Nhawks17 Posted October 13, 2015 Share Posted October 13, 2015 does kerbin normally look like this from low orbit in OpenGL? (all the lines on the planet are pretty distracting)http://i.imgur.com/f5gqKL1.pngYeah its a known bug with OpenGL Quote Link to comment Share on other sites More sharing options...
peachoftree Posted October 14, 2015 Share Posted October 14, 2015 That's too bad Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 14, 2015 Share Posted October 14, 2015 does kerbin normally look like this from low orbit in OpenGL? (all the lines on the planet are pretty distracting)http://i.imgur.com/f5gqKL1.pngAre you using WIP EVE? I've run into a similar issue with WIP EVE. Quote Link to comment Share on other sites More sharing options...
peachoftree Posted October 14, 2015 Share Posted October 14, 2015 no, just normal EVE Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 14, 2015 Author Share Posted October 14, 2015 does kerbin normally look like this from low orbit in OpenGL? (all the lines on the planet are pretty distracting)http://i.imgur.com/f5gqKL1.pngWell, it's not supposed to, but for some people it does. Quote Link to comment Share on other sites More sharing options...
HafCoJoe Posted October 14, 2015 Share Posted October 14, 2015 I've used force-OpenGL and it had no issues with me. :/ Quote Link to comment Share on other sites More sharing options...
Jovzin Posted October 14, 2015 Share Posted October 14, 2015 does kerbin normally look like this from low orbit in OpenGL? (all the lines on the planet are pretty distracting)http://i.imgur.com/f5gqKL1.pngHello I have the same problem and I am running dx11. Looks like scatterer likes dx9 only. At first I was thinking that it is caused by WIP EVE but after some testing this is from scatterer. I am really looking forward to unity 5 and ksp 1.1 , as I have hope those bugs with dx11 will be out. Quote Link to comment Share on other sites More sharing options...
peachoftree Posted October 14, 2015 Share Posted October 14, 2015 Increasing postprocessing depth seems to make the problem less noticeable. there is also no noticeable glitches once I get above 200 km or so Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted October 15, 2015 Share Posted October 15, 2015 It's not EVE: using DX11 & old-EVE for clouds & that cuts it down. Might just need the shader tweaked for DX11. Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 15, 2015 Author Share Posted October 15, 2015 (edited) does kerbin normally look like this from low orbit in OpenGL? (all the lines on the planet are pretty distracting)http://i.imgur.com/f5gqKL1.pngIt's not EVE: using DX11 & old-EVE for clouds & that cuts it down. Might just need the shader tweaked for DX11.https://farm6.staticflickr.com/5683/21991588690_b51a112d3d_z.jpgWell I think I might know what causes this, since it only appears in dx11 and OpenGL I'm pretty sure It's my quick moire patterns fix. Though I never notice this effect on my install but we might just have different settings, just to check, did you change the default value of the depth setting?Increasing postprocessing depth seems to make the problem less noticeable. there is also no noticeable glitches once I get above 200 km or soProbably the 160km point to be exact. That's where psotprocessing isn't used anymore as the PQS disappears. Edited October 15, 2015 by blackrack Quote Link to comment Share on other sites More sharing options...
KerbOrbiter Posted October 15, 2015 Share Posted October 15, 2015 When in LKO, effects on Kerbin's horizon gets pixelated in some places, depending on camera position. Win7 x64, dx9, Radeon HD 4850. Any ideas? Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted October 15, 2015 Share Posted October 15, 2015 Well I think I might know what causes this, since it only appears in dx11 and OpenGL I'm pretty sure It's my quick moire patterns fix. Though I never notice this effect on my install but we might just have different settings, just to check, did you change the default value of the depth setting?Pretty sure I haven't: here's the settings file to check. https://www.dropbox.com/s/pugqot2jrt5v3xj/Settings.txt?dl=0 Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 15, 2015 Author Share Posted October 15, 2015 Pretty sure I haven't: here's the settings file to check. https://www.dropbox.com/s/pugqot2jrt5v3xj/Settings.txt?dl=0Yeah it looks like you didn't. Anyway, I'll look into it, I used a rather naive "fix" to get rid of the moire patterns. I'll also work on the transition, I admit I haven't really done much work on it so everything between 50km-160km look weird when the PQS starts blending into the scaled space meshes. Quote Link to comment Share on other sites More sharing options...
