blackrack Posted November 28, 2018 Author Share Posted November 28, 2018 (edited) 4 hours ago, Delay said: I didn't find any performance difference. MAX_VERTS was a value that should be changeable. Going into wireframe shows how overkill 65000 vertices actually is, even if 65000 refers to the total number of water vertices the game can use. It's very small detail for a very large area. 5 hours ago, Agustin said: I edited my last comment. I changed mainly 3 settings ofthe ocean. One was something about MAX_VERTS: I downgraded from 65000 to 20000 I also changed from 4 to 8 two settings: m_resolution and m_varianceSize Also the resolution factor to 32. Again. Water looks way uglier. But gained a lot of performance on my mid_end-pc Ok, so forget MAX_VERTS for now, it only takes effects when the ocean vertexes on screen exceed 65000 which shouldn't be the case with default settings. Now, you will not gain much performance by tweaking m_varianceSize, plus it should be lowered not increased if you want to gain performance (but really you will not gain much, it will just make the ocean build faster). m_resolution is what controls the density of the mesh (ie what you see in the wireframe), increasing the value will result in less vertices and better performance (don't make it too coarse though or your ocean becomes polygonal, flat and jittery. And although the shading itself will not look flat, the mesh will be flat). You can also set m_fourierGridSize to 64 (default is 128), it will make the waves slightly uglier and more repeating but it's still passable. Also disable refractions (has less performance hit now than it had in it's early days). That's about all you can do to help performance apart from disabling the ocean. Out of curiosity, what are both your specs and what other mods are installed? Edited November 28, 2018 by blackrack Quote Link to comment Share on other sites More sharing options...
Delay Posted November 28, 2018 Share Posted November 28, 2018 3 minutes ago, blackrack said: You can also set m_fourierGridSize to 64 (default is 128), it will make the waves slightly uglier and more repeating but it's still passable. It's strange to me that denser tiling results in better framerates. I - as some who admittedly doesn't know a lot about how any of this works - would assume that less tiling, thus lower density and lower detail, would result in faster rendering because less has to be computed. Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted November 28, 2018 Share Posted November 28, 2018 58 minutes ago, Delay said: It's strange to me that denser tiling results in better framerates. I - as some who admittedly doesn't know a lot about how any of this works - would assume that less tiling, thus lower density and lower detail, would result in faster rendering because less has to be computed. You're on the right track, but it's inverted from that assumption. Denser tiling means it's re-using more of the same stuff, rather than coming up with new details over a wider area. Cutting/pasting the same wave groups (more or less...). Quote Link to comment Share on other sites More sharing options...
Delay Posted November 29, 2018 Share Posted November 29, 2018 (edited) 17 hours ago, blackrack said: m_resolution is what controls the density of the mesh (ie what you see in the wireframe) Any m_resolution value above 8 - 10 produces clearly visible lines where the water disappears entirely. It seems like these lines are always there, but not visible. Perhaps a culling problem? I'm pretty certain this is not intended behavior. Edited November 29, 2018 by Delay Quote Link to comment Share on other sites More sharing options...
Agustin Posted November 30, 2018 Share Posted November 30, 2018 (edited) So... because you asked what my computer is: I5 3.00 GHz 8.00 GB RAM 2GB GT 720 (not that great, actually pretty bad) and playing in RSS/RO/RP-1. Edited November 30, 2018 by Agustin Quote Link to comment Share on other sites More sharing options...
Delay Posted November 30, 2018 Share Posted November 30, 2018 (edited) i3-2100 3.1GHz 12.00 GB RAM NVIDIA GeForce GTX 750Ti KSP 1.5.1 Additional mods:EVE (with a modified config based on the one given in the thread), Principia, VSR, (MM). Edited November 30, 2018 by Delay Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 1, 2018 Author Share Posted December 1, 2018 On 11/29/2018 at 2:57 PM, Delay said: Any m_resolution value above 8 - 10 produces clearly visible lines where the water disappears entirely. It seems like these lines are always there, but not visible. Perhaps a culling problem? I'm pretty certain this is not intended behavior. Screenshots? 18 hours ago, Agustin said: So... because you asked what my computer is: I5 3.00 GHz 8.00 GB RAM 2GB GT 720 (not that great, actually pretty bad) and playing in RSS/RO/RP-1. Hmm in your case the performance seems about right. 18 hours ago, Delay said: i3-2100 3.1GHz 12.00 GB RAM NVIDIA GeForce GTX 750Ti KSP 1.5.1 Additional mods:EVE (with a modified config based on the one given in the thread), Principia, VSR, (MM). In your case I would run either EVE or scatterer but not both together, if running both maybe consider disabling the EVE volumetrics. Quote Link to comment Share on other sites More sharing options...
