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[Documentation][WIP] stock & custom FX values/parameters/results [HELP NEEDED !]


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Hello everybody,

AFAIK FX is one of the least known topic in modding, it's even not covered in the sticky links collection (at least in the 1st post list, if some important info are buried inside the page 45, the topic has failed itself unfortunately !).

There is this one "complete manual needed"

and another here,

maybe some people are aware of more interesting topics, please report here.

The plan is to list all stock FX as well as custom made from sarbian's smokescreen, Nazai1382's HotRockets and dtobi's CoolRockets, their parameters and effects, and visual examples, as simple as possible to avoid people who want to make custom FX the hard work of trial/guessing and error (which could lead to loose momentum/motivation and just give-up by using a stock FX which doesn't fit the original idea).

It would be great also to have ready-to-use snippets as well as custom FX objects (the one made in unity) people can just drag & drop somewhere and "plug" on any engine.

As the task is quite huge, I hope as much as possible people will contribute, by just showing a single FX or a single parameter change effect on the FX.

You'll just need to take one FX not yet documented here, playing with it and post your results here, data will be added to this post.

Stock known FX list

wip = documention in progress

nothing = to be done/added

done = self explained :)

fx_exhaustFlame_blue wip

fx_exhaustFlame_blue_small

fx_exhaustFlame_white_tiny

fx_exhaustFlame_yellow

fx_exhaustFlame_yellow_small

fx_exhaustFlame_yellow_tiny

fx_exhaustLight_blue done

fx_exhaustLight_yellow

fx_exhaustSparks_flameout wip

fx_exhaustSparks_yellow

fx_exhaustFlame_white_tiny

fx_gasBurst_white

fx_gasJet_tiny

fx_gasJet_white

fx_smokeTrail_light done

fx_smokeTrail_medium

fx_splashdown

fx_waterSurface

fx_exhaustFlame_blue

fx_exhaustFlame_blue_small

fx_exhaustFlame_yellow

fx_exhaustFlame_yellow_tiny

fx_exhaustFlame_white_tiny

fx_exhaustLight_blue

fx_exhaustLight_yellow

fx_smokeTrail_light

fx_smokeTrail_medium

fx_exhaustSparks_flameout

fx_exhaustSparks_yellow

* fx_smokeTrail_aeroSpike

* fx_exhaustSparks_flameout_2

fx_gasBurst_white

* come from RAPIER engine, the first one to use new FX effect in 0.23 !

from NASA mission:

fx_smokeTrail_veryLarge

fx_exhaustSparks_flameout_2

This list take only parts into account, I don't know where fx_splashdown for example comes from and there is a tiny little chance I guess it can be used in a part, more info needed here.

TBD

Now, currently the position of the FX is determined solely by the thrust transform and the fxoffset defined in the engine module, the co-ords you put in with the fx definition are ignored.

You type something like "fx_exhaustFlame_yellow_tiny = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, running", the last parameter being when the FX play, this can be (AFAIK) engage, disengage, running, flameout. There may be some others, for example I think that old ones like activate and active still work.

(Supernovy)

( Killerhurtz: )

fx_exhaustFlame_yellow for the classic yellow flame

fx_exhaustFlame_blue for blue flame (probably what you\'re seeking for)

fx_exhaustLight_yellow for the standard glow

fx_exhaustLight_blue is the same, but blue

fx_smokeTrail_medium for smoke

fx_smokeTrail_large I\'m not sure, but it SHOULD be larger smoke

fx_gasBurst_white is what is written on the tin (as a reference, it\'s the puff of smoke decouplers tend to emit)

fx_gasJet_white is the RCS exhaust fume

List of all stock FX, definition, example and parameters

using pre 0.23.5 ModuleEngines

ModuleEngine only makes use of "fx_" type, the older prefab particle emitters listed above, all have lower case prefix. they are configured by the older X,Y,Z,wX,wY,wZ parameters along with string for engine state that emits the particle, see below. (nil2work)

Important notice:

Now, currently the position of the FX is determined solely by the thrust transform and the fxoffset defined in the engine module, the co-ords you put in with the fx definition are ignored.

