Al2Me6 Posted April 21, 2020 Share Posted April 21, 2020 Shadowmage, thank you for making such a wonderful mod. However, it seems like it doesn't properly respect screenshot supersampling (by configuring the value of SCREENSHOT_SUPERSIZE in settings.cfg): while the resolution is increased, the effective resolution is not (ex. for a 2 times upscale, while the dimensions are doubled, the pixels are in units of 4, effecting making the resolution the same as before). Here's a screenshot that was supersampled from 1440p to 5120x2880: https://imgur.com/a/13A63MJ Quote Link to comment Share on other sites More sharing options...
OOM Posted April 21, 2020 Share Posted April 21, 2020 (edited) This is just a great mod - 12\10 The only pity is that it is actually unplayable due to the lack of EVE 1.9.X (than playing without clouds it's better not to play at all) And here I don’t even know what will come first - KSP 2 or EVE 1.9.1 Edited April 21, 2020 by OOM Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted April 21, 2020 Share Posted April 21, 2020 43 minutes ago, OOM said: This is just a great mod - 12\10 The only pity is that it is actually unplayable due to the lack of EVE 1.9.X (than playing without clouds it's better not to play at all) And here I don’t even know what will come first - KSP 2 or EVE 1.9.1 Unplayable? I have been using it since weeks ago. I even have EVE working in KSP 1.9.1 Check one my previous post where I posted a youtube video demo (There is a download link on the video description) Quote Link to comment Share on other sites More sharing options...
The Space Man Posted April 21, 2020 Share Posted April 21, 2020 2 hours ago, jrodriguez said: Unplayable? I have been using it since weeks ago. I even have EVE working in KSP 1.9.1 Check one my previous post where I posted a youtube video demo (There is a download link on the video description) Is that a 1.9.1 working Kopernicus inside your UltimateVisualModPack download? Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted April 21, 2020 Share Posted April 21, 2020 2 hours ago, The Space Man said: Is that a 1.9.1 working Kopernicus inside your UltimateVisualModPack download? Yes Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted April 21, 2020 Author Share Posted April 21, 2020 On 4/19/2020 at 11:12 AM, blackrack said: Do you have any screenshots? I'm curious what volumetric shadows derived from shadowMaps look like in KSP, I'm also thinking about 8k shadow maps and some careful tuning to cover 50km+ shadows. Alas, I never made it quite that far, and even at 8k from what I did get done, there would be some terrible artifacts. I got stuck trying to figure out what the shadow_in and shadow_out variables used in the original code were supposed to do, and what the inputs for them should be to facilitate the volumetric shadows. No documentation on either of them, other than they were used for shadows... 11 hours ago, Al2Me6 said: Shadowmage, thank you for making such a wonderful mod. However, it seems like it doesn't properly respect screenshot supersampling (by configuring the value of SCREENSHOT_SUPERSIZE in settings.cfg): while the resolution is increased, the effective resolution is not (ex. for a 2 times upscale, while the dimensions are doubled, the pixels are in units of 4, effecting making the resolution the same as before). Here's a screenshot that was supersampled from 1440p to 5120x2880: https://imgur.com/a/13A63MJ I don't touch anything regarding screenshots -- that is all internal KSP/Unity code; nor do I believe that the post-process stack should interfere with it. (not saying it can't, or isn't, but merely that it really shouldn't) Quote Link to comment Share on other sites More sharing options...
Zorg Posted April 25, 2020 Share Posted April 25, 2020 Hi @Shadowmage, just wondering what is the correct syntax to import an external LUT to use within the color grading node is? I followed the syntax for the included lens dirt textures but not sure what the correct property name is for the LUT texture (I tried LUT but it didnt work). And I cant export a profile with external LUT enabled but no actual LUT included to find out since it null refs if I try that. TUFX_TEXTURES { //named for ModuleManager patching name = Zorgs //EFFECT blocks define textures for one effect //multiple blocks can exist for the same effect, in one or more TUFX_TEXTURES nodes EFFECT { //the name of the effect to add textures for name = ColorGrading //the property-name from the effect, and the texture path; multiple entries supported LUT = ZorgsTUFXprofiles/Textures/KC_FCB_32 } } Quote Link to comment Share on other sites More sharing options...
