Jump to content

[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

Recommended Posts

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.

Link to comment
Share on other sites

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 by Ziw
Link to comment
Share on other sites

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!

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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?

66e37321214d.png

Link to comment
Share on other sites

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:

R79TGKi.png

TdUNmRi.png

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:

zFcyIvu.jpg

L1WbRiE.jpg

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:

h3cILvf.png

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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 by Winterdavid
Link to comment
Share on other sites

3 minutes ago, Nhawks17 said:

I don't see blurriness in any of those :0.0:

 

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.

5bBe8HZ.png

3SASahg.png

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.

Link to comment
Share on other sites

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 views

http://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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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?

4e0716f0d0d1.png

and in sea shore...

5e7e8fa6b4a0.png

//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 :D )

 

 

Edited by *MajorTom*
Link to comment
Share on other sites

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 :D )

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?

Link to comment
Share on other sites

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.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...