proto85 Posted September 29, 2018 Share Posted September 29, 2018 Does this work in gl core? I am getting some issues when I try to use it with that command but I would love to use this and texture unlimited at the same time. Link to comment Share on other sites More sharing options...
Mecripp Posted September 29, 2018 Share Posted September 29, 2018 On 8/24/2018 at 7:24 AM, 1990eam said: Yeah and using OpenGl breaks KS3P in the same way dx11 does. I'm just using dx9 and have yet to find what graphics are rendered incorrectly, so there's that. 23 minutes ago, proto85 said: Does this work in gl core? I am getting some issues when I try to use it with that command but I would love to use this and texture unlimited at the same time. one page back Link to comment Share on other sites More sharing options...
EvWoN Posted October 15, 2018 Share Posted October 15, 2018 (edited) I am having a issue with this KS3P (KS3P-V5.0) and the latest Scatterer (scatterer-0.0331b) in KSP 1.4.5 (I tested this with only does 2 mods installed). It seems to create some sort of mirrored overlay which is upside down. Album a/8UFPzg9 will appear when post is submitted Is it just something with my system or has anyone else gotten KSP 1.4.5 to work with these two mods? Any solutions? I checked the forum but didnt see anything like my issue. (Note: Again although the screenshots show more mods installed I did this with just the two installed. Using either one of them alone works) EDIT: Alright, so my bad, should have checked the Scatterer post. I had removed my KS3P and decided to move on with scatterer just because of the wider dependency and after setting up my new super-hardcore career (which I will actually try to complete this time before moving on to RSS hardcore). Well after changing a totally unrelated setting for HidingUnresearchable Tech the glitch reoccurred and there was no restart or reinstalling scatterer that could fix it. You can delete settings.cfg from your KSP directory and it will fix it (it will clear your graphical settings like fullscreen and resolution so you will have to reset that) Thank You! EvWoN Edited October 15, 2018 by EvWoN Link to comment Share on other sites More sharing options...
Autolyzed Yeast Extract Posted October 19, 2018 Share Posted October 19, 2018 Does this give kerbin a blue haze like scatterer? Scatterer's method of doing that is extremely taxing on GPU. Link to comment Share on other sites More sharing options...
ssd21345 Posted October 23, 2018 Share Posted October 23, 2018 (edited) If I close the gui,I get 60 FPS in flight. If I open gui, I get 40 FPS. Does ks3p relate to it? Edit: trying to test it, will report back the result Edit 2: it's unrelated. With no KS3p the game does that too. (It's because of having too many windows) On the unrelated side, AA quality didn't have impact on fps whether you set all entries to 0 or to 4(with no other visual mods) Someone reported KS3P having memory leak. It seems I also have experienced it while testing. the only startup parameter I have is -popupwindow Edited October 23, 2018 by ssd21345 Link to comment Share on other sites More sharing options...
LukasKerman Posted October 25, 2018 Share Posted October 25, 2018 (edited) Thanks for the cool mod! I have a question regarding Motion Blur. Does it work with the game because you have not added it by default. I tried all kinds of combinations but I either don't get it right or it is not added to the parser. Motion_Blur { Shutter_Angle = 180 Sample_Count = 8 Frame_Blending = 0.15 } This is how it looks in Unity's .asset file motionBlur: m_Enabled: 0 m_Settings: shutterAngle: 180 sampleCount: 8 frameBlending: 0.15 I checked your code and I can't spot any obvious errors. Edited October 25, 2018 by LukasKerman Link to comment Share on other sites More sharing options...
