Jump to content

[1.12.x] Near Future Technologies (September 6)


Nertea

Recommended Posts

1 hour ago, Nertea said:

...I'm working on a different, extremely large project at the moment so it's not a priority...

I am eagerly awaiting that large project. ;) Please ignore and do not feed the troll(s) and do you. Very excited by the in progress work so far :) 

Link to comment
Share on other sites

So, there's something that will probably be happening in the next set of NF updates. I will likely be moving all parts to a PBR workflow, which results in a far higher fidelity than the currently existing parts. This will introduce a hard dependency on Resurfaced, and a soft dependency on Deferred (because it won't look quite as good without that). This update would not be backwards compatible, as it requires reauthoring new textures and using new shaders that will not work in the older shading model. This wouldn't break crafts, but would not work well without the new dependencies. The existing mods in their current versions would still exist but any new development will only happen in the new workflow. 

Thoughts welcome. 

Here's some examples of how parts look in that context.

i1xfDqc.pngcVlUFua.png

KomEHeC.pngrcICMzT.png

Link to comment
Share on other sites

6 minutes ago, Nertea said:

So, there's something that will probably be happening in the next set of NF updates. I will likely be moving all parts to a PBR workflow, which results in a far higher fidelity than the currently existing parts. This will introduce a hard dependency on Resurfaced, and a soft dependency on Deferred (because it won't look quite as good without that). This update would not be backwards compatible, as it requires reauthoring new textures and using new shaders that will not work in the older shading model. This wouldn't break crafts, but would not work well without the new dependencies. The existing mods in their current versions would still exist but any new development will only happen in the new workflow. 

Thoughts welcome. 

Here's some examples of how parts look in that context.

i1xfDqc.pngcVlUFua.png

KomEHeC.pngrcICMzT.png

SHINY

Link to comment
Share on other sites

I'm in the probably-very-small group that would rather this not be a priority (over e.g. balancing, new parts, optimization), since I'm both (1) too concerned about performance on low-end machines with what seems to be this new preferred TUFX+Deferred+Resurfaced landscape I haven't touched, and (2) using a wide variety of parts packs that already look different enough in art style and am worried that introducing multiple entire rendering schemes will make mismatched craft look even worse. But I admit I don't really know anything about how rendering in this game works. If there's good reasons to believe that there's actually little to no performance hit, and that only partially-updated craft won't be, say, reflecting light in totally different ways, then this is pretty cool and I'd support it.

Edited by arbsoup
Link to comment
Share on other sites

1 minute ago, arbsoup said:

I'm in the probably-very-small group that would rather this not be a priority (over e.g. balancing, new parts, optimization), since I'm both (1) too concerned about performance on low-end machines with what seems to be this new preferred TUFX+Preferred+Resurfaced landscape I haven't touched, and (2) using a wide variety of parts packs that already look different enough in art style and am worried that introducing multiple entire rendering schemes will make mismatched craft look even worse. But I admit I don't really know anything about how rendering in this game works. If there's good reasons to believe that there's actually no performance hit, and that only partially-updated craft won't be, say, reflecting light in totally different ways, then this is pretty cool and I'd support it.

I'm not really interested in making new stuff right now, if there's something in the optimization or balancing landscape that needs to be changed please let me know so I can look at it. 

I don't notice much if any performance impact from the new things on the garbage laptop (6+ years old now) I do all development on, at least not compared to scatterer, vol clouds, parallax, etc. The different finishes are an issue for sure, but I'm being quite careful to make sure the color balances are tuned so that most untouched parts with default settings are similar. Hers's an example.

q4opLgu.png

Link to comment
Share on other sites

9 minutes ago, arbsoup said:

I'm in the probably-very-small group that would rather this not be a priority (over e.g. balancing, new parts, optimization), since I'm both (1) too concerned about performance on low-end machines with what seems to be this new preferred TUFX+Deferred+Resurfaced landscape I haven't touched, and (2) using a wide variety of parts packs that already look different enough in art style and am worried that introducing multiple entire rendering schemes will make mismatched craft look even worse. But I admit I don't really know anything about how rendering in this game works. If there's good reasons to believe that there's actually little to no performance hit, and that only partially-updated craft won't be, say, reflecting light in totally different ways, then this is pretty cool and I'd support it.

