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Gameslinx

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Everything posted by Gameslinx

  1. The issue seems to run deeper than just the config in Parallax_StockTextures. I wanted to get this patch out for OpenGL and the colliders relatively quickly. The ambient lighting fix might come as a patch in the Parallax core download
  2. Parallax 2.0.1 This is a live release. Please submit issues via GitHub's issues page https://github.com/Gameslinx/Tessellation/issues Changelog: Features: Partial support for OpenGL on Windows and Linux systems. MacOSX cannot be supported as Apple has discontinued support for OpenGL. Version 4.3 required. Added Compute Shader 'Trim' to reduce memory usage by trimming the compute buffers that store the scatter data to their exact size. Added new flowers to Kerbin Added the ability to disable scatter shadow casting in the ParallaxGlobal.cfg for an added performance benefit and also work around shadows rendering on top of all geometry for OpenGL / Linux users Changes: Reduced the size of the grass on Kerbin Changed the model of the tall grass on Kerbin from using grass cards to actual geometry Changed distribution of flora on Kerbin Removed grass fade-in effect when regenerating scatters following user feedback Significantly reduced VRAM usage (~40% reduction in what Parallax adds) Fixes: Added installation check for the StockTextures folder Improved stability of the colliders Enjoy
  3. Nope! I'm working on trying to fix the inconsistent colliders. It appears that they are generating for some quads but not others. All the data is received for each quad, but the issue seems to lie with querying the data structure that holds the positions of each object. I did plan on getting a release out today, but I'm going to fix this first
  4. @PatchedConic @Geonovast @MakerTribe Hi guys, I've not managed to figure out exactly what's causing the shadows to render over the top of geometry, but if it is what I suspect then the fix will take more time. In the mean time, I will be uploading a release today. I've added another entry in the ParallaxGlobal.cfg called 'castShadows'. By default it is set to true, however you all might be interested in turning this off to prevent shadows from being drawn at all. It will also significantly improve your FPS, as less shadow geometry requires rendering. Hopefully this is a good enough compromise while I work on something better. Thanks for testing
  5. Using lights causes a full re-render of anything the light touches. Sadly a limitation of KSP being 11 years old. I'll look into the shadows rendering on top of everything. That's really odd. Thanks for checking this out
  6. I've been working on reducing the memory usage and succeeded in getting a 30% reduction in Parallax's usage, and will be trying something else to get the usage down even further. I've gotten some feedback on Kerbin's scatters, namely the grass, so I've swapped from using grass cards for the tall grass to using actual mesh geometry. I've also made the grass shorter, increased the frequency and reduced the range slightly to make for a better blend with the terrain. Here's what the new grass looks like: I am also looking at changing the leaves for the oak trees to look less two dimensional
  7. Looking at your log I don't see anything amiss relating to textures but there's something else that might cause it. An item with the same key has already been added. Key: Bop This might mean you have another config for Bop somewhere in your GameData folder and it's trying to load another one. This could be causing the problem, as Parallax is unable to load fully before encountering this Ah this is troublesome. Looks like I will need a second set of draw calls for the second camera. I presume the scatters are rendering entirely in the frustum of the first camera, which has a low farClipPlane, and the second camera frustum has its near clip plane set to the far clip plane of the first...? Edit: This should fix your problem: https://mega.nz/file/kd0iGZwA#_G2cNLu3HtwDAyZvnnK4LPFznsXVZTPOxD1joiiuCAw
  8. Hey, can you send your KSP.log for this? I've not heard of PopOS before. I suspect it could be a file path detection issue on my end? I'm really not sure. The log should help! If you run the default settings for the ParallaxGlobal.cfg is everything working correctly? I've set a hard limit in the config files for the amount of objects that can be generated. With very high ranges or densities, you might hit this limit. It's quite notable by objects flickering in and out of existence, then disappearing outright when enough are within the cameras frustum. I'll take a look in the morning, cheers This is me being an idiot, I reckon. Thanks for letting me know
  9. Seems like you're trying to download the master. You should be downloading the releases in the releases tab, here https://github.com/Gameslinx/Tessellation/releases
  10. Looks like there's a parallax config somewhere else ArgumentException: An item with the same key has already been added. Key: Kerbin So you have two parallax configs that do the same thing and it's causing your issue
  11. This seems a bit low, as 1050 can run ~30-40 fps with AVP and TUFX. Have you tried the settings in the OP?
  12. I'm aware, the collisions are marked as experimental because of this. I'm still looking into the cause
  13. This was intentional, but due to feedback I'm removing it. It will be changed in the next textures update This is how it would work IRL... mostly. The rocks have surfaces facing directly towards the sun. The terrain faces upwards. The side of the rocks facing the sun will be lit almost entirely by the sun. The terrain is 90 degrees to the sun, and will barely be lit. It's difficult to get right because the blend between surface and scatter would obviously not be as jarring as this. At better lighting angles, the colours match. I might be able to 'fake' this by purposely dimming the rocks as if they faced upwards, but it's not really realistic. I'll look into it
  14. For Linux / Mac users: Please can anyone running Linux/Mac/OpenGL try this DLL? This should allow Parallax to run on your systems, but I don't have either so I'm unable to test it. If it works, it'll be released as part of an update https://mega.nz/file/gItXSAAK#E7K20BS4JN93K5wT9w4zJTL7mNOBksEx3Utwxd7TkNQ Edit: Changes to the code involves adding an alternative to the AsyncGPUReadbackRequest on scatter generation, instead demanding the data immediately.
  15. You are missing the actual stock textures. Check the installation guide on the OP
  16. May I include this in the OP so that if people want a more realistic Eve they can download this?
  17. I have absolutely no idea. Can you send your KSP.log? Set your terrain quality to High. Anything lower and grass won't spawn.
  18. You must launch a vessel on the runway to see the scatters. And Kerbin's new ground texture for the grass isn't too different from the original, so it can be hard to tell. If you are having problems, see the Troubleshooting section in the OP
  19. Just thought I'd add a small PSA regarding rescale and memory impact: I'm working on reducing the memory and vram impact which is quite high, but it's very difficult to do so. RAM usage for me is ~5-6GB on Kerbin on a default install but will rise to 8+ then stabilize and I'm not exactly sure how this happens, since I cleanly dispose of anything Parallax creates or uses. With rescale, 10x scale will require a 100x density which will massively increase the memory impact. For rescale patches it may be easier to increase the PQS MaxLevel of the planets to subdivide them further. This would require a lower density multiplier and save on memory. In other news I'm working on something for Mac and Linux users. Although OpenGL is shockingly bad at rendering a lot of geometry, at least it's something that'll work. For those struggling with terrible performance, turn off 8x AntiAliasing and see the troubleshooting part of the OP. To add to what Ballisticfox said previously, the mod and assets for this mod took 10+ months to create. The asset creation does take a long time with just one person working on them. Don't expect scatter objects for most planet packs soon - authors have only just gotten their hands on this and they need time to create their own objects Tl;dr I'm working on lowering memory impact but not sure how just yet.
  20. Hi, reinstalling Scatterer will fix this for you. The setting that is affected is "mergeDepthPrePass" which needs to be set to false. You can do this manually in the scatterer config, but reinstalling is often easier
  21. Trees don't have colliders because there are some Kerbal Konstructs launch sites that don't remove objects using a MapDecal, so crafts would end up spawning inside trees when trying to launch. That would be frustrating
  22. The screenshot of the NVIDIA settings is in the OP. I'll also add instructions on how to get there, cheers
  23. Yep, as said above - full reinstall. Sounds like you have debris from an old update still sitting in your game somewhere, as that message does not appear anymore
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