Delay Posted December 1, 2018 Share Posted December 1, 2018 @blackrack The smaller the mesh resolution is, the flatter the angle has to be, so the less apparent it becomes. Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 1, 2018 Author Share Posted December 1, 2018 (edited) 32 minutes ago, Delay said: @blackrack The smaller the mesh resolution is, the flatter the angle has to be, so the less apparent it becomes. Hmm, thanks for reporting this, looks like the UV interpolation in the vertex shader breaks down in certain conditions. I will take a look at it. For now just use values that work fine until I fix this. Edited December 1, 2018 by blackrack Quote Link to comment Share on other sites More sharing options...
Delay Posted December 1, 2018 Share Posted December 1, 2018 (edited) 2 minutes ago, blackrack said: Hmm, thanks for reporting this, looks like the UV interpolation in the vertex shader breaks down in certain conditions. I will take a look at it. Note that both screenshots were made at different m_resolution values: The first one was made at 100 (to exaggerate the problem/make it more apparent), the second one at 20 (to show that lower values are affected also) Edited December 1, 2018 by Delay Quote Link to comment Share on other sites More sharing options...
HaydenTheKing Posted December 1, 2018 Share Posted December 1, 2018 No changes to my game just started getting this weird black circle? Anyone know how to get rid of it? https://imgur.com/a/sbDBMxv On 11/27/2018 at 7:49 PM, HaydenTheKing said: Help me please, I can't get scatterer to work without having graphic errors. With Dx9 game flickers like crazy when near ground (https://imgur.com/a/iLfuHcb). Dx11 forced I am able to fly planes and rockets without any flickering although this happens in the VAP and SPH (https://imgur.com/a/JAmc5AU). KSP 1.4.5 Mod List: https://imgur.com/a/IJr7Em7 Output log Dx11: https://ufile.io/8rc9f Output Log Dx9: https://ufile.io/pdsbn Previous post Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 1, 2018 Author Share Posted December 1, 2018 14 minutes ago, Delay said: Note that both screenshots were made at different m_resolution values: The first one was made at 100 (to exaggerate the problem/make it more apparent), the second one at 20 (to show that lower values are affected also) I found the problem already, the fix will be in the next version. 9 minutes ago, HaydenTheKing said: No changes to my game just started getting this weird black circle? Anyone know how to get rid of it? https://imgur.com/a/sbDBMxv Previous post That black circle is caused by dx11 and not scatterer. The no icons bug is caused by dx11 and not scatterer. The flickering issue was fixed in 0.0336. Quote Link to comment Share on other sites More sharing options...
HaydenTheKing Posted December 1, 2018 Share Posted December 1, 2018 (edited) 51 minutes ago, blackrack said: I found the problem already, the fix will be in the next version. That black circle is caused by dx11 and not scatterer. The no icons bug is caused by dx11 and not scatterer. The flickering issue was fixed in 0.0336. So Dx11 is the issue? I fixed the icon thing with based on a previous post. IIRC I had that flickering with dx9 in 0.0336 as well. It is strange because it wasn't doing that ring a couple of days ago. EDIT: Restarting and updating to 0.0336 didnt fix. I am still running dx11, will check with dx9. It seems to only do it in map view for what every reason. When looking at the sun when flying a craft there is no issue. Edited December 1, 2018 by HaydenTheKing Quote Link to comment Share on other sites More sharing options...