Now that you mention it, what does it look like with old parts who dont use Resurfaced?

Link to comment
Share on other sites

23 minutes ago, Nertea said:

So, there's something that will probably be happening in the next set of NF updates. I will likely be moving all parts to a PBR workflow, which results in a far higher fidelity than the currently existing parts. This will introduce a hard dependency on Resurfaced, and a soft dependency on Deferred (because it won't look quite as good without that). This update would not be backwards compatible, as it requires reauthoring new textures and using new shaders that will not work in the older shading model. This wouldn't break crafts, but would not work well without the new dependencies. The existing mods in their current versions would still exist but any new development will only happen in the new workflow. 

Thoughts welcome. 

Here's some examples of how parts look in that context.

i1xfDqc.pngcVlUFua.png

KomEHeC.pngrcICMzT.png

Ate and left no crumbs, as the new generation would say.

Link to comment
Share on other sites

57 minutes ago, Nertea said:

So, there's something that will probably be happening in the next set of NF updates. I will likely be moving all parts to a PBR workflow, which results in a far higher fidelity than the currently existing parts. This will introduce a hard dependency on Resurfaced, and a soft dependency on Deferred (because it won't look quite as good without that). This update would not be backwards compatible, as it requires reauthoring new textures and using new shaders that will not work in the older shading model. This wouldn't break crafts, but would not work well without the new dependencies. The existing mods in their current versions would still exist but any new development will only happen in the new workflow. 

Thoughts welcome.

Please don't let the old mods hold you back from making your mods better. If people want to use mods with less fidelity that's their choice. Progress >>>> the past :) 

Link to comment
Share on other sites

On 2/12/2025 at 8:37 PM, Nertea said:

I'm working on a different, extremely large project at the moment so it's not a priority, plus I guess more time for people to be offended is good. 

Knowing the stuff you put out, I am certain it will be a banger.

Link to comment
Share on other sites

4 hours ago, Nertea said:
4 hours ago, arbsoup said:

I'm in the probably-very-small group that would rather this not be a priority (over e.g. balancing, new parts, optimization), since I'm both (1) too concerned about performance on low-end machines with what seems to be this new preferred TUFX+Preferred+Resurfaced landscape I haven't touched, and (2) using a wide variety of parts packs that already look different enough in art style and am worried that introducing multiple entire rendering schemes will make mismatched craft look even worse. But I admit I don't really know anything about how rendering in this game works. If there's good reasons to believe that there's actually no performance hit, and that only partially-updated craft won't be, say, reflecting light in totally different ways, then this is pretty cool and I'd support it.

I'm not really interested in making new stuff right now, if there's something in the optimization or balancing landscape that needs to be changed please let me know so I can look at it. 

I don't notice much if any performance impact from the new things on the garbage laptop (6+ years old now) I do all development on, at least not compared to scatterer, vol clouds, parallax, etc. The different finishes are an issue for sure, but I'm being quite careful to make sure the color balances are tuned so that most untouched parts with default settings are similar. Hers's an example.

I think that the ideal outcome would be an optional patch (idk, something  with a name like 'Near Future Repolish') that adds the TUFX+Preferred+Resurfaced texture upgrades. It'd probably have to be it's own mod.

Link to comment
Share on other sites

2 hours ago, DareMightyThingsJPL said:

I think that the ideal outcome would be an optional patch (idk, something  with a name like 'Near Future Repolish') that adds the TUFX+Preferred+Resurfaced texture upgrades. It'd probably have to be it's own mod.

That would mean having to maintain both sets for any visual bugs that come up, so I can see why it wouldn't be done. Ideal, sure, but maybe not optimal.

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...