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[WIP][1.9.x-1.12.x] Scatterer-atmospheric scattering (0.0838 - 14/08/2022) Scattering improvements, in-game atmo generation and multi-sun support


blackrack

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The atmosphere isn't translucent, it's an opaque layer that covers the whole sky,

Any plans to get it working as a translucent sky in the future? This sounds like it won't allow us to see the stars at night, along with Distant Object Enhancement showing us other planets and orbital stuff whizzing around Kerbin.

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I actually liked the old config in the first set, and the new config in the second. When I used to live in the mountains, I found that you lose the visual detail when the mountains are far away, they just appear as purple silhouettes.

like so:

131682531.gySrioLT.jpg

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Blackrack, I find that manually incrementally increasing Postprocessing depth, from 150 on the surface to 1500 on LKO, give the best effect.

In LKO and keeping the variable at 150, the planet seems enveloped in haze/smog, while that same setting on ground level gives a really good effect.

Would it be possible to make it scale dynamically vs altitude and have a min/max variable setting?

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Has anyone seen these lines?

http://i.imgur.com/urqjWVj.png

I'm on linux mint.

OpenGL has plenty of artifacts right now.

I keep getting this when I use the Eve haze config:

http://i.imgur.com/leM6T61.png

It's fine on the surface though.

Not sure what it could be, either you're using opengl or one of the many mods you have installed, plus you seem to be above the altitude where things mess up.

Any plans to get it working as a translucent sky in the future? This sounds like it won't allow us to see the stars at night, along with Distant Object Enhancement showing us other planets and orbital stuff whizzing around Kerbin.

You can already see the stars at night.

Blackrack, I find that manually incrementally increasing Postprocessing depth, from 150 on the surface to 1500 on LKO, give the best effect.

In LKO and keeping the variable at 150, the planet seems enveloped in haze/smog, while that same setting on ground level gives a really good effect.

Would it be possible to make it scale dynamically vs altitude and have a min/max variable setting?

I had the same observation the other day. It would definitely work but I'm still experimenting and looking for a more elegant, all-around solution. I would implement it if Ic an't find anything better.

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@Blackrack, a few days ago I reported a bug and posted that screenshot showing circles in the ocean render.

Well I just did a clean KSP install, in prep for 1.0, tested it with only Scatterer mod installed. The result is the same:

5QR8qEF.png

It really looks off and gets more obvious the higher the altitude.

Could this be driver related? As I'm using an AMD card (HD5770) with catalyst 14.10 (not the newest I know).

Edit:

Played a bit with the settings, but none mattered, only PPD lessened the effect a little. Might it be something in KSP?

Mxgyt4j.png

Edited by Gkirmathal
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@Blackrack, a few days ago I reported a bug and posted that screenshot showing circles in the ocean render.

Well I just did a clean KSP install, in prep for 1.0, tested it with only Scatterer mod installed. The result is the same:

http://i.imgur.com/5QR8qEF.png

It really looks off and gets more obvious the higher the altitude.

Could this be driver related? As I'm using an AMD card (HD5770) with catalyst 14.10 (not the newest I know).

No idea what this could be. What are your graphical settings in KSP so I can replicate this? What is terrain detail set at?

Also, if you have aniso, AA or anything funky forced through the drivers try to disable them.

Edited by blackrack
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OpenGL has plenty of artifacts right now.

Not sure what it could be, either you're using opengl or one of the many mods you have installed, plus you seem to be above the altitude where things mess up.

You can already see the stars at night.

I had the same observation the other day. It would definitely work but I'm still experimenting and looking for a more elegant, all-around solution. I would implement it if Ic an't find anything better.

I use OpenGL.
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No idea what this could be. What are your graphical settings in KSP so I can replicate this? What is terrain detail set at?

Also, if you have aniso, AA or downsampling forced through the drivers try to disable them.

Already deleted my driver KSP profile, to rule that out.

Toggling off post processing, removes the circles btw.

