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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's incredible, I'm glad it runs well!- 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's used on Fury in Beyond Home- 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 won't lower the quality. There aren't any parts that use the reflections - Having them enabled turns on a reflection probe at the centre of your craft which re-renders the entire scene, which can be quite laggy especially with tessellation shaders like Parallax The floating trees is a Kopernicus issue and out of my control- 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
Someone I know was having a similar issue with an RX5700XT. This is what fixed it for them: In the main menu, turn off reflection refresh mode by dragging the slider all the way to the left Make sure anti-aliasing is not set to 8x. 2x and 4x are fine, but 8x seems to cause a lot of lag (with and without 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
Looks like this isn't fixable by EVE-Redux. It's caused by the shader offset of Parallax being reset to normal values. Before, Parallax would render slightly above where the actual mesh is, but this caused a lot of problems on OpenGL so I reset the offset to something more normal. I'll see what I can do but no promises- 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
Hmm, that seems you have a more than capable GPU. Can you send me your KSP.log (via external link)?- 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
What GPU do you use?- 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
Ah, this was a bug with collisions - it's one of the reasons why they're temporarily removed- 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 not sure this is a Parallax thing, since I don't modify terrain colliders. Can you post 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
Yeah, made a mistake in the installation checker. It'll be fixed soon- 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
City lights apply a material on top of the terrain. This might cause flickering regardless. Can you install EVE-Redux, if you haven't already, and see if that fixes it? https://forum.kerbalspaceprogram.com/index.php?/topic/196411-19-112-eve-redux-performance-enhanced-eve-maintenance-v11131-18062021/- 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 temporarily removed the collisions because they were causing trouble and I'm in the middle of rewriting it. Because the details are so much smaller, the lack of collisions shouldn't be that noticeable for the time being You need to set it to true- 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
Correct. Tessellation is only possible on Ultra because it's what uses the most performance in the shader. The other variants (Medium and Low) don't use tessellation so that they support older graphics cards or provide a higher framerate- 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
Make sure your terrain shader quality is set to ultra in the game settings Pretty much. Set it to Vertex mode for the best performance but it's best to just not use it altogether- 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 version will work on previous KSP versions. Potentially down to 1.9, but I haven't tested that.- 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
Please use the most recent scatterer version Edit: Hmm, it seems you are. I've replied on the GitHub issue requesting the scatterer config- 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
Parallax 1.3.0 This is a live release. Please submit issues via GitHub's issues page https://github.com/Gameslinx/Tessellation/issues Changelog: Features: Update to 1.12.x Added support for huge planets Added support for potato computers Added "Advanced Subdivision" to massively increase the level of detail near the craft Overhauled lighting system Optimizations to the shader calculation, texture sampling and tessellation performance Added a whole new and improved lighting system Support for shader models 3.0 and 4.0 Support for older graphics cards Added shader variants without tessellation Added shader variants without influence mapping Added low and medium quality shaders. If you have a slower PC, you'll get good performance from these! Complete code rewrite of the loader Added non-lambertian lighting settings for airless worlds Added new 'gloss' feature for surface textures New textures for Moho New textures for The Mun New textures for Minmus New textures for Gilly New textures for Duna New textures for Dres New textures for Tylo New textures for Laythe New textures for Pol New textures for Vall New textures for Eeloo Changes: Ambient light now works correctly on every planet. No more pitch black nights! Temporarily removed collisions, but fear not. The increase in detail means they are less necessary. I'm rewriting the code for collisions Adjusted the shadow cascades to favour sharper shadows up close Changed shader offset from 0.0, 1000.0 to 0.0, 1.0 now that Scatterer applies correctly over Parallax Changing your terrain shader quality in the settings now changes your Parallax shader quality Improved performance of lights Temporarily removed reflections (not used in the stock texture pack anyway) Improved accuracy of steep slope detection which in turn improved performance Improved physical terrain quality of Eeloo, Vall and Eve Fixes: Fixed kerbals floating above the terrain when trying to walk down hills or jump Fixed vessels appearing as landed when they are clearly not Fixed random white cubes appearing Fixed vessels exploding in the air Fixed incorrect camera detection Fixed terrain textures moving when the camera reaches a certain altitude Removed junk in the log from past debugging Special Thanks Thank you to TheYear2525, theOneGalen, Jollicent, Austin Dean, Michael Armida, Jon Medders, Matthew Tarbet, Raymond Beehler, Kalle Anttila, Robert Griffith Moore, and Morphisor for supporting the project on Patreon Most importantly, thank you for downloading Parallax. If you would like to support this project's development (or simply want to buy me a coffee!) you can support me via Patreon or Paypal: Patreon Paypal- 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 bring more images As we're getting closer to release (I estimate around a week, maybe less!) I wanted to share some more of the planets that I've retextured, starting with Duna: Duna Kerbin Eeloo Minmus I'm really excited to bring you all these changes. Stay tuned- 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
KSP2's Pol looks incredible. I was inspired to redo some of the textures on the current Pol to make it look similar. In doing so, I've added two options to control the strength of the cliffs that really define 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
Here are some surface pictures from the new Moho textures: Lowlands: Highlands:- 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
Set PlanetShine to Vertex mode in its 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
That would be Scatterer playing a large part in that. In the 1.12 update for Parallax I am making Kerbin a bit greener so that might help- 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
Absolutely! It means I can focus more on the mod than updating to each new 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
It would be the same performance impact unless I implement it all into the ForwardBase pass. It's not something I really want to do just yet because this update should optimize a lot of stuff. If I'm happy with the performance after this update I'll consider doing something like that- 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
Very. Actually deforming the terrain wouldn't be difficult, but having it persistent wouldn't be possible (at least, it's way out of my depth)- 3,158 replies
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