blackrack Posted December 24, 2015 Author Share Posted December 24, 2015 8 minutes ago, Rodger said: So I've just tried installing this again now that I'm running the 64bit mac (basically same as linux I'm guessing), after having memory problems in 32bit. But anyway, I load my world, and get this: http://i.imgur.com/ZB6OyT9.jpg And like I said, running 64bit on mac, with Stock Visual Enhancements, and a whole bunch of other mods. Any ideas? I would say test without other mods first. 11 minutes ago, Val said: The EVE Shadows work in v0.0215 as far as I can tell. Replacing the EmptyShader.shader in v0.02182 with the version from v0.0215 did have a small effect, but did not fix it. I do see some small artefacts with v0.0215 There's a thin line where the shadows aren't applied. Black dots with -force-d3d11, that are not there with -force-opengl. All of the above is with default configs for everything. Weird, not sure what's going on. Quote Link to comment Share on other sites More sharing options...
Ziw Posted December 24, 2015 Share Posted December 24, 2015 (edited) 5 hours ago, blackrack said: Weird, I guess we'll wait and see if this an isolated case or indeed there's a big problem somewhere. Btw reverting to "0.0216" will fix z-fighting but will get you back to the old problems of artifact soup in low orbit and visible ocean floor. Btw I'm using the 64-bit workaround too, all the time, and it doesn't seem to bring any additional problems, so by all means keep reporting if problems come up on 64bit. Edited: Just gave it a quick try, I get some fps drops but only when the time warp is "changing" from 50x down to 10x or 1x. When at a constant 50x or 10x it seems ro work fine. Is this what you're experiencing or are you getting drops all the time? Just retested with 0.2182 - Frame drops are still there, but not so massive as in 0.218 (maybe because there is less z-fighting) and they occur all the time while warping, not only while ramping up warp speed. In terms of numbers framerates as reported by Performance tab in debug window go from from 45-ish to 33.3 (limited by physics) so it is a noticeable difference, but it was even worse in 0.2180 EDIT: Nevermind, I've found the culprit. I was using the Transparent Pod option of RPM, and it was causing that massive lag when warping. Once I turned it off, there is no difference in performance when warping vs no warping. Edited December 24, 2015 by Ziw Quote Link to comment Share on other sites More sharing options...
pingopete Posted December 24, 2015 Share Posted December 24, 2015 On 4/12/2015 at 9:37 AM, blackrack said: Added variables to control the exposure and extinction for the edges of the atmosphere separately (also fixes the atmosphere "barrier" effect) I read this.. am exited. Sad I can't try this out for a month or so but thanks so much for adding these features! Quote Link to comment Share on other sites More sharing options...
Val Posted December 24, 2015 Share Posted December 24, 2015 4 hours ago, blackrack said: Weird, not sure what's going on. Small update: I tried using the EmptyShader.shader from v0.02182 with a v0.0215 install, and that made the black dots disappear when using -force-d3d11. Quote Link to comment Share on other sites More sharing options...
*MajorTom* Posted December 24, 2015 Share Posted December 24, 2015 sorry for my mistake... but i also find today "under EVE clouds water bug... or shadows on shaders effect" present in 0.21.b 0.21.c not so massive (no thick lines, black dots are small ones, but radial line present) maybe EVE avtor can help us? Quote Link to comment Share on other sites More sharing options...
gliese-aerospace Posted December 25, 2015 Share Posted December 25, 2015 Hi! Sorry if this has been covered before, but I get weird jaggedy artifacting near the edges of the planet in orbit and mapview modes. This seems to be a problem exclusive to the 0.0218.x releases; I never had this issue in the previous version of scatterer (though the ocean shaders seem to be greatly improved in this version — there's no black dots in waves anymore). In map view, the situation looks something like this: If I play around with the atmospheric/rim exposure settings enough, I can mask the color difference. The effect is almost like I've put foundation on blotchy skin; it's very hard to see the jagged edges, but look closely enough and they're still there: This makes me feel like there's some sort of discontinuity between the mapViewRimExposure variable and the mapViewExposure variable, because changing the values of both helped to put a band aid on the situation temporarily. There's no workaround for orbit mode, though; no matter what I tried the atmosphere always rendered like this: I'm running the 64-bit OS X version of KSP 1.0.5 with zero mods apart from scatterer installed. My graphics card is the standard integrated Iris Pro unit that comes with the 2014 MacBook Pro — but since 0.0216 worked perfectly for me (besides the Sun showing through Kerbin issue which was both acknowledged and resolved in this current release), I don't think my graphics card is the problem here. Quote Link to comment Share on other sites More sharing options...