Agustin Posted April 29, 2020 Share Posted April 29, 2020 Can I have motion blur with this? Do I need a config? I am in RSS Quote Link to comment Share on other sites More sharing options...
jrodriguez Posted April 29, 2020 Share Posted April 29, 2020 1 hour ago, Agustin said: Can I have motion blur with this? Do I need a config? I am in RSS Check the wiki page on GitHub Quote Link to comment Share on other sites More sharing options...
Leandro Basi Posted May 14, 2020 Share Posted May 14, 2020 After entering VAB and try a new launch the effects go out then i need to press tufx button again! This is correct or maybe i have any problem? Quote Link to comment Share on other sites More sharing options...
Leandro Basi Posted May 14, 2020 Share Posted May 14, 2020 1 hour ago, Leandro Basi said: After entering VAB and try a new launch the effects go out then i need to press tufx button again! This is correct or maybe i have any problem? I have make a feel tests and this happens when revert flight to VAB option! After exit VAB, tufx effects go out! Quote Link to comment Share on other sites More sharing options...
LtMtz Posted May 26, 2020 Share Posted May 26, 2020 Hi @Shadowmage is there a possibility to have dedicated configs for IVA and EVA Scenes? It seems that tufx handles them all as the flight scene. Thanks in advance! Quote Link to comment Share on other sites More sharing options...
KeaKaka Posted May 28, 2020 Share Posted May 28, 2020 (edited) I have a problem Spoiler there seems to be a kind of striped pattern over everything that has only started happening after I installed TUFX earlier today Edited May 28, 2020 by Mountain Parrot Quote Link to comment Share on other sites More sharing options...
LtMtz Posted May 29, 2020 Share Posted May 29, 2020 8 hours ago, Mountain Parrot said: I have a problem Reveal hidden contents there seems to be a kind of striped pattern over everything that has only started happening after I installed TUFX earlier today Hi, if i remeber right this is caused by ambient occlusion. Try to disable it in the tufx menu and it should be gone. Quote Link to comment Share on other sites More sharing options...
PaladinPizza Posted May 29, 2020 Share Posted May 29, 2020 one issue that ive been having causes a slight flicker to the entire game. its not the terrain issue caused by anti-aliasing, its something that occurs over the entire screen. anyone else have this issue? Quote Link to comment Share on other sites More sharing options...
Alvi Posted June 2, 2020 Share Posted June 2, 2020 Hi, just came across this mod and immediately replaced KS3P with it. The game runs smoother and is much better looking with an amazing array of configs especially with Zorg's configs. Just one question, is there any way to keep a certain config enabled at all times? I find i have to keep selecting a config every time i launch a new vessel or switch to another one. Quote Link to comment Share on other sites More sharing options...
Grem Posted June 3, 2020 Share Posted June 3, 2020 Alvi, after the start of a new career, I once chose a profile on all the scenes and in the future it is kept forever, even after the save is reloaded. Quote Link to comment Share on other sites More sharing options...
AverageUser54 Posted June 16, 2020 Share Posted June 16, 2020 Does anyone have a config they can share? Quote Link to comment Share on other sites More sharing options...
somnambulist Posted June 16, 2020 Share Posted June 16, 2020 46 minutes ago, Prathtel said: Does anyone have a config they can share? https://forum.kerbalspaceprogram.com/index.php?/topic/188816-zorgs-screenshots-and-customised-visual-set-up/ Quote Link to comment Share on other sites More sharing options...
Weimaraner Posted June 27, 2020 Share Posted June 27, 2020 Will there be support for Metal? Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted June 30, 2020 Share Posted June 30, 2020 How well does this work on low hardware Quote Link to comment Share on other sites More sharing options...
