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

On 3/16/2016 at 3:49 PM, blackrack said:

Just open up your gfx driver and play with things like allow mipmaps, and mipmap bias and the like. I suppose it won't make much difference though so you could stick to dx11.

And in KSP you could also try playing with the rendering quality slider.

Alas, no such options under the Radeon HD5700 series Catalyst drivers. The only option that appears to be related is OpenGL Triple Buffering. I would love a more capable gfx card but I'm limited to a PCI v1.1 bus on this MB.

Edit: This appears at the very beginning of the output log (red highlighting mine):

Spoiler

Initialize engine version: 4.6.4f1 (99f88340878d)
Forcing GfxDevice: 0
OpenGL:
    Version:  OpenGL 4.5 [4.5.13399 Compatibility Profile Context 15.200.1062.1004]
    Renderer: AMD Radeon HD 5700 Series
    Vendor:   ATI Technologies Inc.
    VRAM:     1010 MB (via DXGI)
    Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_depth_clamp_separate GL_AMD_draw_buffers_blend GL_AMD_multi_draw_indirect GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_pinned_memory GL_AMD_query_buffer_object GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_shader_trace GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_layer GL_AMD_vertex_shader_tessellator GL_AMD_vertex_shader_viewport_index GL_ARB_ES2_compatibility GL_ARB_ES3_1_compatibility GL_ARB_ES3_compatibility GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_clip_control GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_compute_shader GL_ARB_conditional_render_inverted GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_cull_distance GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_derivative_control GL_ARB_direct_state_access GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_get_texture_sub_image GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pipeline_statistics_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_query_buffer_object GL_ARB_robust_buffer_access_behavior GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_shader_stencil_export GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_image_samples GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_barrier GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transform_feedback_overflow_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset_clamp GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shader_integer_mix GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_IBM_texture_mirrored_repeat GL_KHR_context_flush_control GL_KHR_debug GL_KHR_robust_buffer_access_behavior GL_KHR_robustness GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_NV_texture_barrier GL_OES_EGL_image GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control
    WGL extensions: WGL_ARB_extensions_string WGL_ARB_pixel_format WGL_ATI_pixel_format_float WGL_ARB_pixel_format_float WGL_ARB_multisample WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_ARB_pbuffer WGL_ARB_render_texture WGL_ARB_make_current_read WGL_EXT_extensions_string WGL_ARB_buffer_region WGL_EXT_framebuffer_sRGB WGL_ATI_render_texture_rectangle WGL_EXT_pixel_format_packed_float WGL_I3D_genlock WGL_NV_swap_group WGL_ARB_create_context WGL_AMD_gpu_association WGL_AMDX_gpu_association WGL_ARB_create_context_profile WGL_ARB_context_flush_control WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_float_buffer
GL: disabling render-to-cubemap due to Radeon driver bugs
GL: disabling mipmapped render textures due to Radeon driver bugs
GL: Detected 0 MB VRAM

Don't know if this helps.

Edited by Brigadier
New information
Link to comment
Share on other sites

1 hour ago, n3xtstar2k2 said:

Ok, i have seen videos of people playing scatterer WITH CLOUDS.... i tried EVE but ya, didn't work too well. does anyone know a mod that has clouds but supports scatterer?

Eve does play well with scatterer and if you want to use the latest scatterer then its almost the only one without a lot of config file editing.

Edited by selfish_meme
Link to comment
Share on other sites

1 minute ago, Third_OfFive said:

Weird artefacts like this show up on Duna, especially during sunrise/sunset. I suspect this is caused by the new "god-ray" feature.

Disable god rays in startup menu.

 

Link to comment
Share on other sites

23 minutes ago, sashan said:

Would you eventually fix Eve? It's atmo is messed up somewhat - its upper edge is knife sharp. Other planets are fine.

I gave it a try recently but couldn't fix it unless I made the atmosphere super thin... which isn't really what I'm going for with Eve. If it doesn't bother you you can generate a new config with the config tool.

Link to comment
Share on other sites

8 hours ago, blackrack said:
9 hours ago, sashan said:

Would you eventually fix Eve? It's atmo is messed up somewhat - its upper edge is knife sharp. Other planets are fine.

I gave it a try recently but couldn't fix it unless I made the atmosphere super thin... which isn't really what I'm going for with Eve. If it doesn't bother you you can generate a new config with the config tool.

Maybe you can make it end higher? It's super dense, and extending it up to 60 km would IMO be good.

 

Link to comment
Share on other sites

Is anyone else having issues where Scatterer keeps reloading over and over at the space center? I decided i'd start a fresh install, and I am reinstalling my mods. I've been playing with DX11 for some time now, no issue, but now I'm trying to use DX9 and whenever I load any save framerate tanks cause scatterer won't stop reloading tables and rebuilding the ocean.

update: it does this in dx11 too

Edited by fast_de_la_speed
Link to comment
Share on other sites

1 hour ago, fast_de_la_speed said:

Is anyone else having issues where Scatterer keeps reloading over and over at the space center? I decided i'd start a fresh install, and I am reinstalling my mods. I've been playing with DX11 for some time now, no issue, but now I'm trying to use DX9 and whenever I load any save framerate tanks cause scatterer won't stop reloading tables and rebuilding the ocean.

update: it does this in dx11 too

This happens to some people where their game behaves like it's switching between windowed and fullscreen constantly and it causes these reloads. Try windowed mode or borderless fullscreen.

Link to comment
Share on other sites

On 3/17/2016 at 1:44 PM, blackrack said:

Edited: 

Today's neat little trick: I disabled the ambient light on scaledSpace objects that was causing dark sides to appear lit. Dark sides are now dark, mun displays as a crescent, eclipses look better, mun isn't visible against the sun etc etc... Here's a quick before/after album:

It makes the celestial objects a bit darker though so i may have to turn up the scaledSpace light intensity a bit, however last time I checked it was tied to the PQS light intensity so we'll see...