V8jester Posted October 15, 2015 Share Posted October 15, 2015 Hey guys, not my intention to be captain obvious, but.....If you run windows 10. KSP tries to run in DX12 now (if your video card supports it) just add " -dx9" to the end of your shortcut target field and boom the everything runs smooth and crystal clear. Quote Link to comment Share on other sites More sharing options...
Jovzin Posted October 15, 2015 Share Posted October 15, 2015 Yeah it looks like you didn't. Anyway, I'll look into it, I used a rather naive "fix" to get rid of the moire patterns. I'll also work on the transition, I admit I haven't really done much work on it so everything between 50km-160km look weird when the PQS starts blending into the scaled space meshes.Thanks blackrack taht you will look a bit at it Btw what about that water thing I saw a few pages back in this thread ? Are you planning to release it or ? Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 15, 2015 Share Posted October 15, 2015 Hey guys, not my intention to be captain obvious, but.....If you run windows 10. KSP tries to run in DX12 now (if your video card supports it) just add " -dx9" to the end of your shortcut target field and boom the everything runs smooth and crystal clear.You sure about that? Unity 4 doesn't have support for DX12 so it'd be hard to believe the game would try to use it when it doesn't even know it exists. Quote Link to comment Share on other sites More sharing options...
V8jester Posted October 15, 2015 Share Posted October 15, 2015 You sure about that? Unity 4 doesn't have support for DX12 so it'd be hard to believe the game would try to use it when it doesn't even know it exists.I'm pretty sure. If you force DirectX 11 you don't suffer a major drop in FPS nor do you see the patterns on kerbin. But with my windows 10 install no OpenGL or DX11 forced in the target field. I get crazy ba FPS as well as the patterns on Kerbin. But by placing " -dx9" in the target field it runs super smooth and the patterns are gone. I can totally agree I may be wrong. But I'm pretty sure that's what's going on. Quote Link to comment Share on other sites More sharing options...
Nhawks17 Posted October 15, 2015 Share Posted October 15, 2015 I'm pretty sure. If you force DirectX 11 you don't suffer a major drop in FPS nor do you see the patterns on kerbin. But with my windows 10 install no OpenGL or DX11 forced in the target field. I get crazy ba FPS as well as the patterns on Kerbin. But by placing " -dx9" in the target field it runs super smooth and the patterns are gone. I can totally agree I may be wrong. But I'm pretty sure that's what's going on.Meh, heck if I know. Not like it hurts anything by adding it Quote Link to comment Share on other sites More sharing options...
Starwaster Posted October 16, 2015 Share Posted October 16, 2015 -dx9 means 'force dx9'You can confirm what mode it's running in by checking the first few lines of output_log.txt as well as what driver is in use. Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted October 16, 2015 Share Posted October 16, 2015 (edited) The flags used to be "-force-d3d11" / "-force-opengl" / and I'd guess "-force-d3d9", have they changed? well I know "-force-d3d11" works because I use it. There's also "-force-d3d10", but I can't think of any reason why you'd want to... Edited October 16, 2015 by Van Disaster Quote Link to comment Share on other sites More sharing options...
V8jester Posted October 16, 2015 Share Posted October 16, 2015 -dx9 means 'force dx9'You can confirm what mode it's running in by checking the first few lines of output_log.txt as well as what driver is in use.Thanks Starwaster. I didn't actually know that one. Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 16, 2015 Author Share Posted October 16, 2015 Thanks blackrack taht you will look a bit at it Btw what about that water thing I saw a few pages back in this thread ? Are you planning to release it or ?It's not ready, I haven't worked on it in a while. I will release it in due time. Quote Link to comment Share on other sites More sharing options...
Van Disaster Posted October 16, 2015 Share Posted October 16, 2015 Can I load your stock-scatter-enabler and Scatterer itself together without something fighting? given Scatterer is set up for one planet & the other one should work for all the rest. Quote Link to comment Share on other sites More sharing options...
blackrack Posted October 16, 2015 Author Share Posted October 16, 2015 Can I load your stock-scatter-enabler and Scatterer itself together without something fighting? given Scatterer is set up for one planet & the other one should work for all the rest.I haven't tested but there shouldn't be any conflicts. Quote Link to comment Share on other sites More sharing options...
_Augustus_ Posted October 16, 2015 Share Posted October 16, 2015 I haven't tested but there shouldn't be any conflicts. I use them both, they work fine. Quote Link to comment Share on other sites More sharing options...
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