4x4cheesecake Posted October 26, 2018 Share Posted October 26, 2018 @LukasKerman Your config looks fine but unfortunately, the mod seems to have an issue with Motionblur I just tried it on my own, and got a 'MissingMethodException' spam in the log: MissingMethodException: Method not found: 'UnityEngine.Rendering.RenderTargetIdentifier.op_Implicit'. at KS3P.Shaders.MotionBlurComponent.PopulateCommandBuffer (UnityEngine.Rendering.CommandBuffer cb) [0x00000] in <filename unknown>:0 at KS3P.Shaders.PostProcessingBehaviour.TryExecuteCommandBuffer[MotionBlurModel] (KS3P.Shaders.PostProcessingComponentCommandBuffer`1 component) [0x00000] in <filename unknown>:0 at KS3P.Shaders.PostProcessingBehaviour.OnPreRender () [0x00000] in <filename unknown>:0 I already peaked into the source code but I barely understand what's going on there and the unity documentation is not very helpful.I wasn't aware of this issue when I suggested this mod to you, I'm really sorry @The White Guardian Any ideas how to fix that? Link to comment Share on other sites More sharing options...
LukasKerman Posted October 26, 2018 Share Posted October 26, 2018 (edited) 8 hours ago, 4x4cheesecake said: @LukasKerman Your config looks fine but unfortunately, the mod seems to have an issue with Motionblur I just tried it on my own, and got a 'MissingMethodException' spam in the log: MissingMethodException: Method not found: 'UnityEngine.Rendering.RenderTargetIdentifier.op_Implicit'. at KS3P.Shaders.MotionBlurComponent.PopulateCommandBuffer (UnityEngine.Rendering.CommandBuffer cb) [0x00000] in <filename unknown>:0 at KS3P.Shaders.PostProcessingBehaviour.TryExecuteCommandBuffer[MotionBlurModel] (KS3P.Shaders.PostProcessingComponentCommandBuffer`1 component) [0x00000] in <filename unknown>:0 at KS3P.Shaders.PostProcessingBehaviour.OnPreRender () [0x00000] in <filename unknown>:0 I already peaked into the source code but I barely understand what's going on there and the unity documentation is not very helpful.I wasn't aware of this issue when I suggested this mod to you, I'm really sorry @The White Guardian Any ideas how to fix that? No problem! I'm glad we found a bug! The other options this mod enables are great as well! The reason I need motion blur is my animations use it as well so using KSP footage alongside makes it look really weird. However, I'm not sure how well this post processing handles particles like exhausts. Adding motion blur to hundreds of objects seems complicated but they could also be ignored. I'm not entirely sure how this works. Edited October 26, 2018 by LukasKerman Link to comment Share on other sites More sharing options...
horace Posted October 26, 2018 Share Posted October 26, 2018 so is this Ray traycing / RTX ? Link to comment Share on other sites More sharing options...
LukasKerman Posted October 26, 2018 Share Posted October 26, 2018 KS3P = RTX On lol Link to comment Share on other sites More sharing options...
CobaltWolf Posted October 26, 2018 Share Posted October 26, 2018 2 hours ago, horace said: so is this Ray traycing / RTX ? No... Link to comment Share on other sites More sharing options...
Shadowmage Posted October 26, 2018 Share Posted October 26, 2018 2 hours ago, LukasKerman said: however, I'm not sure how well this post processing handles particles like exhausts. Adding motion blur to hundreds of objects seems complicated but they could also be ignored. I'm not entirely sure how this works. Having more or less geometry shouldn't increase the cost of the effect. As a post-processing effect, it mostly cares about how many pixels it needs to render (fill-rate), and how many passes it needs to do over the screen. You can actually experiment with the exact effects being used by KSP3P inside the Unity Editor -- download the post-process package, and play away. So you can see for yourself how it would work with particles (well, you can see how it would would with particles, if it worked; I'm fairly sure that can be fixed in time). Link to comment Share on other sites More sharing options...
LukasKerman Posted October 26, 2018 Share Posted October 26, 2018 (edited) 3 hours ago, Shadowmage said: Having more or less geometry shouldn't increase the cost of the effect. As a post-processing effect, it mostly cares about how many pixels it needs to render (fill-rate), and how many passes it needs to do over the screen. You can actually experiment with the exact effects being used by KSP3P inside the Unity Editor -- download the post-process package, and play away. So you can see for yourself how it would work with particles (well, you can see how it would would with particles, if it worked; I'm fairly sure that can be fixed in time). I don't know how exactly the Unity motion blur works but the name post processing might be a little misleading in that case. You need vector information of an object's movement in order to blur it somewhat nicely. Otherwise you could simply post process it in a video editor and it would look the same (which is not the case). A rendered frame loses all its information about objects and movements so motion blur gets way harder! This is similar to ambient occlusion. It is not added after the final image is rendered but somewhere in between, when it still knows what individual objects are and where they intersect. Edited October 26, 2018 by LukasKerman Link to comment Share on other sites More sharing options...