First set of coordinates (location) is ignored, second set (offset ?) is not vector heading as all (?) of the other coordinates system used in KSP (nodes location mostly).

fx_exhaustFlame_blue

fx_exhaustFlame_blue = 0.0, -0.1, 0.0, 0.0, 1.0, 0.0, running

=> big blue flames out of engine nozzle, linked to actual thrust, effect disappear (synchronized with sound) when engine produce no thrust and is completely cooled down (laggy engines like air breathing jet engines)

4etoyvg.jpg?1

fx_exhaustLight_blue

fx_exhaustLight_blue = X, Y, Z, wX, wY, wZ, action

hallo/light seen below the engine on surface

fx_exhaustLight_blue = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, running

(black lines show the FX, all these custom engines have the same FX values displayed above except en small engine which have y=-0.1 as 2nd value, this value looks like to be irrelevant)

lJMmqB4.jpg?1

X,Y,Z = coordinates of the effect (IGNORED, thrustTransform origin used, see important notice above)

wX,wY,wZ = actual fx offset

action = engage, disengage, running, flameout (here list action supported by the FX, if relevant)

(more doc on values to come.)

fx_smokeTrail_light

fx_smokeTrail_light = X, Y, Z, wX, wY, wZ, action

A light smoke trail below the engine which persist for a few hundred meters

fx_smokeTrail_light = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, power (stock basic jet engine)

iuuBARb.jpg?1

note: y way seems to doesn't matter, + or - 1 is ok and display the effect. The same for effect height, various y values made no noticeable changes.

X,Y,Z = coordinates of the effect...

wX,wY,wZ = orientation along axis ...

action = engage, disengage, running, flameout (here list action supported by the FX, if relevant)

(more doc on values to come.)

fx_exhaustSparks_flameout

fx_exhaustSparks_flameout = X, Y, Z, wX, wY, wZ, action

short lifetime sparks from flameout

fx_exhaustSparks_flameout = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, flameout (LV-T30 Liquid Fuel Engine)

MyS6dvQ.jpg

X,Y,Z = coordinates of the effect (unused ?)

wX,wY,wZ = offset

action = engage, disengage, running, flameout (here list action supported by the FX, if relevant)

I've tried 'running' for fun... but it's doesn't work :huh:

(more doc on values to come.)

fx_exhaustSparks_yellow

fx_exhaustSparks_yellow = 0.0, -3.5, 0.0, 0.0, 1.0, 0.0, running (BACC SFB)

Small/tiny relatively slow yellow (?) sparks spread behind a Solid Fuel powered engine.

Sparks seems to be white (see picture below) when alone, and get a yellow color when used with SFB fx_exhaustFlame_yellow.

As smoke, these sparks will slowly follow the retrograde vector on direction change, and they may be in front of the vessel on sharp and fast U-turn.

Despite the name, they are not yellow at all, they are just white (texture/design issue ?)

Nm5T5RC.png?1

AVaGsFS.png?1

with fx_exhaustFlame_yellow:

with fx_exhaustFlame_blue:

using 0.23.5 and above ModuleEnginesFX

ModuleEngineFX can use both older "fx_" particles, and newer particles defined by EFFECT{} module.

EFFECT{} module lets you configure particles and sounds with nested nodes with name of the engine state you want. particles can be older "fx_" types; or custom emitters exported with parttools as *.mu file.

A KSP particles emitter is basically a collection of legacy Unity particle parameters in a single component. KSP particles emitter will add the Unity components necessary to create a particle emitter: Ellipsoid Particle Emitter; Particle Renderer, Particle Animator. KSP Particle will prevent you from changing the parameters in those added components however. KSP doesn't seem to like straight legacy Unity particles for some reason, FX *.mu will not load if exported without the KSP particle component. (nil2work)

TODO

List of all SmokeScreen FX, definition, example and parameters

TODO

List of all HotRockets FX, definition, example and parameters

TODO

List of all CoolRockets FX, definition, example and parameters

TODO

Q&A

TODO

Hope you'll find this useful and to get a lot of contributors.

Comments/suggestions/criticisms/help are welcome.

Edited by Justin Kerbice
fx_exhaustSparks_yellow added
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large undertaking with the new ModuleEngineFX and older ModuleEngine both in play.

from what I've gathered so far...

ModuleEngine only makes use of "fx_" type, the older prefab particle emitters you've listed above, all have lower case prefix. they are configered by the older X,Y,Z,wX,wY,wZ parameters along with string for engine state that emits the particle.

