Gameslinx Posted September 7, 2022 Author Share Posted September 7, 2022 3 hours ago, Socowez said: I guess performance varies. The only other variable I know of is that my FPS was tested on the surface of the Mun, but I’m not sure if that affects performance. One more thing to try. It might take some time, but it will make sure our settings match entirely and could sort performance for you: Spoiler Step 1 - Update your NVIDIA graphics drivers Step 2 - Replace the settings.cfg in your Kerbal Space Program folder with this: https://mega.nz/file/JEEgTZ5a#BDhp8Vm8WvcbYd3lO2VCIg_3_8xr1I4ns8-He8pQ_PY Step 3 - Use these NVIDIA settings: Please let me know if this helps! Quote Link to comment Share on other sites More sharing options...
Rutabaga22 Posted September 7, 2022 Share Posted September 7, 2022 11 hours ago, Gameslinx said: Any idea how you replicated this? I just flew around. Quote Link to comment Share on other sites More sharing options...
Juba Posted September 7, 2022 Share Posted September 7, 2022 (edited) Awesome but he game looks so dark its feels like some heavy ambient occlusion active in day, and in the night its pitch black. I have AVP 8K installed Edited September 7, 2022 by Juba Quote Link to comment Share on other sites More sharing options...
JebIsDeadBaby Posted September 7, 2022 Share Posted September 7, 2022 @Juba - came here to ask literally the same thing. I use JNSQ but I checked it with minimal required mod configuration on the stock Kerbin and have the same problem. Also with JNSQ I get some wired sunrises, where the sun is already quite high above the horizon and the ground is still dark and the ground that comes with the buildings is even darker (on the stock system this may also be a thing although is it is, it's not that pronounced). Does Parallax mess with Scatterer somehow? Quote Link to comment Share on other sites More sharing options...
JustDark Posted September 7, 2022 Share Posted September 7, 2022 I keep getting this issue whenever I try to install the mod. Trying to load a new world or settings just makes the game infinitely load. I followed the installation instructions but I keep getting this. I have gotten it to work once on another install of KSP, but whenever I try to do it on my steam install it just goes back to this. I'm at a loss at this point on what I could be doing wrong, if anything, maybe the mod just doesn't like my steam but we'll see. Quote Link to comment Share on other sites More sharing options...
Zefnoly Posted September 7, 2022 Share Posted September 7, 2022 Will these kind of surface bases be possible? With that I mean, will the location of stuff that collide be consistent? Or can I expect base to randomly explode on load more than usual because a big rock with collision shifted? I badly want to use the mod but worry about this... Quote Link to comment Share on other sites More sharing options...
maksnotea Posted September 7, 2022 Share Posted September 7, 2022 (edited) My base on Duna didn't explode though it's inside of rocks. But I didn't have anything on Mun so it's better to save before trying (and I also backed up entire save file) Edited September 7, 2022 by maksnotea I forgot to quote the another post Quote Link to comment Share on other sites More sharing options...
Socowez Posted September 7, 2022 Share Posted September 7, 2022 41 minutes ago, Zefnoly said: Will these kind of surface bases be possible? With that I mean, will the location of stuff that collide be consistent? Or can I expect base to randomly explode on load more than usual because a big rock with collision shifted? I badly want to use the mod but worry about this... Scatters will indeed be consistent, in the same spots and shapes and sizes and all that, from scene changes to restarting the game***. Just find a spot without too many rocks *** @Gameslinx confirm on this Quote Link to comment Share on other sites More sharing options...
610yesnolovely Posted September 7, 2022 Share Posted September 7, 2022 9 hours ago, HansAcker said: Does that actually work for you? It seems here that Parallax processes its config node before MM had any chance to patch it. No, it turns out it doesn't. I shall edit the original. Hand edit is the only way currently we think. Quote Link to comment Share on other sites More sharing options...
eddiew Posted September 7, 2022 Share Posted September 7, 2022 Holy krap this looks like an entirely different game... Been 12+ months since I touched KSP but this is tempting me to roll up another career Quote Link to comment Share on other sites More sharing options...