Shadowmage Posted October 26, 2018 Share Posted October 26, 2018 Just now, LukasKerman said: You need vector information of an object's movement in order to blur it somewhat nicely. Otherwise you could simply post process it in a video editor and it would look the same (which is not the case). Internally Unity is already capturing per-frame 'motion vector buffers', even if nothing uses them (may need to be turned on/enabled in setting somewhere). https://docs.unity3d.com/ScriptReference/DepthTextureMode.MotionVectors.html The MotionBlur post-process effects use this information to do their magic. 2 minutes ago, LukasKerman said: This is similar to ambient occlusion. It is of course also not added after the final image is rendered! Actually -- it is (screen-space ambient occlusion anyway). The effect works by comparing each pixel against its neighbors, checking the depth-buffer for the frame and checking out where depth changes are, it is the relative depth between the current pixel and its neighbors that determine the 'occlusion' effect. Which is why SSAO is also 'really poor' in quality compared to full mesh-and-raycast based offline AO baking (or the mythical run-time raytraced occlusion...). https://docs.unity3d.com/540/Documentation/Manual/script-ScreenSpaceAmbientOcclusion.html Link to comment Share on other sites More sharing options...
LukasKerman Posted October 26, 2018 Share Posted October 26, 2018 (edited) Thanks for that, I guess I learned something! What I now however wonder is if it would be possible to record this information separately from the gameplay so that you could use it in a video editor. Games could do it for video makers so that you could add real motion blur to your game footage, while not having to bother with it while you're actually playing. That should be a thing! Like a smartphone camera that records its own accelerator data to later apply it as a post processing image stabilization. Also, does Unity's motion blur only work on camera movement or also on object movement? I tried it in Unity and it looks like the objects get blured when they move relative to the camera. However, I'm not sure if that's really the motion blur or just my sh*tty monitor xD More tests are needed I guess.. Edited October 26, 2018 by LukasKerman Link to comment Share on other sites More sharing options...
Shadowmage Posted October 26, 2018 Share Posted October 26, 2018 49 minutes ago, LukasKerman said: Also, does Unity's motion blur only work on camera movement or also on object movement? Both, or so the documentation states. 49 minutes ago, LukasKerman said: What I now however wonder is if it would be possible to record this information separately from the gameplay so that you could use it in a video editor. In theory... I think so. As long as Unity exposes the entire buffer to script code, it should be possible to dump this every frame to some sort of file. You would also need to come up with some sort of loading mechanism to get it into your video editor, and associated scripting so that it knew what to do with the data/how to use it. Link to comment Share on other sites More sharing options...
4x4cheesecake Posted October 30, 2018 Share Posted October 30, 2018 (edited) @The White Guardian FYI recompiling the mod and recreating the Shader AssetBundle will solve the 'MissingMethodException' I just tested it in KSP 1.4.3 but I don't see any reasons why this should not work for higher versions as well edit: Recompiling for 1.5.1 works fine as well Edited October 31, 2018 by 4x4cheesecake Link to comment Share on other sites More sharing options...
The-Doctor Posted November 1, 2018 Share Posted November 1, 2018 I hope I don't offend anyone asking this, I'd just like to know if there is an in game way to alter the settings, I like this mod just wanna know if there is like a scale, I think a little bit of this mod would be nice in my opinion, for me, just not the full post processing, just a preference, if there isn't a way besides downloading the unity stuff then I understand and thank you in advance for letting me know, also Im writing this on page 1 and haven't seen the most recent page yet as I multitask and usually just ask things quickly so in case there is someone mentioning this above my post then I am unaware of it and I do not mean to insult or anger anyone Link to comment Share on other sites More sharing options...
