Gameslinx Posted March 28 Share Posted March 28 Parallax Continued Parallax Continued is a complete rewrite and upgrade of my original mod 'Parallax'. It brings a full suite of performance enhancements with multithreading and significant code architectural improvements that allow the mod to run blazingly fast! Parallax Continued overhauls the planetary terrain shaders from the ground as well as from orbit and adds ground clutter including forests, grass, rocks and other objects to make the planets more interesting! Making use of heavy optimization and multithreading, you can expect the visual quality of Kerbal Space Program to look better than ever while maintaining impressive framerates. Combined with other visual mods, Parallax Continued will look stunning. Changelog You can view the entire changelog going from the old Parallax to the new Parallax Continued HERE Features Overview Here's what you can expect from the mod: High quality, physically based terrain materials with tessellation Trees, grass, rocks and various other object types that can appear as ground clutter on each and every planet Fast and accurate collisions with surface objects Overhauled planet textures from orbit including realistic raymarched shadows Completely new planetary surface textures System Requirements Minimum CPU: Ideally a multi-core CPU with a boost clock speed > 2.5GHz GPU: Must support shader model 5.0 GPU: Must support Compute Shaders RAM: 4GB free memory If you are running Mac or Linux, please find your relevant section in the Installation Instructions You can follow Parallax's development here: https://github.com/Gameslinx/Parallax-Continued Download and Installation - Windows / MacOSX / Linux Dependencies (REQUIRED!) KSPBurst Kopernicus Download Download Parallax Continued Installation Instructions Installation - Windows Installation - MacOSX Installation - Linux Compatibility Recommended Mods Deferred - Cannot recommend more. Improves the lighting and improves multiple light performance Scatterer - Atmospheric scattering EVE Redux / EVE Volumetrics - Clouds TUFX - Post processing Compatible Planet Mods You can find a list of compatible planet mods here: https://github.com/Gameslinx/Parallax-Continued#recommended-mods I will not respond to bug reports unless they have either KSP.log or Kopernicus-Logs.zip attached I'd prefer if users report bugs via Parallax Continued's GitHub Issue Tracker [Here] Donations and Support If you would like to donate to further support Parallax Continued's development, you can do so via my Patreon: License and Source Code Parallax is licensed under All Rights Reserved, with exclusions to specific files available to read here. On CKAN, this is listed as a 'restricted' license. The source code for the entirety of the mod is here: https://github.com/Gameslinx/Parallax-Continued/tree/master Quote Link to comment Share on other sites More sharing options...
Kevin_kerman Posted March 28 Share Posted March 28 Yes!!!! Can't wait to try it out! Quote Link to comment Share on other sites More sharing options...
Oprissmian Posted March 28 Share Posted March 28 It's parallaxing time Quote Link to comment Share on other sites More sharing options...
Kevin_kerman Posted March 28 Share Posted March 28 @Gameslinx thank you so much for the better performance! Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted March 28 Share Posted March 28 (edited) Looking forward to testing the MapDecalVertexRemoveScatter feature! Well done you! Edited March 28 by Caerfinon Quote Link to comment Share on other sites More sharing options...
eschnak1472 Posted March 28 Share Posted March 28 Incredible! The screenshots look beautiful, I can't wait to try this out. Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted March 28 Share Posted March 28 38 minutes ago, Gameslinx said: MacOSX WHAT Finally! Quote Link to comment Share on other sites More sharing options...
Mr. Kerbin Posted March 28 Share Posted March 28 15 minutes ago, Mr. Kerbin said: WHAT Finally! Oh... crossover is 75 dollars... never mind. Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted March 28 Author Share Posted March 28 2 minutes ago, Mr. Kerbin said: Oh... crossover is 75 dollars... never mind. Indeed, time to move away from Mac This thread might have some insight but as I don't own a Mac and also don't know many people with one, I could not tell you how to set everything up. Find "Is there a free version/ alternative of parralels/crossover" on Reddit and look for the reply from 'areapp' Quote Link to comment Share on other sites More sharing options...
scottadges Posted March 28 Share Posted March 28 Very cool! Can't wait to try it out. Quote Link to comment Share on other sites More sharing options...
MitchtheStitch Posted March 29 Share Posted March 29 So do we enable collisions the same or are they enabled by default now? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted March 29 Author Share Posted March 29 5 minutes ago, MitchtheStitch said: So do we enable collisions the same or are they enabled by default now? They're on by default now Quote Link to comment Share on other sites More sharing options...