Sinan Posted September 7, 2022 Share Posted September 7, 2022 Hi @Gameslinx This looks amazing and thanks for all the hard work. Unfortunately I am having severe performance issues using Parallax. I've tried a clean install with just Kopernicus and Parallax to make sure it is no a mod conflict, and I still getting just 10-15 FPS with no mods installed flying around KSC (compared to 50+ without Parallax). I've checked the log, and the only error is this: WARNING: Shader Unsupported: 'Custom/ParallaxAsteroidUltra' - All passes removed WARNING: Shader Did you use #pragma only_renderers and omit this platform? ERROR: Shader Custom/ParallaxAsteroidUltra shader is not supported on this GPU (none of subshaders/fallbacks are suitable) It looks like one of the shaders used by Parallax is not compatible with my GPU at the moment. Would this cause the FPS drop? I have a fairly old GeForce GTX1050 and I've updated the drivers to make sure everything is up to date. This is running on a fairly new PC with Windows 11. Any suggestions or is it time to update my GPU? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 7, 2022 Author Share Posted September 7, 2022 3 hours ago, JebIsDeadBaby said: Does Parallax mess with Scatterer somehow? No. Parallax will work with JNSQ because the planets share the same names, but not on any other planet mod yet because configs don't exist. 3 hours ago, JebIsDeadBaby said: the ground is still dark and the ground that comes with the buildings is even darker Increasing the sunlight shadow strength was intentional, but after feedback I'll be reverting it or trying it on only bodies without an atmosphere 2 hours ago, Zefnoly said: Will these kind of surface bases be possible? With that I mean, will the location of stuff that collide be consistent? Or can I expect base to randomly explode on load more than usual because a big rock with collision shifted? I badly want to use the mod but worry about this... The rocks will always stay in the same place. Your bases will be fine! Quote Link to comment Share on other sites More sharing options...
AstralMinerNCC1701 Posted September 7, 2022 Share Posted September 7, 2022 (edited) What atmosphere mod was used in the Parallax 2.0 trailer? Stock Visual Enhancements didn't like it very much so I am having to use the base Galaxies Unbound clouds right now. Thanks and great mod! Edited September 7, 2022 by AstralMinerNCC1701 Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 7, 2022 Author Share Posted September 7, 2022 51 minutes ago, Sinan said: It looks like one of the shaders used by Parallax is not compatible with my GPU at the moment. Would this cause the FPS drop? I have a fairly old GeForce GTX1050 and I've updated the drivers to make sure everything is up to date. This is running on a fairly new PC with Windows 11. This is an error on my part. ParallaxAsteroid is indeed unsupported because it didn't compile properly and I forgot to omit it from the build. It's not actually used in-game, so there is nothing to worry about. As for your FPS, can you send a screenshot of your graphics settings in-game? Finally, if you want to try something in the meantime, follow these instructions above on a clean, parallax only install. This problem is something I'm trying to gather more data on: https://forum.kerbalspaceprogram.com/index.php?/topic/197024-112x-parallax-pbr-terrain-and-surface-objects-200/&do=findComment&comment=4172426 Quote Link to comment Share on other sites More sharing options...
Socowez Posted September 7, 2022 Share Posted September 7, 2022 6 hours ago, Gameslinx said: Ah thanks for reporting this. Looks like the game resets the terrain shader offset, expecting a craft change, but the craft never switches so Parallax isn't told to regenerate the scatters at the new position Will get a fix for this out soon. Btw, switching to cockpit view and back will fix this. This also happens when you attempt to EVA when you can't. It looks like it's the same issue with changing craft, and will likely get resolved with that fix you're working on. Switching to IVA and back does fix it like the other problem. Thought I'd share if it was of any use or relevance Quote Link to comment Share on other sites More sharing options...
Roko Posted September 7, 2022 Share Posted September 7, 2022 4 hours ago, Gameslinx said: I have something planned to support Linux/Mac Awesome work on this mod! It would be great if you could get Linux to work without needing DX11/steam/proton, I'd rather donate to your efforts than buy the game + DLCs a second time in Steam. (I'm running stand-alone on Linux, don't have a windows machine at the moment) Totally understand the effort that goes into building something amazing like this in your spare time, so no judgment if it's not a priority! Quote Link to comment Share on other sites More sharing options...
