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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
Those are not recommended specs! These are: CPU: Parallax does not have much of a CPU impact, you'll be fine GPU: NVIDIA GT 970M (or AMD equivalent) RAM: 6GB Shader model 5.0 You're missing Parallax itself. Please download it from the github - You need it for the stock textures to work- 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
Known issue, already fixed There is no harm to the save or game done by this NRE - It's a check I forgot to guard against- 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
Next update will separate BH and Parallax so that Parallax isn't required, but recommended. This'll come with a whole bunch of performance improvements with Parallax as well as moving to version 1.2.0 from 1.0.1- 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
Then your max refresh is 240hz. Since something is forcing Vsync on during the loading screen, you will load 240 things a second (at a maximum). Gsync won't make a difference to that The terrain textures are loaded during the main loading screen. There is no way for me to unload these as far as I'm aware. The tracking station view shows the scaled version of the planet maps - Parallax doesn't change these, so they're the stock textures- 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
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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
No. This mod is only for KSP 1.9 to 1.11. Anything below KSP 1.9 doesn't run on DX11 and the shader won't work As a general update to all, Parallax will now force Vsync off during the loading screen. This improved loading times for me from 60 seconds to just 12. Keep in mind that normally Vsync is off during the loading screen, but one of Parallax's dependencies breaks this and causes load times to increase The reason why Vsync is responsible: Whoever designed the loading system did it horribly, so KSP only loads one item loads per frame. Vsync caps the framerate at your monitor refresh rate (likely 60fps) which causes loading to take a lot longer.- 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
Fixed for the next update No, but I wish I knew how to. Parallax loads the textures only for the current main body (what you're orbiting or landed on) whereas in the stock game, all the planets are loaded at once- 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
A small behind-the-scenes view on how the collisions work It still needs refining (the planes will be a lot smaller for the actual release) but for now, you can see how the rover reacts to the terrain! I need to figure out how to get the transform position of the wheel hub itself in unity so I can allign the planes accordingly. So far, I have no idea.- 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
Same mod, but you can turn it on and off Still figuring that one out!- 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 can be done on a tessellation shader, but the problem with that is with high displacements, especially the ones here, terrain will poke out of stuff like the scatterer atmosphere or EVE cloud shadows. It's not something I really want to grapple with!- 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 collisions working ingame on the Mun. Also showing off the new detail textures at close range!- 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
You need to install Parallax 1.0.1- 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
The shader does not change based on camera distance. The shaders are applied according to these rules: Input a quad - Does the quad lie in the low region? -> Shader: ParallaxSingle - Does the quad lie in the mid region? -> Shader: ParallaxSingle - Does the quad lie in the low region? -> Shader: ParallaxSingle - Is the maximum slope of the quad greater than a threshold, but only lies in 1 region? -> ParallaxSingleSteep - Does the quad lie in the low/mid region? -> ParallaxDoubleLow - Does the quad lie in the mid/high region? -> ParallaxDoubleHigh - Does the quad cover all regions? -> ParallaxFull The LoadOnDemand system just loads textures for the SOI you're in. For example, if you move from Kerbin to the Mun, Kerbin gets unloaded because you're not going to see its surface any more - You'll see the Mun's. It's a RAM optimization more than anything else I suppose the Quad subdivision increasing based on vessel distance to the surface plays a part in LoadOnDemand, but without using a compute shader it's as optimized as it can be. It's something I will need to look into in the future to get better quality subdivisions locally around the craft- 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
Ah, I guess I'm not as up to scratch with my KSP Part knowledge as I thought!- 1,655 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
It's a modded part so it'll say Kerbin (Rhode is technically Kerbin - Whoever wrote the science definition needs to use displayName and not the body name!)- 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
