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Waz

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Everything posted by Waz

  1. Yes. You can leave whichever one you like (or none). Note that you can also turn them off in the Alt-0 GUI just to test (or just to land that probe ;-). The compounding problem is that each of the volume layers appears to incur a constant large cost, even when none of the clouds are actually visible - even from low orbit. If you could post before and after FPS numbers, that would be useful data (the Show FPS mod is good for this).
  2. With KSP 1.1.2 and KAC 3.7.1.0 (the version now installed by CKAN for KSP 1.1.2), I get this log repeatedly, and the broken window others have reported: MissingMethodException: Method not found: 'TimeWarp.SetRate'. at KerbalAlarmClock.KerbalAlarmClock.Update () [0x00000] in <filename unknown>:0 CKAN config problem? Looks like different versions are needed for 1.1.2 and 1.1.3. (I'd upgrade, but I'm working on E.V.E.). 3.7.0.0 has same problem. 3.6.3.0 seems to work fine.
  3. After a bit more testing, I'm still certain that the cause of Volumetric Clouds being so expensive is the 817 GameObjects. However, the CloudVolumeParticle shader seem to have been written specifically for clouds represented this way, so without help from @rbray89, I wouldn't know where to start with improving performance. As pretty as they are, I wouldn't actually recommend anyone use them, certainly not on more than one layer per atmosphere. To turn them off, remove layerVolume{...} sections from the clouds.cfg :-(
  4. Weird thought: is it possible to put scatter mesh boulders into planetary rings? With colliders? Was the Voyager intro the best of any Star Trek?
  5. I've done some very quick testing, and switching to a built-in ParticleSystem makes a massive difference - a 5x speed up - volumetric clouds almost become free (on my rig, 55fps with no volumetric clouds, 35fps [10ms cost] with old code, 50fps [2ms cost] with new code). It's only a very rough test for now - I just wanted to confirm that I was looking in the right place. It doesn't orient the particles correctly at all - the CloudParticles constructor is horribly cryptic in its intentions, so I can't work out what the particle shader wants as input. It might even be completely unrepresentative of a final solution, but it does indicate that the cost is in the 817 GameObjects, not the actual rendering of the particles. Unfortunately, in a few hours I'm going traveling for a month, so I won't be able to pursue this further until I get back.
  6. Performance of Cloud Volume Layers is pretty poor, and I think the reason is that every CloudParticle is its own GameObject, MeshRenderer, etc.; with the default 4 subdivisions, this means 817 objects per cloud layer. Looking at the code, I don't see why these particles can't be done just using Unity's built-in ParticleSystem. I'd like to look into improving this, but I'd like to hear any gotchas of why it's done this way, or if anyone has actually profiled it and found the cause elsewhere.
  7. I guess you could install PlanetShine and turn off everything including ambient.
  8. Have you tried deleting some of the cloud layers (especially volume clouds) - just press Alt-0 (zero) and tweak until you get acceptable performance.
  9. A boot script is just regular code. You should be able to call hudtext as normal.
  10. Note that for higher resolutions, you may want to turn down the _UVNoiseScale (default 0.01) and _UVNoiseStrength (0.002) if the UV noise is distorting the higher resolution pixels too much. The main purpose of UVnoise is to turn pixelization at close zoom into cloudiness. (it's also used for cheap animation both on clouds and large-scale on gas giant atmospheres).
  11. Volumetric layers each cost an amount regardless of whether they are visible - even from low orbit! This is clearly something slightly wrong in EVE.
  12. Until you hit them. I'm playing KSPRC for the first time (64-bit, woohooo!), in Career Hard+Quicksaves (to give a real feel of exploration of beautiful places) and my first robot mission to Duna ended in a field of boulders which RemoteTech's Flight Computer had no hope of navigating. But yes, they're awesome - the best solution to crashing into boulders is definitely to go around them, not through them. I sent a manned mission, just in case, and already I've had to KIS a few bits and piece, not to mention modify my kOS driving script continuously as the rover progressed.
  13. Some odd "lines" of dust I'm seeing on my 400km trek from highest to lowest point on Duna, down the great valley: I mean the brown lines, not the red ones - those are LaserDist lasers scanning for Boulders (with colliders! wooo!). I've quicksaved, so let me know if there is something I can do to debug further. I've got to say it: KSPRC makes it really a beautiful experience to spend time on a planet. Normally I land, sample, plant flag, eva report, and climb back into the pod. Well done @Proot, and of course, the mods behind that make such art possible.
  14. Or it's simulations all the way down. To stop us escaping and discovering all the low-resolution planets around other stars, they tweaked up our G and removed our photosynthetic ability so we would starve even if we tried. But otherwise we're a close approximation.
  15. Ah, i probably installed it myself - it's been a must-have from before i started dabbling in these bigger visual mods (thanks to 64bit).
  16. Isn't PlanetShine installed by KSPRC? In addition to allowing you to tweak the ambient, it adds realistic coloured light reflected from planets.
  17. It's just a chunk of pure Kerbolium, the substance that gives Kerbin its earthlike gravity despite its size. Of course being heavy, it normally sinks deep into the center of planets. It's also extremely cohesive and rigid, hence Sorlon doesn't collapse to a sphere.
  18. I wasn't very clear. What I mean is that stock already has some scatters defined. From looking at the Kooernicus code, if you don't give a config to turn on colliders for these, they'll still show up (and without colliders). I saw some scatters which used the boulder model and definitely didn't have colliders turned on. But I only saw them in the debugger - I couldn't see where on which planet they were defined for, nor test them in-game.
  19. I think I worked out the terrain scatter colliders problems today - it's a pull request on Kopernicus if you want to check it out. There may still be issues if KSPRC doesn't add colliders to vanilla scatters (if they still appear - I thought I noticed some while debugging).
  20. I've been looking into the problem of scatter colliders not always being functional, and I'm starting to suspect the shear number of colliders is the problem, so I've been experimenting with different scatter densities. While debugging at 5% density in the grasslands west of KSC, I noticed this starting debug: Yes, 64 lots of 12150 vertices for rocks even though no rocks appear at this low density - also see the bounds is zero. Seems KSP builds a lot of unnecessary meshage.
  21. But isn't this obvious? Without Kopernicus, KSPRC won't be adding any fidelity to the planets' PQS models, so of course they're simpler. Removing EVE will similarly improve KSPRC's performance ... because the non-existent clouds will be very cheap to render. Personally, I cut KSPRC's clouds down to 1 layer, because 1 is plenty for me and there is some bug in EVE which is currently causing excessive CPU/GPU usage from multiple volume clouds layers, but ultimately, each feature of KSPRC is going to cost something. I think the Kopernicus configs are the best part of KSPRC - they make each world a pleasure to visit.
  22. Delete GamaData/BoulderCo/CityLights Edit: if you just don't like the look of them, you can also try the EVE citylights configs from SVE or from KSPRC.
  23. I think I've had them work on Kerbin, but only rarely. I don't really hang out on Kerbin, but I've been working on using @Steven Mading's LaserDist (ever since crashing that Duna rover), so I thought Kerbin was a sensible place to test ... seems not so :-) Edit: I'm seeing the same inconsistency on Mun. Sometimes loading a quicksave will make them work, but rarely.
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