skykooler Posted December 25, 2015 Share Posted December 25, 2015 I also have that problem, running 32 bit KSP on OSX, with Nvidia GeForce GT 650M. It looks like it's the extinction shader? Quote Link to comment Share on other sites More sharing options...
sashan Posted December 25, 2015 Share Posted December 25, 2015 Got this problem on dx11. Also, everything in the distance is blurred, both in hangars and outside. Do you need logs? Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 25, 2015 Author Share Posted December 25, 2015 7 hours ago, skykooler said: I also have that problem, running 32 bit KSP on OSX, with Nvidia GeForce GT 650M. It looks like it's the extinction shader? 10 hours ago, gliese-aerospace said: Hi! Sorry if this has been covered before, but I get weird jaggedy artifacting near the edges of the planet in orbit and mapview modes. This seems to be a problem exclusive to the 0.0218.x releases; I never had this issue in the previous version of scatterer (though the ocean shaders seem to be greatly improved in this version — there's no black dots in waves anymore). In map view, the situation looks something like this: If I play around with the atmospheric/rim exposure settings enough, I can mask the color difference. The effect is almost like I've put foundation on blotchy skin; it's very hard to see the jagged edges, but look closely enough and they're still there: This makes me feel like there's some sort of discontinuity between the mapViewRimExposure variable and the mapViewExposure variable, because changing the values of both helped to put a band aid on the situation temporarily. There's no workaround for orbit mode, though; no matter what I tried the atmosphere always rendered like this: I'm running the 64-bit OS X version of KSP 1.0.5 with zero mods apart from scatterer installed. My graphics card is the standard integrated Iris Pro unit that comes with the 2014 MacBook Pro — but since 0.0216 worked perfectly for me (besides the Sun showing through Kerbin issue which was both acknowledged and resolved in this current release), I don't think my graphics card is the problem here. I see, I may have messed up something up with the sphere intersection code I'm using to changed edge/rim settings, will fix this for next version. For now you can try setting exposure and rim exposure to the same values, also extinction rim fade to 0 or 100, whichever does it I forgot. 2 hours ago, sashan said: Got this problem on dx11. Also, everything in the distance is blurred, both in hangars and outside. Do you need logs? Probably some weirdness with the render orders. Doesn't look like a bad problem unless you go looking for it. What do you mean by everything in the distance is blurred? Can you post screens. Quote Link to comment Share on other sites More sharing options...
sashan Posted December 25, 2015 Share Posted December 25, 2015 4 hours ago, blackrack said: Probably some weirdness with the render orders. Doesn't look like a bad problem unless you go looking for it. What do you mean by everything in the distance is blurred? Can you post screens. You can see thet in that same screen, look at buildings and other background. As for a problem - those lanch clamps from ven's revamp are supposed to have a thick bundle of cables inside, which isn't visible. Can't find any pattern in those draw orders Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 25, 2015 Author Share Posted December 25, 2015 52 minutes ago, sashan said: You can see thet in that same screen, look at buildings and other background. As for a problem - those lanch clamps from ven's revamp are supposed to have a thick bundle of cables inside, which isn't visible. Can't find any pattern in those draw orders Post more screens of the blurriness, might help me determine it's cause. Quote Link to comment Share on other sites More sharing options...
sashan Posted December 25, 2015 Share Posted December 25, 2015 I'm not completely sure it's Scatterer, but here they are. First one is definetely with Scatterer-related problems. Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted December 26, 2015 Share Posted December 26, 2015 I don't see blurriness in any of those Quote Link to comment Share on other sites More sharing options...