Testing with these KSP settings. Think

// KSP Game Settings

SETTINGS_FILE_VERSION = 0.18.0
TUTORIALS_EDITOR_ENABLE = False
TUTORIALS_FLIGHT_ENABLE = False
VAB_USE_CLICK_PLACE = True
VAB_USE_ANGLE_SNAP = True
VAB_ANGLE_SNAP_INCLUDE_VERTICAL = False
VAB_CAMERA_ORBIT_SENS = 0.04
VAB_CAMERA_ZOOM_SENS = 0.1
FLT_CAMERA_ORBIT_SENS = 0.04
FLT_CAMERA_ZOOM_SENS = 0.5
FLT_CAMERA_WOBBLE = 0.1
FLT_CAMERA_CHASE_SHARPNESS = 1.5
FLT_CAMERA_CHASE_USEVELOCITYVECTOR = True
FLT_VESSEL_LABELS = False
SPACENAV_CAMERA_SENS_ROT = 30
SPACENAV_CAMERA_SENS_LIN = 20
SPACENAV_CAMERA_SHARPNESS_LIN = 8
SPACENAV_CAMERA_SHARPNESS_ROT = 10
SIMULATE_IN_BACKGROUND = True
PHYSICS_FRAME_DT_LIMIT = 0.03
MAX_VESSELS_BUDGET = 50
CONIC_PATCH_DRAW_MODE = 3
CONIC_PATCH_LIMIT = 3
SHOW_PWARP_WARNING = False
EVA_ROTATE_ON_MOVE = True
USE_STAGING_CONTROLS_ON_DOCKING = False
SPACENAV_FLIGHT_SENS_ROT = 5
SPACENAV_FLIGHT_SENS_LIN = 1
KERBIN_TIME = True
CALL_HOME = False
DONT_SEND_IP = False
SEND_PROGRESS_DATA = False
CHECK_FOR_UPDATES = True
VERBOSE_DEBUG_LOG = False
SHOW_CONSOLE_ON_ERROR = False
AUTOSAVE_INTERVAL = 300
AUTOSAVE_SHORT_INTERVAL = 30
SHOW_SPACE_CENTER_CREW = True
UI_SIZE = 680
SHIP_VOLUME = 0.4014799
AMBIENCE_VOLUME = 0.5
MUSIC_VOLUME = 0.09699214
UI_VOLUME = 0.5
VOICE_VOLUME = 0.5
SOUND_NORMALIZER_ENABLED = True
SOUND_NORMALIZER_THRESHOLD = 1
SOUND_NORMALIZER_RESPONSIVENESS = 16
SOUND_NORMALIZER_SKIPSAMPLES = 0
SCREEN_RESOLUTION_WIDTH = 1680
SCREEN_RESOLUTION_HEIGHT = 1050
FULLSCREEN = True
QUALITY_PRESET = 5
ANTI_ALIASING = 2
TEXTURE_QUALITY = 0
SYNC_VBL = 0
LIGHT_QUALITY = 8
SHADOWS_QUALITY = 2
FRAMERATE_LIMIT = -1
FALLBACK_PART_SHADERS = False
PLANET_FORCE_SHADER_MODEL_2_0 = False
PLANET_SCATTER = True
PLANET_SCATTER_FACTOR = 0
AERO_FX_QUALITY = 2
EDGE_HIGHLIGHTING_PPFX = False
SCREENSHOT_SUPERSIZE = 0
INPUT_KEYBOARD_SENSIVITITY = 2
dontShowLauncher = True
PITCH_DOWN
{
primary = W
secondary = None
group = 0
switchState = Any
}
PITCH_UP
{
primary = S
secondary = None
group = 0
switchState = Any
}
YAW_LEFT
{
primary = A
secondary = None
group = 0
switchState = Any
}
YAW_RIGHT
{
primary = D
secondary = None
group = 0
switchState = Any
}
ROLL_LEFT
{
primary = Q
secondary = None
group = 0
switchState = Any
}
ROLL_RIGHT
{
primary = E
secondary = None
group = 0
switchState = Any
}
THROTTLE_UP
{
primary = LeftShift
secondary = None
group = 0
switchState = Any
}
THROTTLE_DOWN
{
primary = LeftControl
secondary = None
group = 0
switchState = Any
}
SAS_HOLD
{
primary = F
secondary = None
group = 0
switchState = Any
}
SAS_TOGGLE
{
primary = T
secondary = None
group = 0
switchState = Any
}
LAUNCH_STAGES
{
primary = Space
secondary = None
group = 0
switchState = Any
}
CAMERA_MODE
{
primary = C
secondary = None
group = 0
switchState = Any
}
CAMERA_NEXT
{
primary = V
secondary = None
group = 0
switchState = Any
}
PAUSE
{
primary = Escape
secondary = None
group = 0
switchState = Any
}
PRECISION_CTRL
{
primary = CapsLock
secondary = None
group = 0
switchState = Any
}
ZOOM_IN
{
primary = KeypadPlus
secondary = None
group = 0
switchState = Any
}
ZOOM_OUT
{
primary = KeypadMinus
secondary = None
group = 0
switchState = Any
}
SCROLL_VIEW_UP
{
primary = PageUp
secondary = None
group = 0
switchState = Any
}
SCROLL_VIEW_DOWN
{
primary = PageDown
secondary = None
group = 0
switchState = Any
}
SCROLL_ICONS_UP
{
primary = Home
secondary = None
group = 0
switchState = Any
}
SCROLL_ICONS_DOWN
{
primary = End
secondary = None
group = 0
switchState = Any
}
CAMERA_ORBIT_UP
{
primary = UpArrow
secondary = None
group = 0
switchState = Any
}
CAMERA_ORBIT_DOWN
{
primary = DownArrow
secondary = None
group = 0
switchState = Any
}
CAMERA_ORBIT_LEFT
{
primary = LeftArrow
secondary = None
group = 0
switchState = Any
}
CAMERA_ORBIT_RIGHT
{
primary = RightArrow
secondary = None
group = 0
switchState = Any
}
CAMERA_RESET
{
primary = Backspace
secondary = None
group = 0
switchState = Any
}
TIME_WARP_INCREASE
{
primary = Period
secondary = None
group = 0
switchState = Any
}
TIME_WARP_DECREASE
{
primary = Comma
secondary = None
group = 0
switchState = Any
}
MAP_VIEW_TOGGLE
{
primary = M
secondary = None
group = 0
switchState = Any
}
UIMODE_STAGING
{
primary = Insert
secondary = None
group = 0
switchState = Any
}
UIMODE_DOCKING
{
primary = Delete
secondary = None
group = 0
switchState = Any
}
