, or remove the ones that have life, I suppose- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Eve has always felt alien to me so I wanted to go that route with its foliage and 'fantastical' nature. Laythe has a breathable atmosphere so I wanted to give it primitive nature; some mushrooms, grass and ferns. Otherwise, they would be kind of boring with just different rocks. I like to think that the mod has a lot of potential and I don't want it wasted by just modelling a load of stones There are no buildings because the placement of the objects is completely random. Towns or cities have order and regularity to them which isn't possible with how this mod generates the object positions. Individual buildings that spawn rarely are possible, but it would be much more efficient to just use the existing scatter system. This mod isn't for objects that spawn rarely, and is most efficient with a lot of objects. I have 9 planets/moons finished, so I am over halfway. I've fixed the bugs I talked about previously but I'm working on reducing the CPU usage now. I can reach ~160fps but I'm CPU limited after that where I would otherwise be able to easily reach ~220fps. Since that's a big performance potential I want to work on that before I finish the other planets.- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
This seems to be happening to a bunch of people randomly and I have no idea what is causing it. Double check that your terrain shader quality is set to Ultra, and that the "TERRAIN_SHADER_QUALITY" in your Settings.cfg is equal to 3. Then, make sure that your terrain quality (separate setting) is set to High. If it says "new text", you need to delete settings.cfg and apply your settings again. Let me know if this helps- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
I am targeting a minimum of 140fps at 1440p with Scatterer and Parallax installed. The impact should not be too much more than what it is currently. The impact of the foliage is much less than the tessellation itself, so you can always disable tessellation when you run the foliage if you want a similar framerate If you are using Parallax with AVP, yes- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
In the settings page on the main menu you can enable what's called "terrain scatters" which allows trees and rocks to show up on Kerbin and the various other planets. That's what I've been calling the existing "Scatter system". I'm developing something that does the same job, but much better than what we currently have - A way to place thousands of objects on the planet around the craft- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
You'll have the option to disable all the scatters (which means every planet), or you'd need to delete the config for Eve- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
I can't really give an ETA because I'm working through some bugs slowly. One I've solved those, I can give a better estimate- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
I require your settings.cfg folder (terrain shader quality must be set to 3, or Ultra in the main menu. Your terrain quality must also be set to high in the main menu) You can use an existing save- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Your textures are fine. That is what the game looks like without Parallax installed.- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Disable or enable scatterer's depth buffer mode setting to resolve this. I can't remember which setting it's supposed to be set to. Also ensure merge depth pre-pass is disabled- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Can you try reinstalling? It looks like Kopernicus hasn't been installed properly from your screenshot but all the relevant folders are there in your GameData- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Everything I have learnt has been through articles online and various other github projects where I've been able to see how other people's code works. From there I've pretty much learned how to do everything myself over the last few years. The unity documentation is a really good place to start. Some people here on the forums have also been really helpful- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Lol this is just my mistake forgetting to update the version number- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Odd, I'll start looking into it. It works fine for me but too many people have started reporting problems for my comfort- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Not at the moment but it's something I can definitely do but I'm putting that off until after the first release so that the scope isn't too big- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Kerbin is almost done. I've made some huge optimizations to how the geometry is rendered and now I've managed to get a much better density of objects. Technical stuff below, but the picture first! Ironically, I was limited by draw calls which this scatter system is supposed to reduce. Before the above optimizations, foliage was being rendered on a per-quad basis - each quad being its own draw call. Now I've rewritten part of the compute shader responsible for culling so that it combines every object's position from every quad and writes them to a single buffer which is used to render from. This took a scene with much less foliage than the one above from ~110 FPS to 160+ with a significant CPU usage reduction. Safe to say, it was worth the effort!- 3,158 replies
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The Name Change Thread (WARNING! ONE TIME ONLY!)
