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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's really odd. If the problem is Parallax, try setting your terrain shader quality to High instead of Ultra. With tessellation set to 1, the shader still has a tessellation stage which your GPU has to run. With your shader quality on high, Parallax disables this stage completely and acts like a normal shader. Can you try that and let me know how that affects your FPS?- 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
Currently I have these mods installed: Scatterer (latest CKAN) TUFX The KSP DLCs And here are my settings:- 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
Interesting it didn't make much of a difference. Have you tried with lights off? My only other suggestion would be to try with just Parallax and nothing else installed aside from its dependencies- 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
PlanetShine is a direct FPS killer. Each planet is a light source and this forces the entire scene to be re-rendered for every planet currently visible. This means you are tessellating the ground many times. Removing this should really improve your FPS- 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
Are you able to tell me what resolution you are running at? Due to the rendering pipeline that KSP uses (Forward rendering), your performance is heavily impacted by the number of lights on your craft, as the parts of the scene that the lights affect has to be completely re-rendered for each light. With tessellation enabled, the impact is really high. You will get a major performance boost by not using lights, or using very little short range ones. This effect is compounded if you are running at a high resolution (4k). I use a 2080 Super which yields almost identical performance to your 6700 XT (UserBenchMark), and I get 120+ FPS at 2560 x 1440 without lights. Double check you aren't forcing OpenGL, as OpenGL has terrible vertex performance. I'm not sure whether there's a huge difference in tessellation performance between Nvidia and AMD GPUs, so I can't comment on that Final note, remember that you can change your Parallax quality settings in GameData/Parallax/Config/ParallaxGlobal.cfg. You can try lowering the maximum tessellation, or increasing the Edge Length to ramp down the tessellation factor at further ranges For this you will need to remove the Body node corresponding to Earth from the ParallaxTerrain.cfg included in RSS (it might be under a different name). Then you will need to remove the node for Earth in the IncreaseSubdivisionCount.cfg (which also might be under a different name). That will remove Parallax from a specific body I am having no issue on the current version but I'm investigating why some people are having issues. Could you upload your KSP.log and your ParallaxGlobal.cfg? I'm trying to find differences between people's installs that could cause this- 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 are seeing a bug with the code I wrote to subdivide a quad. There's a technical reason why this happens and it's because Squad uses two different triangle winding orders for their quads which gets swapped around for some condition I'm unaware of. This should happens rarely, and I'm working on a fix for the upcoming version. I can tell this is what is happening because your wheels are significantly above the terrain, which wouldnt be the case if it was just because of the displacement. Hopefully you don't encounter this too often, and as far as I am aware, it seems to happen only on the Mun- 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 first picture where you are using 1.3.1 - This picture: Was not taken with the shader quality set to Ultra. The yellowish colour is a result of using the low quality Parallax shader which only enables when your shader quality is set to Low in the main menu settings.- 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 is not a Parallax issue. The problem is caused by your terrain shader quality being set to Low. You will want to set it to Ultra (for terrain tessellation and displacement) or High (No tessellation or displacement). On the Low setting, almost all of the bells and whistles that come with Parallax are 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
I couldn't find anything out of the ordinary, so I'm not too sure what the problem was- 3,158 replies
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
Gameslinx replied to Gameslinx's topic in KSP1 Mod Releases
In due time. I've had other things to work on both IRL and modding wise. I'm working on Parallax and a new terrain scatter system that handles foliage and rocks which I plan to bring to Beyond Home in the future, but before I can update BH (and to save me more work), I need to get these systems in place first- 1,655 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
Cheers, I forgot to add, can you also send GameData/Parallax/Config/ParallaxGlobal.cfg?- 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
Send a copy of your Settings.cfg as well as your KSP.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
It will, I just never updated for the sole purpose of removing that message because it still works (and the title of this forum page says so ) The wireframe bundle just contains a shader I use for debugging, which I forgot to remove when pushing this release. It won't cause any problems not being loaded Is your terrain shader quality set to Ultra? If it isn't, Parallax disables displacement. There's nothing wrong in the log, but I can't check your shader quality using it- 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 was always the most "weird" planet, so none of the others will be like it. I do, however, want to experiment with undersea life on Laythe and crystals on some of 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
I'm going for a more cartoony approach for Eve's scatters. I want the planet to feel alien with some strange flora. Oh, and bubbles - taking a page out of No Man's Sky- 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 dude There's a lot more to come!- 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 will hopefully be fixed in the next update- 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 natively, but configs for it can be found here: https://github.com/KSP-RO/RealSolarSystem/tree/parallax- 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
Yes it is, but you need to disable the city lights- 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 is still on the way, but I don't have an estimate on when it'll be ready yet- 3,158 replies
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This looks incredible!
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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 update on the scattering system. I've done some optimizations and begun working on the other planets now. For those of you who will undoubtedly ask about colliders, the scatters are not collideable right now but it is something I will be looking into. I can just imagine driving a rover across the rocky Mun surface I have also created an extensive UI to allow other planet makers to add their own scatters with ease- 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
Collisions with these aren't currently possible because they exist only on the GPU- 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
Here's some more progress on the scatter system I'm working on. Over the last month I managed to get large scale objects working properly on Kerbin. I added some roses, daisies and ferns to go with them- 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 ground textures don't look like Parallax is installed (or working). Can you upload your KSP.log? You need to make sure that in your scatterer settings you have the depth buffer setting enabled- 3,158 replies