Winterdavid Posted December 26, 2015 Share Posted December 26, 2015 (edited) On 12/24/2015 at 11:58 AM, Val said: The EVE Shadows work in v0.0215 as far as I can tell. Replacing the EmptyShader.shader in v0.02182 with the version from v0.0215 did have a small effect, but did not fix it. I do see some small artefacts with v0.0215 There's a thin line where the shadows aren't applied. Black dots with -force-d3d11, that are not there with -force-opengl. All of the above is with default configs for everything. Made an account to post this, because I was struggling with same issue, and I can see others were too, I tried everything one by one, deleting the compiled oceanback shader and sphereocean shader etc, tried opengl and dx11 forcing and so on. Setting renderqueue in scatterer gui to above 2520 fixed it, but renderqueue reset every scene change so... there is a fix, but I'm not sure how good of a fix it is, or what else it might break, open the EVE GUI by pressing ALT+0 ( zero ) edit existing config or make new one for cloud manager section Last option in the list scrolled to the bottom is shadowfactor default at 0.75, change it to 0.01, the shadows on the ocean disappear, save that config. Its removed this particular bug, I havnt played any further, but it seems logical that now the clouds cast no shadows at all, which might not be what you want. use at your own risk?? Edited December 26, 2015 by Winterdavid Quote Link to comment Share on other sites More sharing options...
gliese-aerospace Posted December 26, 2015 Share Posted December 26, 2015 3 minutes ago, Nhawks17 said: I don't see blurriness in any of those 5 hours ago, sashan said: I'm not completely sure it's Scatterer, but here they are. First one is definetely with Scatterer-related problems. I'd have to agree, I don't see any blurriness in the top pic. That just seems to be the atmospheric scattering shader making the mountains less visible — unless you're talking about what seems like black aliasing on the mountaintops, but that would be a separate issue and not really blurriness at all. Quote Link to comment Share on other sites More sharing options...
Rodger Posted December 26, 2015 Share Posted December 26, 2015 Well I'm using KSPRC now instead of SVE, and this time I'm not getting the weird black sky at the KSC, but now I'm getting this weird halo thing in space/map viewshttp://i.imgur.com/J0esGWb.jpg Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 26, 2015 Author Share Posted December 26, 2015 10 hours ago, sashan said: I'm not completely sure it's Scatterer, but here they are. First one is definetely with Scatterer-related problems. It seems there is a slight blurriness but I don't really see how scatterer can be causing that. Can you try scatterer without other mods? 4 hours ago, Winterdavid said: Made an account to post this, because I was struggling with same issue, and I can see others were too, I tried everything one by one, deleting the compiled oceanback shader and sphereocean shader etc, tried opengl and dx11 forcing and so on. Setting renderqueue in scatterer gui to above 2520 fixed it, but renderqueue reset every scene change so... there is a fix, but I'm not sure how good of a fix it is, or what else it might break, open the EVE GUI by pressing ALT+0 ( zero ) edit existing config or make new one for cloud manager section Last option in the list scrolled to the bottom is shadowfactor default at 0.75, change it to 0.01, the shadows on the ocean disappear, save that config. Its removed this particular bug, I havnt played any further, but it seems logical that now the clouds cast no shadows at all, which might not be what you want. use at your own risk?? On 24/12/2015 at 0:58 PM, Val said: The EVE Shadows work in v0.0215 as far as I can tell. Replacing the EmptyShader.shader in v0.02182 with the version from v0.0215 did have a small effect, but did not fix it. I do see some small artefacts with v0.0215 There's a thin line where the shadows aren't applied. Black dots with -force-d3d11, that are not there with -force-opengl. All of the above is with default configs for everything. On 23/12/2015 at 0:20 AM, *MajorTom* said: water bugs in version 0.0218 (...215,216) , but I dont have any of it then I use 0.021c (version is totaly ok) my video mods- texture replacer (latest), EVE (105-4), windows shine, planet shine, distant object (hardware-videocard Radeon r9290) Try going into the EmptyShader.shader file, find the two lines that say Tags, and add "IgnoreProjector"="True" after "QUEUE"="Transparent", it should look like this: Tags { "QUEUE"="Transparent" "IgnoreProjector"="True"} Pass { Tags { "QUEUE"="Transparent" "IgnoreProjector"="True"} This should remove the clouds on the ocean but they will still work on everything else 39 minutes ago, Rodger said: Well I'm using KSPRC now instead of SVE, and this time I'm not getting the weird black sky at the KSC, but now I'm getting this weird halo thing in space/map viewshttp://i.imgur.com/J0esGWb.jpg I actually thought I fixed this a few versions ago. Does KSPRC include scatterer files or did you download it separately. Quote Link to comment Share on other sites More sharing options...