Beetlecat Posted November 1, 2018 Share Posted November 1, 2018 (edited) 6 minutes ago, The-Doctor said: I hope I don't offend anyone asking this, I'd just like to know if there is an in game way to alter the settings, I like this mod just wanna know if there is like a scale, I think a little bit of this mod would be nice in my opinion, for me, just not the full post processing, just a preference, if there isn't a way besides downloading the unity stuff then I understand and thank you in advance for letting me know, also Im writing this on page 1 and haven't seen the most recent page yet as I multitask and usually just ask things quickly so in case there is someone mentioning this above my post then I am unaware of it and I do not mean to insult or anger anyone Totally agree-- the "default" visuals for KS3P are with most everything "on" and "full" as a means of showing what the mod can do, not as a suggested set of configs. I back the effects almost down to minimum in my games, and it's much better, IMO. There's supposedly a means of toggling effects on/off in-game, but I've never gotten that to work. Otherwise for the moment it's only allowing for editing of the config files and re-launching the game to make changes. Edited November 1, 2018 by Beetlecat Link to comment Share on other sites More sharing options...
The-Doctor Posted November 1, 2018 Share Posted November 1, 2018 2 minutes ago, Beetlecat said: Totally agree-- the "default" visuals for KS3P are with most everything "on" and "full" as a means of showing what the mod can do, not as a suggested set of configs. I back the effects almost down to minimum in my games, and it's much better, IMO. There's supposedly a means of toggling effects on/off in-game, but I've never gotten that to work. Otherwise for the moment it's only allowing for editing of the config files and re-launching the game to make changes. can you send me your configs? So far Ive removed it from my install but hoping a few changes will allow me to add it back Link to comment Share on other sites More sharing options...
Beetlecat Posted November 1, 2018 Share Posted November 1, 2018 4 minutes ago, The-Doctor said: can you send me your configs? So far Ive removed it from my install but hoping a few changes will allow me to add it back it'll be some hours, but I'll send you the configs I've been using. Basically I've switched off DOF (I *WANT* to see my craft when I zoom in...), toned down bloom, and lens dirt, and I may have even switched off the tone mapping. I guess what's left is that I'm using it for AA (instead of using the game's AA) Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 1, 2018 Share Posted November 1, 2018 4 minutes ago, Beetlecat said: it'll be some hours, but I'll send you the configs I've been using. Basically I've switched off DOF (I *WANT* to see my craft when I zoom in...), toned down bloom, and lens dirt, and I may have even switched off the tone mapping. I guess what's left is that I'm using it for AA (instead of using the game's AA) Could you post a link to your config? I'm sure others would like to see them including myself Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 1, 2018 Share Posted November 1, 2018 On 10/30/2018 at 3:49 AM, 4x4cheesecake said: @The White Guardian FYI recompiling the mod and recreating the Shader AssetBundle will solve the 'MissingMethodException' I just tested it in KSP 1.4.3 but I don't see any reasons why this should not work for higher versions as well edit: Recompiling for 1.5.1 works fine as well @4x4cheesecake do the shaders need recreating for 1.5.1? Link to comment Share on other sites More sharing options...
The-Doctor Posted November 2, 2018 Share Posted November 2, 2018 1 hour ago, linuxgurugamer said: Could you post a link to your config? I'm sure others would like to see them including myself he said he would do it in a few hours no need to post this, read above your comment before filling up the forum with unnecessary posts Link to comment Share on other sites More sharing options...
linuxgurugamer Posted November 2, 2018 Share Posted November 2, 2018 23 minutes ago, The-Doctor said: he said he would do it in a few hours no need to post this, read above your comment before filling up the forum with unnecessary posts You don't really need to repeat my words back at me. In his words, he said: Spoiler it'll be some hours, but I'll send you the configs I've been using. Which, oftentimes (not always), means that in a private message. I requested they be posted in the forum. Link to comment Share on other sites More sharing options...
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