Small development update Optimization - Biplanar Mapping Now that I'm back home, development has sped up. You'll all be happy to hear about the performance improvements coming in this update. Those who have been following development closely will know that I've moved away from Triplanar mapping (what the stock KSP shader uses) to Biplanar mapping. Visually, the two methods are almost identical however the massive benefit is in the performance! Thanks to https://iquilezles.org/www/articles/biplanar/biplanar.htm?fbclid=IwAR2kgAFfQ_QY8-Cc-UaH2vQriqv6Qfl-cFlLvRLemZ7A4a-ea6zrscpI36Y 's implementation of biplanar mapping, I managed to extend it beyond just diffuse maps - The shader can also use normal maps using this technique. Using Biplanar mapping I have managed to reduce the texture samples by a further 33% across the board. The GPU will do slightly more arithmetic to calculate the texture colour, but this is vastly offset by the reduced sample count. With this performance uplift I have used some of the extra wiggle room to add detail textures to the surfaces of the planets. I still have most of the planets to do, but these are the changes coming to the config: Textures: detailTexLow detailTexMid detailTexHigh detailNormalLow detailNormalMid detailNormalHigh detailTexSteepLow detailTexSteepMid detailTexSteepHigh detailNormalLow detailNormalMid detailNormalHigh Properties: detailResolution - The resolution of the detail textures for the current planet - this is important because they must all be the same size! detailOffset - Height on the displacement map at which the detail textures display detailPower - Blending power between detail and no detail detailRange - Range at which the detail texture is visible detail<Low/Mid/High/SteepLow/SteepMid/SteepHigh>Scale - Scale of the detail textures Even with the introduction of the new detail textures, performance is still much faster than Parallax 1.1.1 (the current version). I'm also working on MacOSX and Linux support, and I hope to get it working in time so you guys can use the mod too Feature - Collision I'm sure most of you are looking forward to this - Collisions! Disclaimer: Not tried and tested ingame. This is not a confirmed feature. By casting a ray from the ship towards the ground, I can sample the textures at that position and perform the biplanar coordinates calculation to get the displacement and vertex normal direction. I can then move a plane in the normal direction to push the craft's wheels up and down. Here's a demo of this in action: Please note that this is a gif and the framerate is not representative of the framerate you should expect. I've tested 50 orbs rolling at the same time and maintaining 60fps https://thumbs.gfycat.com/WhichElatedGecko-mobile.mp4 I look forward to being able to release this to you all- 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
Linux is still not supported. I'm working on it for 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
Noted. This is a conflict with Scatterer, so I'll need to try and find a way around that This could be an error in how Quads are calculated by KSP. If it happens again, write down the latitude and longitude and see if it persists after reloading / restarting Same thing here - Let me know what the latitude and longitude of that location is because it must be region specific Thank you for the bug reports, I'll try and look into these before the next update I would need to write another shader because asteroids and comets don't work using quads, and are instead one big part (I think). This could be done in the future but it's not something I'm working on right now I would need to write another shader for this, too, but yes clouds could be tessellated. The only issue comes down to UV precision. I'm not sure how EVE gets around this - it's something I stumbled into when developing detail textures for the next update I don't need to - Install Scatterer and it already does 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
Parallax loads properly with that 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
Very odd, your vessel seems to be in a constant state of unpacking: Unpacking eve rover boat Probe This isn't Parallax related because the light on your craft is changing as well as the ground (this would not happen if it was just Parallax) You have a lot of other mods which is making this difficult to debug, as well as this being spammed in the log, probably from the offending mod: VesselView.VesselViewPlugin.OnGUI, settings is null- 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 file path is odd. C:/Users/alexwang/Downloads/Kerbal.Space.Program.v1.10.1/Kerbal.Space.Program.v1.10.1/Kerbal Space Program Shared Horizons/Kerbal Space Program Shared HGameData/Kopernicus/Config/System.cfg Why is Kerbal Space Program in your downloads folder? The file path is being detected wrongly, and this will be fixed in a future update. For now, please rename your Kerbal Space Program Shared Horizons folder to just Kerbal Space Program and see if that works- 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 mod is for 1.9 and 1.10 only. It will not work on any other version Can you send a video?- 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 need your log or there's nothing I can do to 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
I have been told it does, but I would advise you upgrade to 1.10 and use Kopernicus 1.10- 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 not optimized very well This happens without Parallax, I'm fairly sure. If not, it's something planet shine sided- 3,158 replies