TRANSLATE_UP
{
primary = K
secondary = None
group = 0
switchState = Any
}
TRANSLATE_DOWN
{
primary = I
secondary = None
group = 0
switchState = Any
}
TRANSLATE_LEFT
{
primary = J
secondary = None
group = 0
switchState = Any
}
TRANSLATE_RIGHT
{
primary = L
secondary = None
group = 0
switchState = Any
}
TRANSLATE_FWD
{
primary = H
secondary = None
group = 0
switchState = Any
}
TRANSLATE_BACK
{
primary = N
secondary = None
group = 0
switchState = Any
}
RCS_TOGGLE
{
primary = R
secondary = None
group = 0
switchState = Any
}
FOCUS_NEXT_VESSEL
{
primary = RightBracket
secondary = None
group = 0
switchState = Any
}
FOCUS_PREV_VESSEL
{
primary = LeftBracket
secondary = None
group = 0
switchState = Any
}
TOGGLE_UI
{
primary = F2
secondary = None
group = 0
switchState = Any
}
TOGGLE_STATUS_SCREEN
{
primary = F3
secondary = None
group = 0
switchState = Any
}
TAKE_SCREENSHOT
{
primary = F1
secondary = None
group = 0
switchState = Any
}
TOGGLE_LABELS
{
primary = F4
secondary = None
group = 0
switchState = Any
}
QUICKSAVE
{
primary = F5
secondary = None
group = 0
switchState = Any
}
QUICKLOAD
{
primary = F9
secondary = None
group = 0
switchState = Any
}
THROTTLE_CUTOFF
{
primary = X
secondary = None
group = 0
switchState = Any
}
THROTTLE_FULL
{
primary = Z
secondary = None
group = 0
switchState = Any
}
LANDING_GEAR
{
primary = G
secondary = None
group = 0
switchState = Any
}
HEADLIGHT_TOGGLE
{
primary = U
secondary = None
group = 0
switchState = Any
}
BRAKES
{
primary = B
secondary = None
group = 0
switchState = Any
}
TOGGLE_SPACENAV_FLIGHT_CONTROL
{
primary = ScrollLock
secondary = None
group = 0
switchState = Any
}
TOGGLE_SPACENAV_ROLL_LOCK
{
primary = None
secondary = None
group = 0
switchState = Any
}
EVA_forward
{
primary = W
secondary = None
group = 268435456
switchState = Any
}
EVA_back
{
primary = S
secondary = None
group = 268435456
switchState = Any
}
EVA_left
{
primary = A
secondary = None
group = 268435456
switchState = Any
}
EVA_right
{
primary = D
secondary = None
group = 268435456
switchState = Any
}
EVA_yaw_left
{
primary = Q
secondary = None
group = 268435456
switchState = Any
}
EVA_yaw_right
{
primary = E
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_forward
{
primary = W
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_back
{
primary = S
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_left
{
primary = A
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_right
{
primary = D
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_up
{
primary = LeftShift
secondary = None
group = 268435456
switchState = Any
}
EVA_Pack_down
{
primary = LeftControl
secondary = None
group = 268435456
switchState = Any
}
EVA_Jump
{
primary = Space
secondary = None
group = 268435456
switchState = Any
}
EVA_Run
{
primary = LeftShift
secondary = None
group = 268435456
switchState = Any
}
EVA_ToggleMovementMode
{
primary = LeftAlt
secondary = None
group = 268435456
switchState = Any
}
EVA_TogglePack
{
primary = R
secondary = None
group = 268435456
switchState = Any
}
EVA_Use
{
primary = F
secondary = None
group = 268435456
switchState = Any
}
EVA_Orient
{
primary = Space
secondary = None
group = 268435456
switchState = Any
}
EVA_Lights
{
primary = L
secondary = None
group = 268435456
switchState = Any
}
Docking_pitchUp
{
primary = S
secondary = None
group = 0
switchState = Rotation
}
Docking_pitchDown
{
primary = W
secondary = None
group = 0
switchState = Rotation
}
Docking_yawLeft
{
primary = A
secondary = None
group = 0
switchState = Rotation
}
Docking_yawRight
{
primary = D
secondary = None
group = 0
switchState = Rotation
}
Docking_rollLeft
{
primary = Q
secondary = None
group = 0
switchState = Any
}
Docking_rollRight
{
primary = E
secondary = None
group = 0
switchState = Any
}
Docking_toggleRotLin
{
primary = Space
secondary = None
group = 0
switchState = Any
}
Docking_staging
{
primary = None
secondary = None
group = 0
switchState = Any
}
Docking_linFwd
{
primary = W
secondary = None
group = 0
switchState = Translation
}
Docking_linBack
{
primary = S
secondary = None
group = 0
switchState = Translation
}
Docking_linLeft
{
primary = A
secondary = None
group = 0
switchState = Translation
}
Docking_linRight
{
primary = D
secondary = None
group = 0
switchState = Translation
}
Docking_linUp
{
primary = LeftShift
secondary = None
