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Gameslinx

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Everything posted by Gameslinx

  1. 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
  2. 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. 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
  4. Hmm, that seems you have a more than capable GPU. Can you send me your KSP.log (via external link)?
  5. Ah, this was a bug with collisions - it's one of the reasons why they're temporarily removed
  6. I'm not sure this is a Parallax thing, since I don't modify terrain colliders. Can you post your KSP.log?
  7. Yeah, made a mistake in the installation checker. It'll be fixed soon
  8. 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/
  9. 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
  10. 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
  11. 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
  12. This version will work on previous KSP versions. Potentially down to 1.9, but I haven't tested that.
  13. Please use the most recent scatterer version Edit: Hmm, it seems you are. I've replied on the GitHub issue requesting the scatterer config
  14. 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
  15. 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
  16. 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:
  17. Here are some surface pictures from the new Moho textures: Lowlands: Highlands:
  18. 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
  19. Absolutely! It means I can focus more on the mod than updating to each new version
  20. 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
  21. 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)
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