TEMPEST_114 Posted March 29 Share Posted March 29 Thank you for all your hard work and effort for KSP and it's community. Downloading via CKAN now... can't wait. Quote Link to comment Share on other sites More sharing options...
Skyliumc258 Posted March 29 Share Posted March 29 YES! YES! YEEESSS!! Quote Link to comment Share on other sites More sharing options...
m_spaceman Posted March 29 Share Posted March 29 Looks really good! No native mac or linux support is sad, though Quote Link to comment Share on other sites More sharing options...
Birdman31 Posted March 29 Share Posted March 29 (edited) Just got it working, it runs like an absolute dream! Thank you so much! Edited March 29 by Birdman31 Quote Link to comment Share on other sites More sharing options...
Caerfinon Posted March 29 Share Posted March 29 So on my debug game I installed Parallax Continued and I'm pleasantly surprised. I expected my Kerbal Konstructs to be overrun with ground scatter, howerver it seems that they are not. All of my MapDecals are configured with the setting "RemoveScatter = True" and so far every airport I fly to is completely clear. In the old Parallax the same runways were overrun with plants and looked as though they had been abandoned. I have about 30 odd more runways to check, but so far very impressive. Quote Link to comment Share on other sites More sharing options...
KenneGlitch Posted March 29 Share Posted March 29 Question, if i have an existing save with parallax, is swapping over to the new version compatible? Or do i gotta start over? Quote Link to comment Share on other sites More sharing options...
DareMightyThingsJPL Posted March 29 Share Posted March 29 We are so back! Congratz on the release! Quote Link to comment Share on other sites More sharing options...
averageksp Posted March 29 Share Posted March 29 Let's goo!!! Quote Link to comment Share on other sites More sharing options...
modus Posted March 29 Share Posted March 29 @Gameslinxis this release different from the latest patreon release? Quote Link to comment Share on other sites More sharing options...
Czejenesku Posted March 29 Share Posted March 29 (edited) Great stuff! One question though - what about frustum culling? Is it gone, as in all details are rendered instead of only where I look at? Edited March 29 by Czejenesku Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted March 29 Author Share Posted March 29 6 hours ago, KenneGlitch said: Question, if i have an existing save with parallax, is swapping over to the new version compatible? Or do i gotta start over? You can swap over while keeping the same save just fine. Just be careful because scatter positions will change and anything you have landed on planets could now have rocks inside them 4 hours ago, modus said: is this release different from the latest patreon release? Yes, there were some bug fixes to scatterer eclipse casting and the GUI now has tooltips explaining what each setting does 22 minutes ago, Czejenesku said: One question though - what about frustum culling? Is it gone, as in all details are rendered instead of only where I look at? No, frustum culling is still used. You'd probably only notice it in old parallax when pausing the game and hiding the UI to look around - this doesn't happen now, so you should never see the frustum culling directly (only feeling it through performance) 8 hours ago, m_spaceman said: Looks really good! No native mac or linux support is sad, though If you follow the install instructions for Mac and Linux you'll find it works but the underlying issues remain - KSP doesn't support Metal, so the fallback is OpenGL. Apple dropped OpenGL support a long time ago so it can't use the features that Parallax takes advantage of for its performance. On Linux you can run Parallax natively but it's through an up to date version of OpenGL which nowadays is just slow and has some issues with KSP. So the solution is to force DirectX11 on Mac if you want to run the mod and Linux if you want better performance and visuals Quote Link to comment Share on other sites More sharing options...
DeadJohn Posted March 29 Share Posted March 29 1 hour ago, Gameslinx said: You can swap over while keeping the same save just fine. Just be careful because scatter positions will change and anything you have landed on planets could now have rocks inside them Can you clarify "swap over" when using modded planets? I read the page you linked to about supported planet packs. The pack I'm currently using (Beyond Home fork) works well in Parallax 2 but isn't confirmed for Continued. Do you recommend not upgrading because it can't work due to Parallax syntax changes, or is there a reasonable chance that Continued will work with a 2.0.8 config? Quote Link to comment Share on other sites More sharing options...
Gameslinx Posted March 29 Author Share Posted March 29 1 minute ago, DeadJohn said: Can you clarify "swap over" when using modded planets? I read the page you linked to about supported planet packs. The pack I'm currently using (Beyond Home fork) works well in Parallax 2 but isn't confirmed for Continued. Do you recommend not upgrading because it can't work due to Parallax syntax changes, or is there a reasonable chance that Continued will work with a 2.0.8 config? If it doesn't have configs specifically for Continued, it won't work - stay on the old version Quote Link to comment Share on other sites More sharing options...
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