group = 0
switchState = Any
}
Docking_linDown
{
primary = LeftControl
secondary = None
group = 0
switchState = Any
}
Docking_throttleUp
{
primary = None
secondary = None
group = 0
switchState = Any
}
Docking_throttleDown
{
primary = None
secondary = None
group = 0
switchState = Any
}
Editor_pitchUp
{
primary = S
secondary = None
group = 0
switchState = Any
}
Editor_pitchDown
{
primary = W
secondary = None
group = 0
switchState = Any
}
Editor_yawLeft
{
primary = A
secondary = None
group = 0
switchState = Any
}
Editor_yawRight
{
primary = D
secondary = None
group = 0
switchState = Any
}
Editor_rollLeft
{
primary = Q
secondary = None
group = 0
switchState = Any
}
Editor_rollRight
{
primary = E
secondary = None
group = 0
switchState = Any
}
Editor_resetRotation
{
primary = Space
secondary = None
group = 0
switchState = Any
}
Editor_modePlace
{
primary = Alpha1
secondary = None
group = 0
switchState = Any
}
Editor_modeOffset
{
primary = Alpha2
secondary = None
group = 0
switchState = Any
}
Editor_modeRotate
{
primary = Alpha3
secondary = None
group = 0
switchState = Any
}
Editor_modeRoot
{
primary = Alpha4
secondary = None
group = 0
switchState = Any
}
Editor_coordSystem
{
primary = F
secondary = None
group = 0
switchState = Any
}
Editor_toggleSymMethod
{
primary = R
secondary = None
group = 0
switchState = Any
}
Editor_toggleSymMode
{
primary = X
secondary = None
group = 0
switchState = Any
}
Editor_toggleAngleSnap
{
primary = C
secondary = None
group = 0
switchState = Any
}
Editor_fineTweak
{
primary = LeftShift
secondary = None
group = 0
switchState = Any
}
AXIS_PITCH
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_ROLL
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_YAW
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_THROTTLE
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_THROTTLE_INC
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_CAMERA_HDG
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_CAMERA_PITCH
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_TRANSLATE_X
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_TRANSLATE_Y
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_TRANSLATE_Z
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
WHEEL_STEER_LEFT
{
primary = A
secondary = None
group = 0
switchState = Any
}
WHEEL_STEER_RIGHT
{
primary = D
secondary = None
group = 0
switchState = Any
}
WHEEL_THROTTLE_DOWN
{
primary = S
secondary = None
group = 0
switchState = Any
}
WHEEL_THROTTLE_UP
{
primary = W
secondary = None
group = 0
switchState = Any
}
AXIS_WHEEL_STEER
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_WHEEL_THROTTLE
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_translate_x
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_translate_y
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_translate_z
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_pitch
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_yaw
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_EVA_roll
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_Docking_translate_x
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Translation
}
axis_Docking_translate_y
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Translation
}
axis_Docking_translate_z
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Translation
}
axis_Docking_pitch
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Rotation
}
axis_Docking_yaw
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Rotation
}
axis_Docking_roll
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Rotation
}
axis_Docking_Throttle
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
axis_Docking_Throttle_inc
{
name = None
id = None
inv = False
sensitivity = 1
deadzone = 0.05
scale = 1
group = 0
switchState = Any
}
AXIS_MOUSEWHEEL
{
name = Mouse ScrollWheel
id = Mouse ScrollWheel
inv = False
sensitivity = 1
deadzone = 0
scale = 1
group = 0
switchState = Any
}
MODIFIER_KEY
{
primary = LeftAlt
secondary = RightAlt
group = 0
switchState = Any
}
AbortActionGroup
{
primary = Backspace
secondary = None
group = 0
switchState = Any
}
CustomActionGroup1
{
primary = Alpha1
secondary = None
group = 0
switchState = Any
}
CustomActionGroup2
{
primary = Alpha2
secondary = None
group = 0
switchState = Any
}
CustomActionGroup3
{