Sinan Posted September 7, 2022 Share Posted September 7, 2022 Thanks for looking into this and trying to fix it. The good news is that with the settings you provided for both KSP and NVIDIA there was a massive increase in FPS - up to about 40-50 flying at low altitude around KSP (close enough to count the petals on the flowers). As a further test, I tried my original KSP settings file with the new NVIDA settings, and the FPS was back down to 10-15 FPS. I then tried your KSP settings file and reverted the NVIDIA settings back to their original values, and the FPS was higher at about 20-25, but still noticeable slow. Some magic in both the KSP game settings and the NVIDIA settings you provided is combining to make everything work, but I'm not sure exactly what. This is in a clean fresh install with just Parallax and Kopernicus and no other mods. I hope this helps you track down the problem. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted September 7, 2022 Author Share Posted September 7, 2022 29 minutes ago, Socowez said: This also happens when you attempt to EVA when you can't. It looks like it's the same issue with changing craft, and will likely get resolved with that fix you're working on. Switching to IVA and back does fix it like the other problem. Thought I'd share if it was of any use or relevance I should be able to use Harmony to separate when floating origin updates from when it resets. Right now when the craft is above a certain height it resets every frame which is a real pain because it would have been perfect if not for that. Should have a fix out shortly, but I'm also working on Linux/Mac support and an experimental memory optimization to slightly reduce VRAM. Btw, did you check my reply to you above regarding settings? 17 minutes ago, Sinan said: Thanks for looking into this and trying to fix it. The good news is that with the settings you provided for both KSP and NVIDIA there was a massive increase in FPS - up to about 40-50 flying at low altitude around KSP (close enough to count the petals on the flowers). As a further test, I tried my original KSP settings file with the new NVIDA settings, and the FPS was back down to 10-15 FPS. I then tried your KSP settings file and reverted the NVIDIA settings back to their original values, and the FPS was higher at about 20-25, but still noticeable slow. Some magic in both the KSP game settings and the NVIDIA settings you provided is combining to make everything work, but I'm not sure exactly what. This is in a clean fresh install with just Parallax and Kopernicus and no other mods. I hope this helps you track down the problem. I suspected it was a combination of AntiAliasing, potentially having SuperSampling enabled in the NVIDIA panel and a good old driver update. 8x anti-aliasing wrecks the strongest of GPUs seemingly randomly. Sometimes I'd get ~90fps. Other times 10. I think this might be happening. Anyway, 40-50 fps on a 1050 is absolutely fantastic. I'm so glad to hear it worked! Quote Link to comment Share on other sites More sharing options...
Geonovast Posted September 8, 2022 Share Posted September 8, 2022 43 minutes ago, Roko said: than buy the game + DLCs a second time in Steam. You can add the game as a non-steam game and then run it through Proton as you would any steam game. Quote Link to comment Share on other sites More sharing options...
Socowez Posted September 8, 2022 Share Posted September 8, 2022 19 minutes ago, Gameslinx said: I suspected it was a combination of AntiAliasing, potentially having SuperSampling enabled in the NVIDIA panel and a good old driver update. 8x anti-aliasing wrecks the strongest of GPUs seemingly randomly. Sometimes I'd get ~90fps. Other times 10. I think this might be happening. Anyway, 40-50 fps on a 1050 is absolutely fantastic. I'm so glad to hear it worked! I'm glad to report a great performance increase on my side, too! Glad the issue was resolved, even if it didn't pertain to Parallax. Quote Link to comment Share on other sites More sharing options...
TheDicko Posted September 8, 2022 Share Posted September 8, 2022 Hi Gameslinx. I noticed that toggling IVA ( ie pressing the c key to go inside / outside the vessel, seems to and redraw the rocks etc on duna. not sure if it does on other bodies, but it should be quite easy to replicate Quote Link to comment Share on other sites More sharing options...
Fabled_Mike Posted September 8, 2022 Share Posted September 8, 2022 How do I disable scatters? Quote Link to comment Share on other sites More sharing options...
Kerbin Launch Coalition Posted September 8, 2022 Share Posted September 8, 2022 9 hours ago, Gameslinx said: I should be able to use Harmony to separate when floating origin updates from when it resets. Right now when the craft is above a certain height it resets every frame which is a real pain because it would have been perfect if not for that. Should have a fix out shortly, but I'm also working on Linux/Mac support and an experimental memory optimization to slightly reduce VRAM. Btw, did you check my reply to you above regarding settings? I suspected it was a combination of AntiAliasing, potentially having SuperSampling enabled in the NVIDIA panel and a good old driver update. 8x anti-aliasing wrecks the strongest of GPUs seemingly randomly. Sometimes I'd get ~90fps. Other times 10. I think this might be happening. Anyway, 40-50 fps on a 1050 is absolutely fantastic. I'm so glad to hear it worked! I can infact confirm that anti-aliasing with NVIDIA card and this don't play well together. Was having serious performance issues with Parallax 2.0 (with collisions enabled), reduced anti-aliasing value to 4x and the performance difference is night and day. This is with latest NVIDIA drivers and RTX 3070 (Laptop). It's worth it though cause the collisions are a step above, nowt better than a lander tipping over due a Parallax generated rock! Quote Link to comment Share on other sites More sharing options...
Robin Patenall Posted September 8, 2022 Share Posted September 8, 2022 Does anybody know / can confirm if enabling collisions is safe on an existing save? I don't currently have much landed that I care about (mostly spent stages and surface science that has completed) but there are a couple of things that I'd prefer not to explode after being telefragged by a new rock. Right at the moment I could probably get everything I care about into orbit and update to this and land everything again, but I probably need to do it now, rather than later. Quote Link to comment Share on other sites More sharing options...
MaxLak Posted September 8, 2022 Share Posted September 8, 2022 (edited) Looks fantastic! Edited September 8, 2022 by MaxLak Quote Link to comment Share on other sites More sharing options...
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