Gameslinx replied to Souper's topic in Kerbal Network
Heyo, it's been five years since I posted in here asking for a name change back in 2017. I'm looking to change it to 'Linx'. I understand people only get 1 name change, so no worries if not. Worth a shot though -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Sorry for getting back to you so late, your reply missed me. I've just taken a few minutes to look few your KSP.log and I'm only finding 1 exception related to Parallax which occurs on entering flight in which it is trying to set a property on a material that hasn't been created yet. This won't affect anything, and if you are seeing the textures show up (but no displacement), everything should be working fine. I am noticing a lot of exceptions which made it difficult to work through your log. Can you send your Settings.cfg file for me to look at? Also, while I look through it can you try loading up Parallax with no other mods installed except from its dependencies? I have finished the Mun, Eve, Duna and Ike. I am most of the way through Kerbin, Laythe, Moho and Minmus. I'm finishing roughly 1 planet every 2 days at this rate, which leaves me with 8 bodies left to finish I also want to move away from Parallax being a tessellation shader and instead perform the tessellation on the terrain itself which would theoretically result in a big performance gain. The tessellation shader stage runs once per frame, which essentially means the extra mesh detail is being calculated and processed every time the stage is ran. Moving it to a compute shader would mean that this stage is performed once which would already be a big improvement, but it would also make rendering lights a lot faster. The only obstacle is I don't yet have the knowledge to do this, so it might come in a later update Edit: This would mean collisions would be making a return- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
You might only have 6 lights on your craft, so you won't see an impact of a higher pixel light count until you add more. Pixel lights refer to lights that are picked up by the Pixel Shader which is a shader stage that runs for every pixel on the screen. You can have two types of lights - Vertex lights and Pixel lights. Vertex lights are cheap, but much lower quality as they can't use normal maps to create realistic looking surfaces. Pixel lights are much better quality, but because the pixel shader stage runs much more often than the vertex shader stage, they are much more detrimental to performance. KSP is an old game, so it uses the Forward Rendering pass in Unity - this means the scene is re-rendered for every light. There is another rendering pass called "Deferred Rendering" which has negligible performance impact for each additional light, but Squad didn't choose this route. This is why games like No Man's Sky or other AAA games can get away with massive amounts of lights, but KSP slows down when using a mere few.- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
The textures were changed since that video. Matt landed in the highlands, which right now uses a similar texture but is much more subtle. Parallax's Minmus looks the most like the Stock Minmus out of all the changed planets- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
I've just been to Minmus at those coordinates and it's working fine for me. One thing to note is that there isn't any displacement on Minmus' flats because they're, well, flat. It should look like this: You will see displacement on the slopes and the highlands. If you still have doubts, try going to Duna or even Pol, which has a significant change. I think this is what it might be - I probably could have saved you some time had I remembered this earlier Edit: Having an RTX 30xx won't affect you. I've seen some people using those cards without issue- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Thanks for the updated log. As for the reply above, the Wireframe shader is something I accidentally left in with this release, along with the "incorrect version". Neither of these will affect your install or game. I'm seeing a lot of [Parallax Advanced Subdivision] Exception: I can't find enough nearby vertices :( in your log, which indicates that Parallax is having problems finding nearby vertices in the terrain and can't subdivide it. If this stage fails, I believe the shader is not applied. I haven't seen this error before from anyone else's install, so I'll need some extra information. Is your terrain quality (not terrain shader quality) set to high? I believe this might be required, since it affects the quality of the terrain mesh. If it is set to high, can you tell me your craft's latitude and longitude on Minmus? Cheers- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
I can't find a specific reason why it isn't working, since your install looks right. There are, however, some exceptions coming from Kopernicus that I don't normally see. Can you try reinstalling Kopernicus? Secondly, make sure your terrain shader quality is set to Ultra in the main menu. If you are still having problems, please send your KSP.log instead of your player.log- 3,158 replies
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
Hey all, back with another small update on the next update, along with some things I'm looking into. First up, I've been working on creating alien flora for Laythe. I've not finished all the objects I want to yet, but this screenshot was too good to pass up on! Once the scatters are mostly done, I want to look into optimizing the tessellation performance - potentially moving some of it to a compute shader to free up some CPU speed and reduce how many times per frame the GPU needs to tessellate. I'll be posting more updates as development continues. As always, I'm really looking forward to being able to share this with you all when it's done- 3,158 replies
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