*MajorTom* Posted December 26, 2015 Share Posted December 26, 2015 EmptyShader.shader file: Tags { "QUEUE"="Transparent" "IgnoreProjector"="True"} Pass { Tags { "QUEUE"="Transparent" "IgnoreProjector"="True"} -------------------------------- i test it GREAT! All work fine! This Bug terminated ! Quote Link to comment Share on other sites More sharing options...
Rodger Posted December 26, 2015 Share Posted December 26, 2015 1 hour ago, blackrack said: I actually thought I fixed this a few versions ago. Does KSPRC include scatterer files or did you download it separately. It does include scatterer, but I downloaded v0.02182 and installed it instead of the bundled one (except the config files from KSPRC) just to be sure, and it's still happening for me. Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 26, 2015 Author Share Posted December 26, 2015 59 minutes ago, Rodger said: It does include scatterer, but I downloaded v0.02182 and installed it instead of the bundled one (except the config files from KSPRC) just to be sure, and it's still happening for me. From what I remember this only happens in dx9, you can try forcing dx11 for now as a workaround, I will look into it. Quote Link to comment Share on other sites More sharing options...
Rodger Posted December 26, 2015 Share Posted December 26, 2015 Well I'm running Mac 64bit, so I think it can only use OpenGL. Maybe that has something to do with it Quote Link to comment Share on other sites More sharing options...
*MajorTom* Posted December 26, 2015 Share Posted December 26, 2015 (edited) i find another bug "horizon line and sea-to-land line water dots-blink" 1. in atm.flight altitude 200+ meters . i dont see it in low altitudes 2. it disappears in space. 3. it looks like blinking light and dotted triangles here is su-24 at 4300m (dots-bugs in horison below water). Maybe clouds again? or seashore slopes? or reflection? and in sea shore... //because v0.02182 scatterer looks ugly from space for me (blink clouds/water in atmosphere) i steel use 0.021b// My new mods- KSPRC, x64 (because ksprc very heavy for x32) and scatterer 0.021b i think bug in scatterer (it desapper if i toggle PostProcessing in scatterer menu...but also all other effects ) Edited December 26, 2015 by *MajorTom* Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 26, 2015 Author Share Posted December 26, 2015 32 minutes ago, *MajorTom* said: i find another bug "horizon line and sea-to-land line water dots-blink" 1. in atm.flight altitude 200+ meters . i dont see it in low altitudes 2. it disappears in space. 3. it looks like blinking light and dotted triangles here is su-24 at 4300m (dots-bugs in horison below water). Maybe clouds again? or seashore slopes? or reflection? and in sea shore... //because v0.02182 scatterer looks ugly from space for me (blink clouds/water in atmosphere) i steel use 0.021b// My new mods- KSPRC, x64 (because ksprc very heavy for x32) and scatterer 0.021b i think bug in scatterer (it desapper if i toggle PostProcessing in scatterer menu...but also all other effects ) If you're talking about the aliaing/crawling, it's "normal" and won't be gone for a while. What issues are you getting with 0.02182? Quote Link to comment Share on other sites More sharing options...
*MajorTom* Posted December 26, 2015 Share Posted December 26, 2015 1 hour ago, blackrack said: What issues are you getting with 0.02182? KSPRC, x64 , scatterer 0.02182 (in 0.021b no bugs) Quote Link to comment Share on other sites More sharing options...
Nansuchao Posted December 26, 2015 Share Posted December 26, 2015 This sometimes happens also to me, but seems to disappear changing altitude. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.