primary = Alpha3
secondary = None
group = 0
switchState = Any
}
CustomActionGroup4
{
primary = Alpha4
secondary = None
group = 0
switchState = Any
}
CustomActionGroup5
{
primary = Alpha5
secondary = None
group = 0
switchState = Any
}
CustomActionGroup6
{
primary = Alpha6
secondary = None
group = 0
switchState = Any
}
CustomActionGroup7
{
primary = Alpha7
secondary = None
group = 0
switchState = Any
}
CustomActionGroup8
{
primary = Alpha8
secondary = None
group = 0
switchState = Any
}
CustomActionGroup9
{
primary = Alpha9
secondary = None
group = 0
switchState = Any
}
CustomActionGroup10
{
primary = Alpha0
secondary = None
group = 0
switchState = Any
}
TERRAIN
{
preset = High
version = 0.90.0
PRESET
{
name = Low
PLANET
{
name = Kerbin
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = KerbinOcean
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Mun
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Minmus
minDistance = 4
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Bop
minDistance = 4
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Duna
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Eve
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = EveOcean
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Gilly
minDistance = 4
minSubdivision = 1
maxSubdivision = 5
}
PLANET
{
name = Ike
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Laythe
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = LaytheOcean
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Moho
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Tylo
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Vall
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Dres
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Pol
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Eeloo
minDistance = 4
minSubdivision = 1
maxSubdivision = 6
}
}
PRESET
{
name = Default
PLANET
{
name = Kerbin
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = KerbinOcean
minDistance = 6
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Mun
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Minmus
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Bop
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Duna
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Eve
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = EveOcean
minDistance = 6
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Gilly
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Ike
minDistance = 6
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Laythe
minDistance = 6
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = LaytheOcean
minDistance = 6
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Moho
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Tylo
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Vall
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Dres
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Pol
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
PLANET
{
name = Eeloo
minDistance = 6
minSubdivision = 1
maxSubdivision = 8
}
}
PRESET
{
name = High
PLANET
{
name = Kerbin
minDistance = 8
minSubdivision = 1
maxSubdivision = 10
}
PLANET
{
name = KerbinOcean
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Mun
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Minmus
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Bop
minDistance = 8
minSubdivision = 1
maxSubdivision = 6
}
PLANET
{
name = Duna
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Eve
minDistance = 8
minSubdivision = 1
maxSubdivision = 10
}
PLANET
{
name = EveOcean
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Gilly
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Ike
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Laythe
minDistance = 8
minSubdivision = 1
maxSubdivision = 10
}
PLANET
{
name = LaytheOcean
minDistance = 8
minSubdivision = 1
maxSubdivision = 7
}
PLANET
{
name = Moho
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Tylo
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Vall
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Dres
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Pol
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
PLANET
{
name = Eeloo
minDistance = 8
minSubdivision = 1
maxSubdivision = 9
}
}
}