Agustin Posted December 1, 2018 Share Posted December 1, 2018 Yes, I disabled City Lights , terrain textures and volumetrics from EVE, so I just have the 2D clouds and from Scatterer I played with those configs and like this I can run it pretty smoothly. Scatterer is the most important though.. Those sunsets and colorful skies are so beautiful... I even have made a mix for RSSVE and RSSVE-lite. Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 1, 2018 Author Share Posted December 1, 2018 2 hours ago, HaydenTheKing said: So Dx11 is the issue? I fixed the icon thing with based on a previous post. IIRC I had that flickering with dx9 in 0.0336 as well. It is strange because it wasn't doing that ring a couple of days ago. EDIT: Restarting and updating to 0.0336 didnt fix. I am still running dx11, will check with dx9. It seems to only do it in map view for what every reason. When looking at the sun when flying a craft there is no issue. Can you make a video? Quote Link to comment Share on other sites More sharing options...
HaydenTheKing Posted December 1, 2018 Share Posted December 1, 2018 (edited) 1 hour ago, blackrack said: Can you make a video? https://www.youtube.com/watch?v=DsEVCvPimck&feature=youtu.be Only happens in the map view. Doesn't happen when flying a craft and look at the son. Doesn't seem to be present on Dx9. Edited December 1, 2018 by HaydenTheKing Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 1, 2018 Author Share Posted December 1, 2018 1 hour ago, HaydenTheKing said: https://www.youtube.com/watch?v=DsEVCvPimck&feature=youtu.be Only happens in the map view. Doesn't happen when flying a craft and look at the son. Doesn't seem to be present on Dx9. Video doesn't work, anyway test without scatterer and see if it still happens, I think it does. I meant a video for the flickering issue because I thought it was fixed in the latest version. Quote Link to comment Share on other sites More sharing options...
HaydenTheKing Posted December 1, 2018 Share Posted December 1, 2018 12 minutes ago, blackrack said: Video doesn't work, anyway test without scatterer and see if it still happens, I think it does. I meant a video for the flickering issue because I thought it was fixed in the latest version. Not sure how to share private videos on youtube. The black circle is gone without scatterer. I am not seeing the flickering anymore with updated scatterer Dx9. For me looks like I will keep it on Dx9 as I am not seeing any issues. Good thing I have 32gb of ram Dx9 is a thirsty api! Quote Link to comment Share on other sites More sharing options...
Drew Kerman Posted December 2, 2018 Share Posted December 2, 2018 5 hours ago, HaydenTheKing said: Not sure how to share private videos on youtube. you can't share private videos. If you don't want them showing up on your channel select "Unlisted" and then people with the direct link can access them Quote Link to comment Share on other sites More sharing options...
Pointblank66 Posted December 2, 2018 Share Posted December 2, 2018 @blackrack Is this the atmopheric bug, where the scatterer atmosphere disappeares between certain altitudes, fixed yet for Galileo's Rescale? Iirc wasn't that something on the list of stuff that would be fixed for KSP 1.5? Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 2, 2018 Author Share Posted December 2, 2018 1 hour ago, Pointblank66 said: @blackrack Is this the atmopheric bug, where the scatterer atmosphere disappeares between certain altitudes, fixed yet for Galileo's Rescale? Iirc wasn't that something on the list of stuff that would be fixed for KSP 1.5? It's fixed since last week but I have not released it yet. I've made a lot of changes and want to finish tidying up as well as experiment with some other ideas before putting together a release. Quote Link to comment Share on other sites More sharing options...
Pointblank66 Posted December 2, 2018 Share Posted December 2, 2018 30 minutes ago, blackrack said: It's fixed since last week but I have not released it yet. I've made a lot of changes and want to finish tidying up as well as experiment with some other ideas before putting together a release. Any expected ETA on it or is it gonna be a Blizzard approach, finished when it's finished? Quote Link to comment Share on other sites More sharing options...
Delay Posted December 2, 2018 Share Posted December 2, 2018 1 minute ago, Pointblank66 said: finished when it's finished? Probably this. Quote Link to comment Share on other sites More sharing options...
blackrack Posted December 3, 2018 Author Share Posted December 3, 2018 17 hours ago, Pointblank66 said: Any expected ETA on it or is it gonna be a Blizzard approach, finished when it's finished? Soon (TM) Quote Link to comment Share on other sites More sharing options...
Nightside Posted December 3, 2018 Share Posted December 3, 2018 21 hours ago, Pointblank66 said: Any expected ETA on it or is it gonna be a Blizzard approach, finished when it's finished? Why would you release it before it was finished? Quote Link to comment Share on other sites More sharing options...
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