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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
Parallax 1.1.0 - PRE RELEASE This is a pre release. Report any bugs you find on the forum or the GitHub Issues section. Changelog: Additions: Added support for the stock planets Added 4k textures for all of the stock planets Added Load On Demand to significantly reduce RAM usage Added Adaptive Parallax to significantly improve framerates (average 2x more FPS) on planets Added "trueLighting" setting in the config to toggle between cinematic and soft lighting Added "normalSpecularInfluence" which determines the strength of the normal map on specular reflections Added emissive textures (glow in the dark) - Used for bioluminescence on Laythe MANY more things that I've forgotten! Fixes: Fixed jittery ground up close Massively overhauled the lighting - Ambient light works correctly now Improved performance with multiple lights Fixed sudden transition to final zoom level and made it softer Fixed lines in zoom level transitions Fixed log spam on quads that don't build correctly Fixed lines in shadows by applying the correct shadow bias in the shader Improved shadow quality on close up terrain Improved shadow factor transition Modders Notes: Added public class "CameraRaycaster" which gets the camera height from the terrain Emission is stored in the alpha channel of normal maps - MUST be DXT5 and NOT DXT5_NM for emissive 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
[snip] I'm publishing a public pre-release later today- 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
The tessellation radius has been smoothed out and will be released with the next Parallax version. "Liquid" tessellation is a result of the edge length setting limiting the amount of tessellation with camera distance. Reduce the Edge Length value to around 5 - 8 to make it hard to notice.- 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
Parallax for the Stock planetary system is now available for early access on Patreon! This will help me find any bugs that have slipped by me, and it will allow me to make any improvements before I unleash it on the rest of the world!- 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're probably not using BH's visuals, and instead using a visual pack that adds city lights- 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
It's in the works. Over the last week or two, there have been some huge changes to the shader, so I would have had to keep rewriting sections of the wiki. Until the next update is published, the documentation is on hold- 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
So I've been working on Tylo and Vall in the last few days in between trying my best to fight off Covid. I came to realize that Tylo's colour map doesn't match its heightmap at all - the craters on the colour map are in a different place to where they are on the heightmap! Nontheless, I carried on and I'm hoping that you're all fans of the new Tylo: And, as a treat, here's my version of Vall, inspired by the KSP Loading 1.11 Vall Revamp 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've just added my own version of Load On Demand. Instead of loading every texture for every planet, textures are now only loaded for the planet you're in the SOI of. If you're orbiting the Mun, there's no need to load any other planet because you won't see the textures on their surfaces. This optimization brought my RAM usage from 7.4GB to 4.0GB. It did have some wacky effects when testing, such as forgetting to update the 4 other shaders when loading textures: Luckily, this has been fixed. Here's Minmus! I've tried my best to keep it true to its icy, minty nature. Hopefully this is an aesthetic that fits 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
Not a bug, that's just the nature of tessellation. I'll be adjusting the offset values for the displacement maps in the next update to 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
For Laythe, I wanted to keep it as true to what I think the planet should have looked like - Hints of microbial life, and lots of sand! I did some work on the shader and added Emissivity, which allows part of the terrain to glow during the dark. These are the results, with bioluminescent life, on Laythe:- 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's normal. I'll be going through the planets and adjusting the offsets accordingly for the next update so that the visible ground is slightly higher- 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 don't need 1.10! 1.10.x means that Parallax works on any version of 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
I would need to write a different shader to work with objects, because currently it's made to work with planets which are a different beast entirely. Transparency is possible but not in the way you'd expect - Without anything under the terrain, you'd just see through the entire planet. I already do specular reflections and true reflections, which is the best approximation to ice I can currently get. Unfortunately, in space, there's not usually very much to reflect!- 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 thought I'd treat you guys with some teasers. Here's Eeloo, Moho, Eve, and 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
That's not up to me. That's up to the folks that develop JNSQ- 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
At a guess I'd say Parallax will release in more than 3 minutes' time- 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 done some optimizations and managed to increase the performance by over 2x! I'm super happy to have this (almost!) working now. Using the Adaptive Parallax method above, I've made some immense optimizations to the shader. I've gone from 15fps on Kerbin to a fairly stable 55. My current specs are fairly poor. I'm at university now, so I don't have access to anything powerful. I'm running a mobile (laptop) GT 970M GPU. I am excited to be able to drop the minimum spec significantly given this immense performance uplift. As a bonus, here's Duna! Note: Getting 60fps here on Duna!- 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
While I've been working on the stock textures, I've also been working on optimizing Parallax. Currently, the shader does 60 texture samples per pixel. As far as shaders go, that's quite a lot! If you want the technical details, they're in the spoiler below: I'm currently halfway through implementing a situational method which I'm calling Adaptive Parallax. When the terrain is built, I can determine whether a quad (a square patch of terrain) lies in the low, mid or high region on the planet (set in the config already). If a quad is completely within the Low region, there's no need to sample the mid and high textures! This reduces the texture sample count by 24 already. By comparing a quad's maximum vertex height to its minimum vertex height, I can determine a gradient. Under a certain value, we can consider a quad to be "flat". Now we don't need to sample the steep texture either! This reduces the texture sample count by 36. Now we've cut down on the texture samples by over half! However, not all quads lie in one region, and not all of them are flat. I'm currently writing some shader variants that are selected under the following conditions: Adaptive Parallax Conditions: Requires 24 samples: - Quad is flat, and lies in 1 region Requires 36 samples: - Quad is not flat, and lies in 1 region Requires 48 samples: - Quad is not flat, and lies in 2 regions Requires 60 samples (Current Parallax): - Quad is not flat, and lies in all 3 regions I've not implemented the new technique fully yet, so expect results to differ, however this is what Kerbin looks like if I colour terrain quads by their situation: The colours merely indicate the situation, not performance impact. I hope to provide more results for you all soon, and I'm very excited if I can get it working fully. I am estimating a 2x performance uplift- 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
I believe the first issue might be one for @blackrack As for the biomes, I'll have a look and get them fixed for the next update- 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
I'm working on Parallax configs for the stock planets now- 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
Can you try 1.10? I've not had this, even when on 1.9. If you have a log, it would be useful if you could upload it- 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
This is because of the custom "breaking ground"-like experiments that I use Kopernicus for. Might be worth me tagging @R-T-B as Kopernicus-created experiments show up in other mods even when the conditions aren't met By 1.10.x it means BH will work on any version of 1.10, but it's recommended you get the latest version.- 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
What are your specs? Please send your log as well- 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
You can still increase the scatter percentage, it'll just need a game restart for the changes to apply- 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
Planets don't have 'anomalies' or 'POIs' that show up on scanners. I use the terrain scatter system, which means there are multiple "unique" objects on each planet. These can't be detected by scanners due to limitations in the game, unfortunately, but you don't have to explore every square centimeter - Hundreds spawn across the entire planet, making is fairly easy for you to find one if you land in the right biome.- 1,655 replies
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