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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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Ok, so scatter was working fine for me until I went to pilot my SSTM (only ~150 parts) and then I got HORRIBLE lag, It is positioned on lathe's North Pole.

It was very strange, since I could run everything else just fine that wasn't on lathe. (ok only had one other craft, also on the north pole)

I was just wondering what that was about, and is it unique to the north pole, or just all of lathe in general? Or is it just my computer (just got a fairly new one)?

 

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14 hours ago, blackrack said:

Not sure why that happens but sometimes switching ships or reloading a game fixes it. And sometimes it's the EVE ocean shaders interfering with it.

I don't use EVE, only Texture Replacer (for skybox), Planet Shine and Distant Object Enhancement, for them purdy game screenshots.

Also that loading trick does not work for me... Even if I remove Planet Shine.

If I disable the stock ocean (how?), will that literally remove planetary bodies's liquid so that the vessels will not splash into anything anymore and just fall on the bottom of the dry planet, or it's just to avoid graphics resources depletion by only removing the rendering? If I have a Scatterer ocean sloshing above it, I don't really need to load at the stock ocean sphere beneath it.

Edited by lajoswinkler
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On 1/6/2016 at 2:24 PM, Paul_Sawyer said:

I've seen this bug, and I confirm, that with new dll it is fixed.

BTW, Another minor glitch related to EVE: Scatterer disables city lights at 160 km:
 

  Reveal hidden contents

GlHj4q6.png

Interesting thing about it is that Dynamic Texture Loader solves the problem. Here are two logs of what's going on, in case you have a possibility to look at it:
Without DTL
And with it

Adding my point onto this as well.... 

I've tried using DTL to fix the issue but didn't get those results. Once scaled space is loaded the CityLights from EVE go away with Scatterer installed. I'm telling rbray about it now as it might be either mod causing this. I'm using the most recent dev released of both EVE and DTL. Here are my logs!

KSP.log

output_log.txt

Thanks blackrack :D 

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So I'm not sure if this has been covered, I've been looking but with no luck.

 

Basically, when I play this happens http://imgur.com/FusWSoa.

It seems to only be when both EVE and Scatterer are installed, and I can't seem to open either mod's GUI, EVE's doesn't seem to do any thing and mod-F10/F11 open the contract configurator and ModuleManager respectively. It also only happens sometimes and to varying degrees, causing the scene to re-render seems to change it. 

 

Any help'd be great! 

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Is the extinction shader fixed for OpenGL/Mac yet? Still getting the same edge artifacting issue even after the silent patch... :( Also I totally understand if this isn't a priority right now because of the fried GPU and other RL responsibilities I'm sure; it would just be nice to have the latest version work flawlessly since it's so close to being perfect :)

M2eFCv1.png

Edited by gliese-aerospace
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11 hours ago, Nhawks17 said:

Adding my point onto this as well.... 

I've tried using DTL to fix the issue but didn't get those results. Once scaled space is loaded the CityLights from EVE go away with Scatterer installed. I'm telling rbray about it now as it might be either mod causing this. I'm using the most recent dev released of both EVE and DTL. Here are my logs!

KSP.log

output_log.txt

Thanks blackrack :D 

Just tested it a little more, and turns out it indeed doesn't work :(. What fooled me was that when a vehicle is first loaded in the orbit above 160 km the city lights show up OK, but once you make a full circle around Kerbin, they disappear again. Should have tested more before posting...

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OpenGL here (Linux / 64bit / Nvidia drivers / using EVE)

Got some pretty screenshots

2C4DBCC9272EF5657F09BEA51A454F7FD6C64E01

(i just noticed the flames are all behind the plane, so it happens on OpenGL too)

 

867EF69BC8A88F0674F7868C247BC91DD819C7F2

 

Still i have the post-warp glitches mentioned before (half of Kerbin losing its clouds and oceans) and oceans have that weird texture thing going on:

aEKIQcj.jpg

that's from 10m altitude, now higher (1km):

mkcqU76.jpg

Notice the black/white cross hatch pattern. I'm trying to fiddle with the Nvidia driver settings, but without much success at all...

I donated some towards Blackrack's new GPU :) This mod transforms the game so much it cannot be left out.

