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[1.9-1.12.x] EVE-Redux: Performance-enhanced EVE + maintenance (v1.11.7.1 - 09/09/2022)


blackrack

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Is it possible to have information about how config works ? The config download linked in the original post contains a lot more than just a config file, do we need to install the entire original EVE mod alongside this just to piggyback its configuration file ?

Could the original post contain more info about how to make the mod work, if downloading it and putting it in GameData is not enough ?

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Some content has been removed.  No worries, nobody's done anything wrong, but please understand that whatever you see here on the forum is always free to download.  The KSP forum doesn't permit posting (or discussion) of paid content.  Please confine discussion here in the forum to the free download available from the OP of this thread.  Thank you.

(And thanks to @blackrack for making such amazing mods!)

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On 2/2/2023 at 7:45 PM, Light_Gladiator said:

god I need this............................
Cant wait till the 24th, if thats still the release date.

Whats the source of this information? Who said it would release on 24th Feb?

KSP 2 EA is launching 24th Feb.

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On 2/9/2023 at 10:46 PM, NBDesigns said:

If I wanted to add a third layer of clouds above cloud layer 2 say thin high atmospheric similar to cirrocumulus or cirrostratus is there anyone already done this and willing to share? 
 

I’ll give it a try in game next time I’m on and see what happens 

 

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On 8/20/2020 at 3:29 AM, blackrack said:

EVE-Redux

This is my continuation of EVE (Environmental Visual Enhancements). This started as a performance-enhanced version of EVE.

See here for EVE (thanks for everything @rbray89).

This build also integrates @R-T-B's and @BIOZ fixes for 1.10.

Information about current EVE-Redux

This version uses a few more modern rendering tricks:

- Cloud shadows are rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector (saves a lot of CPU time, culling the scene+sending draw calls)

- Celestial shadows are also rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector (saves a lot of CPU time, culling the scene+sending draw calls)

- All the particles in a volumetric cloud layer are rendered at once in a single draw-call, instead of one draw-call per particle, saving CPU time

- One MeshRenderer and one GameObject per volumetric layer instead of one per particle

- Volumetric particles are rendered at 1/4 the screen resolution then upsampled with a depth-aware filter and composited into the scene, saving GPU power

So how fast is it really?

  Reveal hidden contents

My test results:

My own results with an i5-3470 and a GTX 1080 at 1440p, very CPU-bound in KSP. Left is last release, right is this build, framerate can be seen in the corner:

At runway with EVE only, 98 vs 121 fps:

RmtQQf9.jpg

At runway with scatterer+EVE 68 vs 97 fps:

QqWUuq7.jpg

Zoomed out with scatterer+EVE 45 vs 69 fps:

kr377c3.jpg

EVE surface with scatterer+EVE, an absolutely ridiculous 27 vs 87 fps (this scales much better with a higher number of clouds and volumetrics)

BBGXkVn.jpg

Full comparison album: https://imgur.com/a/gl2Yonq

Test results from users:

@Poodmund's test results with stock EVE configs and modified density configs:

MGNuZNa.png

Full post:

 

Test results with spectra:

@airtrafficcontroller results (15% performance increase in-game): https://forum.kerbalspaceprogram.com/index.php?/topic/196411-110x-eve-redux-performance-enhanced-eve-build/&do=findComment&comment=3841285

@RyanRising's results (no significant performance difference in-game) https://forum.kerbalspaceprogram.com/index.php?/topic/196411-110x-eve-redux-performance-enhanced-eve-build-v11111-26082020/&do=findComment&comment=3844819

Test results with SVE:

@TheKurgan's results (~6% performance increase in-game) : https://forum.kerbalspaceprogram.com/index.php?/topic/103963-wip110x-scatterer-atmospheric-scattering-v00630-19082020/&do=findComment&comment=3840894

Known issues:

-You might notice a bit of aliasing now that all effects use the depth buffer

-Volumetrics may appear visible from underwater with scatterer

 

Downloads

Spacedock: https://spacedock.info/mod/2631/Environmental Visual Enhancements Redux

Githubhttps://github.com/LGhassen/EnvironmentalVisualEnhancements/releases/

Configs:

Configs are to be downloaded from the default EVE config:https://github.com/WazWaz/EnvironmentalVisualEnhancements/releases/download/EVE-1.2.2-1/EnvironmentalVisualEnhancements-Configs-1.2.2.1.zip or your favourite visual pack

 

Changelogs:

  Reveal hidden contents
***********Redux 1.11.7.1***********
- Fix flickering city lights with Parallax (added a small depth offset)
- Fix volumetrics in VR (thanks @JonnyOthan) for Kerbal-VR https://github.com/JonnyOThan/Kerbal-VR
- Fix a nullref and some game event leaks (Thanks @BrettRyland and @GotMachine)

***********Redux 1.11.6.1***********
-Fixed flickering clouds in reflections (most noticeable on TU parts)

***********Redux 1.11.5.1***********
-Fix compatiblity with 1.10-1.11 (recompile shaders with older unity version)

***********Redux 1.11.4.1***********
-Fix clouds shadows breaking TAA (scatterer/tufx) in low orbit
-Fix BuildManager exception during load (Thanks @al2me6)
-Add terrain ultra material support for 1.9+ (Thanks @Bioz)

***********Redux 1.11.3.1***********
-Fix cityLights not appearing with latest scatterer versions (0.0770+)

***********Redux 1.11.2.1***********
-Fix depth precision issues on cloud shadows
-Cloud shadows are visible all the way instead of only ~20 km around camera
-Fix 2D clouds fading into the planet when zooming out
-Fix issue where clouds are stuck when loading savegame from KSC