Can I have it? Pleeaaaaase? Now really, is it something we mere mortals can edit or do we need to wait for the next revision? :D

Squad, give this guy a job designing your stuffs...

I'll just leave these here, I had to start a new playthrough in RSS and when I finally made it to orbit I just went full Jeb (:confused:) looking at my screen, especially with the new terminator...Extremely well done @blackrack , squire...

 

 

 

Edited by Tenebrae
Link to comment
Share on other sites

40 minutes ago, Tenebrae said:

Can I have it? Pleeaaaaase? Now really, is it something we mere mortals can edit or do we need to wait for the next revision? :D

Squad, give this guy a job designing your stuffs...

I'll just leave these here, I had to start a new playthrough in RSS and when I finally made it to orbit I just went full Jeb (:confused:) looking at my screen, especially with the new terminator...Extremely well done @blackrack , squire...

http://imgur.com/a/66SRg

Thank you, I appreciate these posts. You'll have to wait until next release though.

Edited by blackrack
Link to comment
Share on other sites

5 hours ago, blackrack said:

Thank you, I appreciate these posts. You'll have to wait until next release though.

;.;

5 hours ago, Tenebrae said:

I'll just leave these here, I had to start a new playthrough in RSS and when I finally made it to orbit I just went full Jeb (:confused:) looking at my screen, especially with the new terminator...Extremely well done @blackrack , squire...

I concur.

Is that a Death Star in the 4th image...nah, must be my imagination...or is it? That's no Mun!

Link to comment
Share on other sites

On 3/17/2016 at 9:44 AM, blackrack said:

 

Nope, post pics, I don't include easter eggs yet.

Edited: Saw your album on imgur, http://i.imgur.com/C4WpOTK.png this indeed looks different but I have nothing to do with it.

In the KSP graphics menu settings I belive there are switches for fallback terrain shaders and SM3 terrain shaders.

 

Edited: 

Today's neat little trick: I disabled the ambient light on scaledSpace objects that was causing dark sides to appear lit. Dark sides are now dark, mun displays as a crescent, eclipses look better, mun isn't visible against the sun etc etc... Here's a quick before/after album:

 

 

That looks really impressive. I look forward to the new features, whenever they are ready :)

I am curious if it would be possible to have a corona effect visible when the sun is eclipsed? I haven't run into an eclipse yet, but my guess would be that currently the answer is that there isn't one.

Link to comment
Share on other sites

Hi, I have a issue with last version 0.0235, my game freezes every time i go to splash down, i tested all my mods and when i reverted scatterer to version 0,0233 the problem solved.

I Have EVE installed.

ps.: I Reinstalled the version 0.0235 to generate log file, but now the problem dont going back!

In the last freeze, the game time appears at game night and now i try to reproduce the same issues at day game!

Later i try to reproduce in the same conditions, if i can repeat then i post here. Thanks

Edited by Leandro Basi
Issue dont occurs for now
Link to comment
Share on other sites

9 hours ago, stratochief66 said:

I am curious if it would be possible to have a corona effect visible when the sun is eclipsed? I haven't run into an eclipse yet, but my guess would be that currently the answer is that there isn't one.

Yeah actually i'm putting the corona back, in the past it had render order issues but now it's fixed so it will be back in the next version.

8 hours ago, n3xtstar2k2 said:

It would be cool if you could add clouds to the mod, so you don't have to install other ones. + I feel like EVE went a little over board on the amount of clouds. Just a suggestion though. :cool:

I don't plan to do clouds, it isn't really a small undertaking and there's already a dedicated mod for them so I would rather focus on other things for now.

27 minutes ago, Leandro Basi said:

Hi, I have a issue with last version 0.0235, my game freezes every time i go to splash down, i tested all my mods and when i reverted scatterer to version 0,0233 the problem solved.

I Have EVE installed.

Post your KSP.log file.

Link to comment
Share on other sites

18 minutes ago, The Destroyer said:

I'm having some weird issues with scatterer- I went to take a picture (steam, f12) and it didn't (sometimes does that for a few seconds, it's normal) so I pressed F12 again and slowly KSP began to crumble into blackness? Using SVE

I think I might have the same issue as you. Does everything start flickering to black, and eventually the entire screen goes black? I have that issue, but only in dx9. In dx11 everything works perfectly. 

A couple of other things that I have noticed but haven't seen mentioned. Occasionally orbit lines, planets and fairings turn blue. I don't know what exactly causes it, it seems to happen at random. If I see it again I'll try and grab a screenshot and log.

Also the sun flare doesn't seem to show in screen shots.

Apologies in advance if any of these have been mentioned before/you are already aware of them. Here are some of my favourite shots from a recent Mun mission, finally saw my first eclipse :D

 

Edited by Chimer4
Link to comment
Share on other sites

12 minutes ago, Chimer4 said:

I think I might have the same issue as you. Does everything start flickering to black, and eventually the entire screen goes black? I have that issue, but only in dx9. In dx11 everything works perfectly. 

A couple of other things that I have noticed but haven't seen mentioned. Occasionally orbit lines, planets and fairings turn blue. I don't know what exactly causes it, it seems to happen at random. If I see it again I'll try and grab a screenshot and log.

Also the sun flare doesn't seem to show in screen shots.

Apologies in advance if any of these have been mentioned before/you are already aware of them. Here are some of my favourite shots from a recent Mun mission, finally saw my first eclipse :D

Yeah it does happen like that, it's like KSP itself is shutting down.

CFBDAE62E2411E3E57B263515FC8E40FBF071A14

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...