Edited by Surefoot
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On 13/12/2015 at 5:55 PM, Motokid600 said:

Well it's been six months since I've played KSP at all. However I've been following Scatterers development as close as one can. Now that I'm back on the horse I gotta say I wasn't prepared. I knew how gorgeous the game looked from the screen shots. But they just dont do it justice. This is a hell of a thing you have going here Blackrack so I'd just like to say thank you. Thank you for the countless hours you've no doubt poured into this. 

Just make sure you don't burn yourself out. A lot of modders I see often times burn very bright, but not for long. So make sure you take the time to just play the game. Play the game with your awesome work here and put this forum down for however long you need.

Keep the hobby exactly that... A hobby. The moment when what your doing here begins to feel like a job is when the white flag goes up. But again. Absolutely beautiful work. Bravo sir. Cannot wait for the future.

Agreed :) 

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On 1/8/2016 at 3:17 AM, Bubbadevlin said:

Ok, so scatter was working fine for me until I went to pilot my SSTM (only ~150 parts) and then I got HORRIBLE lag, It is positioned on lathe's North Pole.

It was very strange, since I could run everything else just fine that wasn't on lathe. (ok only had one other craft, also on the north pole)

I was just wondering what that was about, and is it unique to the north pole, or just all of lathe in general? Or is it just my computer (just got a fairly new one)?

This is due to Jool, gas planets seem to be causing issues with the new version. I haven't had time for th emod recently but I will be back soon to fix this among other things.

 

On 1/8/2016 at 7:23 AM, lajoswinkler said:

I don't use EVE, only Texture Replacer (for skybox), Planet Shine and Distant Object Enhancement, for them purdy game screenshots.

Also that loading trick does not work for me... Even if I remove Planet Shine.

If I disable the stock ocean (how?), will that literally remove planetary bodies's liquid so that the vessels will not splash into anything anymore and just fall on the bottom of the dry planet, or it's just to avoid graphics resources depletion by only removing the rendering? If I have a Scatterer ocean sloshing above it, I don't really need to load at the stock ocean sphere beneath it.

I think he means that the stock ocean failed to be disabled, will try to fix it soon.

 

On 1/9/2016 at 10:21 PM, Nhawks17 said:

Adding my point onto this as well.... 

I've tried using DTL to fix the issue but didn't get those results. Once scaled space is loaded the CityLights from EVE go away with Scatterer installed. I'm telling rbray about it now as it might be either mod causing this. I'm using the most recent dev released of both EVE and DTL. Here are my logs!

KSP.log

output_log.txt

Thanks blackrack :D 

I haven't had time to check this yet, but I will be back soon to fix this and other issues.

 

On 1/10/2016 at 1:13 AM, wheelyjoe said:

So I'm not sure if this has been covered, I've been looking but with no luck.

Basically, when I play this happens http://imgur.com/FusWSoa.

It seems to only be when both EVE and Scatterer are installed, and I can't seem to open either mod's GUI, EVE's doesn't seem to do any thing and mod-F10/F11 open the contract configurator and ModuleManager respectively. It also only happens sometimes and to varying degrees, causing the scene to re-render seems to change it. 

Any help'd be great! 

This is a known issue, for the menu not appearing, if you're on linux you have to use a different button I think, not sure I remember right but it might have been right shift or left shift instead of mod/alt, you could try a quick search in the thread.

 

On 1/10/2016 at 4:06 AM, gliese-aerospace said:

Is the extinction shader fixed for OpenGL/Mac yet? Still getting the same edge artifacting issue even after the silent patch... :( Also I totally understand if this isn't a priority right now because of the fried GPU and other RL responsibilities I'm sure; it would just be nice to have the latest version work flawlessly since it's so close to being perfect :)

I haven't had much free time recently but I will be back soon, hopefully then 1.1 is released also and we have some new toys to play with.

 

On 1/10/2016 at 2:16 PM, Surefoot said:

OpenGL here (Linux / 64bit / Nvidia drivers / using EVE)

Got some pretty screenshots

(i just noticed the flames are all behind the plane, so it happens on OpenGL too)

Still i have the post-warp glitches mentioned before (half of Kerbin losing its clouds and oceans) and oceans have that weird texture thing going on:

that's from 10m altitude, now higher (1km):

Notice the black/white cross hatch pattern. I'm trying to fiddle with the Nvidia driver settings, but without much success at all...

I donated some towards Blackrack's new GPU :) This mod transforms the game so much it cannot be left out.

For the ocean it's a known issue, I'm planning to fix it but I have no idea what causes it at the current time. The flames behind the plane I should be able to fix for next version.