***********Redux 1.11.1.1***********
-Volumetrics fade near the camera, more natural transition
-Fix flickering on volumetrics
-Disable mixed-resolution volumetric rendering on OpenGL (buggy)

***********Redux 1.0***********
Performance improvements:
-Cloud shadows are rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector
-Celestial shadows are also rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector
-All the particles in a volumetric cloud layer are rendered at once in a single draw-call, instead of one draw-call per particle, saving CPU time
-One MeshRenderer and one GameObject per volumetric layer instead of one per particle
-Volumetric particles are rendered at 1/4 the screen resolution then upsampled with a depth-aware filter and composited into the scene, saving GPU power

 

Discord:

I don't have an official Discord but I usually hang out in the EVE and scatterer channels of the kopernicus discord so you can find me there: https://discord.com/invite/uA69S3zZqf

Discord-logo.png

Donations:

I do this in my spare time, if you like what I do you can support me here:

Patreon:

20TIHMv.png

Paypal:

hOMpXM5.gif

Awesome!!!!!!!!!❤!!

4421860db815610494e8f71deed47d4f25524876417f194c7915769fcc72ace4645db18025524876

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Hey guys. So recently I've decided to boot up my old KSP modpack with KSRSS and BDB and found out that my game lags as HELL on all planets with atmosphere. After running a few cleanroom tests with and without both KSRSS and visual mods I've managed to pinpoint the issue to combination of EVE and Scatterer.

Here's my latest test config image.png

On this particular config I still have that massive lag. 
I decided to run AVP 'cause it always ran pretty well, even with 4k textures. 

Log: https://drive.google.com/file/d/1xTsfY2AlghevNOidVUe514yo3GeuBjn0/view?usp=share_link

Yeah I've Alt+F4'ed the game. It's not the crash.

Gamedata:

image.png

I've got 16 GB's of RAM i7-7700 and rx 580 8gb and as I was saying it ran pretty well. In fact I've managed to run an enormous modpack with BDB Tantares and KSRSS on my poor PC and after loading it managed to run really good .

Even had 60 FPS in flight while now lag is everywhere on boides with atmo. It stops being severe only when craft is (in Space High). No atmo bodies are perfect.

I DO hope @blackrack  sees this 'cause I'm kinda desparate.

Edited by ra4nd0m
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26 minutes ago, ra4nd0m said:

Hey guys. So recently I've decided to boot up my old KSP modpack with KSRSS and BDB and found out that my game lags as HELL on all planets with atmosphere. After running a few cleanroom tests with and without both KSRSS and visual mods I've managed to pinpoint the issue to combination of EVE and Scatterer.

Here's my latest test config image.png

On this particular config I still have that massive lag. 
I decided to run AVP 'cause it always ran pretty well, even with 4k textures. 

Log: https://drive.google.com/file/d/1xTsfY2AlghevNOidVUe514yo3GeuBjn0/view?usp=share_link

Yeah I've Alt+F4'ed the game. It's not the crash.

Gamedata:

image.png

I've got 16 GB's of RAM i7-7700 and rx 580 8gb and as I was saying it ran pretty well. In fact I've managed to run an enormous modpack with BDB Tantares and KSRSS on my poor PC and after loading it managed to run really good .

Even had 60 FPS in flight while now lag is everywhere on boides with atmo. It stops being severe only when craft is (in Space High). No atmo bodies are perfect.

I DO hope @blackrack  sees this 'cause I'm kinda desparate.

I got nothing based on the log.

Make sure you turn down the reflections built into the game, I've seen them tank framerate on an RTX 3070, there is a settings file posted in the Parallax thread which does that (even if you don't use parallax), check the troubleshooting section -> my performance has tanked

 

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7 hours ago, blackrack said:

Make sure you turn down the reflections built into the game, I've seen them tank framerate on an RTX 3070, there is a settings file posted in the Parallax thread which does that (even if you don't use parallax), check the troubleshooting section -> my performance has tanked

Thank you very much! That helped!

Sorry for wasting your time. I did my best trying to find the culprit and it led me here. It seems I was wrong this time. To be fair I tried my best. I've reduced number of mods from around 100 to this small list. 

I guess good 'ol KSP still have some tricks up its sleeve to ruin your experience.

Edited by ra4nd0m
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9 hours ago, ra4nd0m said:

@blackrack Sorry for another ping but after doing that fix I've noticed some really bad "staircases" on models.

Any idea how can this be fixed? image.png

I'm running medium setting in Scatterer with SMAA enabled because TAA causes tragectory lines blinking.

Enable the game's built-in antialiasing from the main menu (it will be auto-disabled outside the editor by scatterer), Scatterer's AA is not used in the editors.

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Some content has been removed. Folks, a gentle reminder that KSP mods listed in the KSP forum are free. The topic of this thread is the free mod that blackrack has so generously provided.

Please stay on topic by discussing here what's posted here. Discussions of content circulated outside the forum needs to stay outside of the forum. Thank you for your understanding.

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I just got to Laythe for the first time in.. 5 years it's had to have been.  And with the new EVE. Thought id share a screenshot.

1ZnavdI.jpg

Speechless. Blackrack I cant thank you, Gamerslinx, Nertea and many more enough for turning this game into what we all wanted it to be all those years ago.

Edited by Motokid600
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On 2/19/2023 at 8:52 AM, Drupegod02 said:

Im not sure if this is EVE or scatterer, but whenever I am playing, planets randomly turn white and glossy.
https://imgur.com/a/uMsSEMF

Try the option for "low resolution atmosoheres"  It does not majorly impact quality and some gpus need it.

 

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