One eyed Smile Posted June 30, 2020 Share Posted June 30, 2020 Is there any way to remove stripes when enabling ambient occlusion? seems to be only happening when zoomed up close on vessels. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted July 1, 2020 Author Share Posted July 1, 2020 23 hours ago, One eyed Smile said: Is there any way to remove stripes when enabling ambient occlusion? seems to be only happening when zoomed up close on vessels. Unfortunately, from my understanding, this is an issue caused by KSPs insane camera clip settings (specifically the distance between the near and far planes); and as such, cannot be fixed without impacting regular rendering. Screenspace-AO effects are intended to be used on close to mid-range geometry, and as such that is what the effect authors focused on optimizations for. On 6/27/2020 at 2:33 AM, Weimaraner said: Will there be support for Metal? Not currently/no plans at the moment. Does KSP support Metal? Does Unity and their Post-Process-Packv2 support Metal? (honestly asking, have no idea; but any support by TUFX is entirely dependent on support in both of those other areas first) On 6/30/2020 at 12:14 AM, xD-FireStriker said: How well does this work on low hardware Probably will work, but will likely have a noticeable impact on frame-rates; low end hardware is where you start turning off such fancy effects, rather than looking to enable them. Some specific effects (or settings) will have a larger impact than others, and some of the effects are extremely cheap and fast, so you might be able to fine-tune what is enabled and how it is configured to still allow it to be usable. Quote Link to comment Share on other sites More sharing options...
xD-FireStriker Posted July 1, 2020 Share Posted July 1, 2020 Just now, Shadowmage said: Probably will work, but will likely have a noticeable impact on frame-rates; low end hardware is where you start turning off such fancy effects, rather than looking to enable them. Some specific effects (or settings) will have a larger impact than others, and some of the effects are extremely cheap and fast, so you might be able to fine-tune what is enabled and how it is configured to still allow it to be usable. I will give it a look, I have always ran KSP on low hardware with mods but at the same time i also love my game looking nice. Starting to reach the balance between Mods and FPS and wanna try some visual mods for the sake of it. This is reliant on GPU Right? My poor i3 cant handle much more lol Might see how far i can push it on a stock install tbh. may even test 1.10 but its too late for me to do that, maybe tommrow and i can get back to you about TU and this. Quote Link to comment Share on other sites More sharing options...
Shadowmage Posted July 1, 2020 Author Share Posted July 1, 2020 On 5/26/2020 at 7:04 AM, LtMtz said: Hi @Shadowmage is there a possibility to have dedicated configs for IVA and EVA Scenes? It seems that tufx handles them all as the flight scene. Thanks in advance! Those are both the part of the flight scene, there is no differentiation according to the game code and the GameScenes enum; hence they are treated the same. The list of GameScenes that I can directly query state on (and react to Scene Change events) is this: public enum GameScenes { LOADING, LOADINGBUFFER, MAINMENU, SETTINGS, CREDITS, SPACECENTER, EDITOR, FLIGHT, TRACKSTATION, PSYSTEM, MISSIONBUILDER = 21 } Note there is no separate listing for IVA/EVA/Standard flight. Just one scene -- FLIGHT. Possibility to work, sure. Plans to implement it -- not at this time. 2 minutes ago, xD-FireStriker said: I will give it a look, I have always ran KSP on low hardware with mods but at the same time i also love my game looking nice. Starting to reach the balance between Mods and FPS and wanna try some visual mods for the sake of it. This is reliant on GPU Right? My poor i3 cant handle much more lol Might see how far i can push it on a stock install tbh. may even test 1.10 but its too late for me to do that, maybe tommrow and i can get back to you about TU and this. Yes, TUFX should be more or less all GPU processing. There will of course be some minor CPU overhead (As something has to send the data to/from the GPU), but the actual effects are all processed in compute and render shaders, entirely in GPU memory. Quote Link to comment Share on other sites More sharing options...
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