Thank you so much for the very generous contribution, this pretty much pays for a new GPU. A huge thank you and thanks to everyone who supports the development, I will be back soon to continue working on the mod and I have plenty of ideas in mind, hopefully also 1.1 will be released soon and will offer even more possibilities.

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I am having a problem with this mod (it is nonetheless fantastic though, can't play without it now!). When flying up, I can see horizontal thin black lines at the edge of the horizon.  It's like a thin border.  Digging through old posts here, people seem to refer to it as the "antialising problem".  The thing is that there are too many different feedbacks on this problem.  Some say it can't be fixed, some say to enable DirectX 11, some say to use stock anti-aliasing, and some say enable Nvidia anti-aliasing and disable stock anti-aliasing.  

What is the most updated solution to the think black line caused by anti-aliasing?  Thank you guys!

Edited by Noblejms
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10 hours ago, Noblejms said:

... I can see horizontal thin black lines at the edge of the horizon.  It's like a thin border. ....

What is the most updated solution to the think black line caused by anti-aliasing?  Thank you guys!

 

If it looks like a steps then it's the same problem and it's not caused by anti aliasing but appears because anti aliasing isn't working on it due to how it's being rendered. The only "cure" I can think of would be to use some form of "super sampling", like nVidia's DSR or the AMD equivalent which I believe is called VSR. The problem there is, at least for me, DSR doesn't seem to work in KSP. I can select the resolution from the options but it doesn't appear to apply itself. I run a number of (older) games at pseudo 4K this way and the results are fantastic. I suspect you could get round this by setting your desktop resolution to 4K but I don't really want to go down that route, same as applying FXAA in the drivers might help which I might try at some point but it will apply itself all over the UI and potentially make things all fuzzy, which I personally don't like....my ageing eye sight doesn't need any help there.

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Found one more bug, if you happen to have a part with flag transform underwater then the flag itself is visible through water, i.e. drawn on top of it. At least under dx11. Very nasty looking bug. I guess you're drawing ocean in the same layer as the craft or with same properties?

Also, atmosphere effects start 5 pixels above the horizon. Looks really weird. 

It may just seem to me, or is the scatterer "fog" not drawn over its ocean?

You can see all the bugs here, right bottom for flag and left for horizon.

GVqAPYU.png

Edited by sashan
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4 hours ago, V8jester said:

That looks like one of the new stealthy boats the Navy is working with.

It is actually a downscaled cross between Arleigh Burke class and North Korean destroyer from Crysis game.
I plan to make Zumwalt lookalike next - should take a lot less parts. This one is 190 parts without armaments and small parts, 270 with.

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41 minutes ago, sashan said:

It is actually a downscaled cross between Arleigh Burke class and North Korean destroyer from Crysis game.
I plan to make Zumwalt lookalike next - should take a lot less parts. This one is 190 parts without armaments and small parts, 270 with.

You might be able to decrease that with procedural parts and P-wings? - Well it looks pretty cool!

Sorry for the rabbit trail everybody.

Edited by V8jester
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26 minutes ago, V8jester said:

You might be able to decrease that with procedural parts and P-wings? - Well it looks pretty cool!

It's already assembled from Pwings. No other way I could've got that smooth look. I'm making Zumwalt that is 1.5x larger right now. It should have no more parts than that one, not including missiles.
One last off-topic reply, I promise. :P

Edited by sashan
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5 hours ago, Sigma88 said:

@blackrack I have a question for you, is it possible to change the settings of scatterer using Module Manager?

I have a rescale mod and a couple of recolor mods that I would like to make compatible with scatterer, if that's even possible

Nope not currently.

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8 hours ago, Talavar said:

 @blackrack Not exactly sure why, maybe this has been addressed before, but when I get close to jool, I drop to 1 frame per 4 seconds. Removed scatterer, and no problems. Any solution to this?

It's an issue between Scatterer and any Gas Giant. For now, you can remove the Jool entry for Scatterer and everithing else will work fine.

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Really love the mod, but I've been using quite an old version of it (pre ocean shaders and multi planet support) because I much prefer the shading it adds to the continents, as you can see in the album (second photo is from the version I use). I've tried tweaking every value I can see and I've also had a small look at making my own atmosphere, but I couldn't seem to be able to make the changes I wanted. Is there a way to get back that old shading? 

Thanks :)

 

Edited by MrMeeb
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