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KSP2 Release Notes
Everything posted by R-T-B
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[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
R-T-B replied to Gameslinx's topic in KSP1 Mod Releases
This is most likely Kopernicus, provided you have land scatters on. We had an issue with it spawning them in places it shouldn't, and sometimes levitating near the horizon. It was just patched.- 3,158 replies
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Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 62 R-T-B released this now This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 62. It contains the following changes: 1.) An additional fix for a regression in which scatters may under some circumstances levitate has been applied. No more floaties. Known Bugs: 1.) Distant bodies (farther out than Eeloo) sometimes exhibit issues with sinking landing gear. We are tracking this but don't have a fix just yet. 2.) At interstellar ranges, heat can sometimes behave strangely. It is best to turn off part heating when traveling far far away. 3.) The ring shader is broken in OpenGL environments. This is a hopefully temporary setback. Please download the right output zip for your version. "1.9.1" zips are for 1.9.1, "1.10.1" for 1.10.1, "1.11.0" for 1.11.0, etc. Thanks and as always, report bugs! -RTB
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FPS is in the upper left corner. It's not a visual difference, it's the same scene with better performance.
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Yeah, I literally eeked out very close to 10x the performance at Woomerang launchpad with scatters at 100%... Uh, wow: Before: After: Hardware is fairly high end, but you get the point.
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[1.9.1 - 1.10.x] Beyond Home 1.5.0 (Supports Parallax)
R-T-B replied to Gameslinx's topic in KSP1 Mod Releases
Both Kopernicus's are official, but the bleeding edge supports newer versions and features albeit in a "beta" state. Mind you, many users find that beta state perfectly usable. Most known bugs are listed in the release notes. 1.9.1-only release is best considered the "stable" branch, and is self-explanatory.- 1,655 replies
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Just to be clear, collisions in JNSQ are working, right? Yeah I had an epiphany, it wasn't expected but was most welcome. By the way, not that many people are back on 1.9.1, but if you are the stable branch got this pushed as well. No sense making the stable people wait for this miracle, lol.
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Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 61 R-T-B released this now This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 61. It contains the following changes: 1.) The Scatter distance-based culler was still broken (in the sense that it both had bugs and still didn't offer much uplift) and has seen yet another hotfix to address that. It now works and offers a massive, super good performance uplift. 100FPS uplifts in scatter heavy scenarios have been realized on select hardware, no joke. Known Bugs: 1.) Distant bodies (farther out than Eeloo) sometimes exhibit issues with sinking landing gear. We are tracking this but don't have a fix just yet. 2.) At interstellar ranges, heat can sometimes behave strangely. It is best to turn off part heating when traveling far far away. 3.) The ring shader is broken in OpenGL environments. This is a hopefully temporary setback. Please download the right output zip for your version. "1.9.1" zips are for 1.9.1, "1.10.1" for 1.10.1, "1.11.0" for 1.11.0, etc. Thanks and as always, report bugs! -RTB
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I made a breakthrough. It appears in stock KSP, the scatterer spawning thread itself is rate limited. I'm attempting to emulate this logic. So far, I'm seeing +100FPS uplifts in scatter heavy situations, no joke. It's quite incredible. Expect a build with a major performance impact on scatters soon, making them behave nearly if not identical to stock in performance. Of course bug testing will be needed, but this is very good looking performance wise.
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Looks like this issue will be getting more time afterall, because the issue where the scatters float away into the ether with time has made a regression and come back. Not my day. At least I get one more chance to optimize while fixing it.