Is there anything else I could test?

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It seems I might need help with this one, I've been trying to fix the bug where the sun and the atmosphere effect seem to not to keep up with the camera.

The effect is always running one frame behind no matter what, it is especially jarring if you're getting low framerates. I tried to move the drawmesh() call thingy up to the start of the update function, before the shader is updated with the new frame parameters to see if it will start running behind by two frames. I boot up KSP, limit framerate to 5 fps and... it still runs behind by one single frame, so no matter where I put it, it still gets called before it's parameters are updated.

I tried making a specific lateUpdate() function that would only have the drawmesh() call in it, I tried using a classic meshrenderer, I tried using drawMeshNow() in a script attached to the camera but nothing helps. If anyone have any ideas I'd really appreciate it.

Already deleted my driver KSP profile, to rule that out.

Toggling off post processing, removes the circles btw.

Testing with these KSP settings. Think

Is there anything else I could test?

You could try just changing the settings at random, or as a last resort installing a different driver, I really have no idea what it could be.

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It seems I might need help with this one, I've been trying to fix the bug where the sun and the atmosphere effect seem to not to keep up with the camera.

The effect is always running one frame behind no matter what, it is especially jarring if you're getting low framerates. I tried to move the drawmesh() call thingy up to the start of the update function, before the shader is updated with the new frame parameters to see if it will start running behind by two frames. I boot up KSP, limit framerate to 5 fps and... it still runs behind by one single frame, so no matter where I put it, it still gets called before it's parameters are updated.

I tried making a specific lateUpdate() function that would only have the drawmesh() call in it, I tried using a classic meshrenderer, I tried using drawMeshNow() in a script attached to the camera but nothing helps. If anyone have any ideas I'd really appreciate it.

Read up on the different update passes here: http://docs.unity3d.com/Manual/ExecutionOrder.html

Specifically OnPreRender and OnRenderImage (this last one is mentioned specifically for post processing but you may also want to look to moving some code to OnPreRender. I haven't looked at your code very closely so I'm not sure if that's necessary or not, but I'm thinking for the post processing effects that Update might be too early and LateUpdate might be too late to process the image so it will end up not showing up until next frame)

DEFINITELY avoid FixedUpdate which only runs... 50 updates per second and is used physics and game updates or other non-graphical updates.

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Read up on the different update passes here: http://docs.unity3d.com/Manual/ExecutionOrder.html

Specifically OnPreRender and OnRenderImage (this last one is mentioned specifically for post processing but you may also want to look to moving some code to OnPreRender. I haven't looked at your code very closely so I'm not sure if that's necessary or not, but I'm thinking for the post processing effects that Update might be too early and LateUpdate might be too late to process the image so it will end up not showing up until next frame)

DEFINITELY avoid FixedUpdate which only runs... 50 updates per second and is used physics and game updates or other non-graphical updates.

I will give it a read, thanks. I have to mention though, the postprocessing runs fine (I did set it up with a camera's script using OnRenderImage since it's the only way it'd work). It's the sky that lags behind, I will try setting up the sky so that it runs this way, but, should the shader parameters be also updated inside OnRenderImage? I'm guessing they should.

Edited: Wow, such a simple fix, and it worked so well. You're awesome Starwaster!

Edited by blackrack
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I will give it a read, thanks. I have to mention though, the postprocessing runs fine (I did set it up with a camera's script using OnRenderImage since it's the only way it'd work). It's the sky that lags behind, I will try setting up the sky so that it runs this way, but, should the shader parameters be also updated inside OnRenderImage? I'm guessing they should.

Edited: Wow, such a simple fix, and it worked so well. You're awesome Starwaster!

Glad that worked for you! Did you do the parameters in OnRenderImage too?

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