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It's because it's all single threaded logic on the scatter thread (part of the issues honestly). Multithreading is needed badly here, but that's far easier said than done. At any rate the GPU is nearly a nonfactor here and on the CPU front my 9900k is running at 5.2GHz single thread clock so it probably slightly edges out yours just by virtue of it being a watercooled hardcore OC situation. Just so you know I'm not BSing, here's my screenshot with an FPS counter in the small of the upper left: I will explore other optimization ideas (including multithreading) with time, of course. This is only the beginning of an effort to fix that issue, but I have to balance other bugs too so it will only get certain slices of time unfortunately. Today was one of them. Hopefully we'll have another big push soon. In the meantime using a 50% scatters setting would be the compromise I'd advise for you. And man, I'd kill for that 3080, good job nabbing one. What's your mod list? More ram would certainly help, but there are some other things you can try depending on what you've got going on in your modstack. KSP loves ram. I run with 64GBs and it can use nearly every bit of it if I configure it properly to delay garbage collection, which is probably another reason I outperform you. The big mod to look into is heappadder. It is usually meant for more than 16GBs of ram but it might help you as well. It allows you to expand KSPs memory heap to prevent garbage collection from running too frequently, and hurting FPS. Look it up.
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Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 60 R-T-B released this now This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 60. It contains the following changes: 1.) The Scatter distance culler was still broken (in the sense that it hurt performance rather than helped) and has seen a hotfix to address that. It now works and offers a good performance uplift. Known Bugs: 1.) Distant bodies (farther out than Eeloo) sometimes exhibit issues with sinking landing gear. We are tracking this but don't have a fix just yet. 2.) At interstellar ranges, heat can sometimes behave strangely. It is best to turn off part heating when traveling far far away. 3.) The ring shader is broken in OpenGL environments. This is a hopefully temporary setback. Please download the right output zip for your version. "1.9.1" zips are for 1.9.1, "1.10.1" for 1.10.1, "1.11.0" for 1.11.0, etc. Thanks and as always, report bugs! -RTB PS: 18FPS in Woomerang with 100% scatters before, 40+FPS after patch on my rig for reference. I run a i9 9900k and RTX 2080 Super at 4k. @dave1904 To quote HBO Chernobyl: "Not great not terrible." We will continue to work on this as able.
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This is a novel thing: The distance culler itself is the origin of the performance loss! In short, the thing I wrote to save performance, is ruining performance. It's not rate limited, which means it spends all it's time thinking about how to improve performance by removing things in the distance, until it's literally out of CPU cycles. This obviously hurts FPS more than it helps. I'll have a release fixing this shortly...
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I'm actually finding similar. It's like it's still not loading the distance cull value and defaulting to the highest possible value, which is 10,000m (nearly double what I declare as a sensible performance saving "default"). Further investigation is certainly warranted here. I will attempt to address this today if I can find the origin.
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It already has with all builds except version 1.11.0, which still does so simply because Sarbian has yet to approve a MFI package for 1.11.0. I need to ping him about that, actually. For packages that have been unforked in the CKAN tree, it should seamlessly select and install an appropriate mainline MFI package for you. PS: I added the current "big bugs" that are known to the release notes, which were previously falsely implying no known bugs right now. Just want to highlight that edit. The bugs we know of aren't major for most users, but they exist.
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That makes sense. Still, the new naming should be easy to understand. I treat it like the pigs in Animal Farm. All reports are useful, but some reports are more useful than others. In short, if you have a bug, send a report and log file and I'll never yell at you for it, but depending on mod load it may or may not be diagnosable.
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Stable 1.9.1 release (this thread) has seen an update to give it some fixes that have been well tested in the bleeding edge. Changelog and more here: https://github.com/Kopernicus/Kopernicus/releases You may appreciate this release, on any branch. The latest code I just pushed to all branches improves terrain scatter performance, which was horribly slow. It's still slow, but now maybe at least you can play with it some without going into the sub 30FPS realm,
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This latest release has changed the file naming scheme to make it less confusing (now if only github could put 1.11.0 on top, it doesn't for some reason). Also this release has some bugfixes, of course. Here it is: Kopernicus R-T-B Unified "Bleeding Edge" Edition Release 59 R-T-B released this 8 minutes ago This is R-T-B's "Bleeding Edge" branch of Kopernicus, intended to support the latest features, KSP editions, and also the latest bugs. Please keep in mind this branch may be more buggy than Prestja's mainline Kopernicus branch, but it also supports more KSP versions and has more features implemented for testing reasons. Many features that make it into mainline Kopernicus are born, tested, and trialed by fire here. This is release 59. It contains the following changes: 1.) The Scatter distance culler has been broken for a few releases (oof). It has been fixed, reenabled, and the cull distance reduced to 6250m (adjustable in config) to hopefully massively improve near-terrain flying performance with land scatters on. 2.) Some hazardous body tweaks, it still may be buggy. Testing needed. 3.) File download names have been modified to be better understandable to end users. 4.) Modular Flight Integrator has been unforked until we can find a better, more reliable way to work around the "distant sinking" issue. The fork we had is not the way to do it. Known Bugs: 1.) Distant bodies (farther out than Eeloo) sometimes exhibit issues with sinking landing gear. We are tracking this but don't have a fix just yet. 2.) At interstellar ranges, heat can sometimes behave strangely. It is best to turn off part heating when traveling far far away. 3.) The ring shader is broken in OpenGL environments. This is a hopefully temporary setback. OpenGL means anything non windows, or Windows in forced OpenGL mode (if you don't know how to do this, you aren't). Please download the right output zip for your version. "1.9.1" zips are for 1.9.1, "1.10.1" for 1.10.1, "1.11.0" for 1.11.0, etc. Thanks and as always, report bugs! -RTB
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Flood's got nothing on the Frog God. He will consume all. As for that "next release" I promised like, yesterday or something.... It's been delayed until I can work out one more bug. Won't be long.
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As I mentioned there is no denying the way Kopernicus presently implements scatters is dog slow and needs improvement. We are on it, but as of right now the only work arounds are to reduce scatter draw distance (in Kopernicus/Config/KopernicusConfig.cfg, something like scatterCullDistance, value is in meters) or reduce the percentage, or both. We aren't saying it's working as intended. We are offering work arounds until we sort it out, which may be a bit. EDIT: Also my server is back up, and though it will be maintained, I would not advise using it over the new github one.
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Well technically I am posting via cell link. I'm pretty sure if I threw my server onto that the 1mbps upload would choke and die (yes I got the joke, I am just... irritated with my internet)... Here is the new github link, for the curious. Instructions will be updated shortly: https://github.com/R-T-B/CKAN-meta-dev-Kopernicus_BE/archive/master.tar.gz The old repo will still work, and be maintained, but it'll go down anytime I have a poweroutage (like right now). Just use the above one, really. You can update to it by removing the old repo in CKAN and adding the new automagically made one.
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yep, and that's the final straw for my self hosted approach. We are migrating to github soon, updates to follow when my internet is restored. My biggest mistake was trusting my ISP... lol
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Or wait until later today, when I am finally going back to mainline MFI. It'll ease several oddities like that. Hopefully we never leave it again. Note we still will have this weird system on KSP 1.11 until MFI marks itself as compatible with KSP 1.11, but I can't help that. I'll ping sarbian about it on github.
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I would feel personally 100% should be usable, but there are of course other drawbacks to that. The approach I am suggesting is not hardcoded mind, just a default value in a config file. It's a valid question. The answer is Kopernicus's custom scatter code is awful in terms of performance. I did not write it either, so fixing it is hard.
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Hello all. I've been out sick a bit (not covid, thankfully), but intend to get back to development in the next few days. The last thing I was working on was comets, but I am aware of the following other misc bugs: 1.) Scatters still perform like poop, for lack of an appropriate term. We have a distance culler to help manage this. Would turning down the draw distance by default to be less than it is now be a happy compromise until I can get more performance out of them? Because I've yet to find a real way to do so, and that would be a quick work around. I'm thinking like 5000m in game (they are presently 7500m I think, and that adds a lot more load). 2.) Distant bodies sometimes act weird with landing gear. Related bug. This bug is tricky and though I initially believed it had something to do with MFI (which made me ship an MFI fork), that theory has been disproven. Thus we will be unforking MFI and going mainline again in the next release in a few days. Unfortunately the bug is still up in the air regarding a fix, but it only really affects far away interstellar type bodies. We are actively investigating. The focus at the moment is and remains on the comet support. Stand by for more news.
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This. Thanks man for beating me to it.