ModuleEngineFX can use both older "fx_" particles, and newer particles defined by EFFECT{} module. EFFECT{} module lets you configure with particle and sound with nested nodes with name of the engine state you want. particles can be older "fx_" types; or custom emitters exported with parttools as *.mu file. KSP particle emitter is basically a collection of legacy Unity particle parameters in a single component. KSP particle emitter will add the Unity components necessary to create a particle emitter: Ellipsoid Particle Emitter; Particle Renderer, Particle Animator. KSP Particle will prevent you from changing the parameters in those added components however. KSP doesn't seem to like straight legacy Unity particles for some reason, FX *.mu will not load if exported without the KSP particle component.

Biggest caveat is "Simulate World Space"; for engine flame FX it is best turned off, and only use local space. something to do with transitioning from atmosphere to vacuum I think. as long as you use older "fx_" smoke trails you should be fine. Smoke trails only show up in atmosphere, only three landable bodies in KSP has atmosphere.

there are 3 stock smoke trails

fx_smokeTrail_medium - used on pre-ARM solid boosters

fx_smokeTrail_light (fx_smokeTrail_aerospike) - all pre-ARM liquid engines and air breathers. smokeTrail_aerospike is used on the Rapier engine, though Aerospike uses smokeTrail_light; I don't see a difference between the two in game.

fx_smokeTrail_VeryLarge - all ARM engines. soild and liquid.

Smoke trails are aligned to Y axis, Engine flame and flameout sparks are aligned to Z. so you need a "smoke point" transform for smoke trails to flow in the right direction generally.

Hotrockets uses stock KSP particle mechanisms and doesn't require any plugins.

A quick look at SmokeScreen makes me think it's a plugin that enables all the Unity legacy particle parameters in KSP. so if you want absolutely the best looking particles, you want to use that plugin. I suspect CoolRockets effects can be made with SmokeScreen plugin with proper parameters. for full details on the parameters best to refer to Unity's documentation for legacy particles.

Edited by nli2work
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large undertaking with the new ModuleEngineFX and older ModuleEngine both in play.

[...]

Hotrockets uses stock KSP particle mechanisms and doesn't require any plugins.

Awesome, thanks for all those info, lot's of knowledge there !

You're wrong, HR use smokescreen, the plug-in is included in the archive and if you look at MM config, it's not stock.

changelog in the readme for example:

Updated 3/24/2014

Compatibility fixes for newest Smokescreen plugin (included)

and in squad_hotrockets.cfg config there is always a block of MODEL_MULTI_PARTICLE_PERSIST parameters.

(this is for te 7.1 release)

By the way, if you have some input on FXModuleAnimateThrottle and its parameters, especially responseSpeed, it would be appreciated.

(responseSpeed seems to do nothing, be ignored, as on one of my engines, I use 1, 0.05 or 5 values without noticed any difference).

Edited by Justin Kerbice
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Awesome, thanks for all those info, lot's of knowledge there !

You're wrong, HR use smokescreen, the plug-in is included in the archive and if you look at MM config, it's not stock.

changelog in the readme for example:

and in squad_hotrockets.cfg config there is always a block of MODEL_MULTI_PARTICLE_PERSIST parameters.

(this is for te 7.1 release)

I see, new in later releases. I tried HotRockets in 0.23, but didn't keep it for long. I'll look closer at the SmokeScreen plugin next chance I get.

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  • 2 weeks later...

Ok. a little more on stock FX use.

you can do quite alot with just the old built-in fx that uses ModuleEngines{} by using multiple thrustTransforms. Take care to make sure they are all pointed in the same direction or you might get pushed in directions other than the one you want. You can try offsetting by rotating the transforms in opposing directions, but it's tricky to get it right if you decide to use alot of transforms. The engine's max thrust is not multiplied, an engine with 1 thrustTransform will put out same thrust as an engine with 5, or more presumably. There is a frame cost if you go crazy with # of transforms and FX, obviously.

You can also stack fx on a single thrustTransform by defining them with the same engine state. most relevant ones being "running" and "flameout"

example here... Identical engines in all respects. The left image has 1 thrustTransform with 3FX attached; the right image has 5 thrustTransforms, each with 4FX attached. see FX definitions below image.

Suydr06.jpg

Left engine's FX definition; 3 simultaneous fx emitters

fx_exhaustFlame_yellow = 0.0, -2.5, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_yellow = 0.0, -3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -4, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout

Right engine's FX definition; total of 20 simultaneous fx emitters. noticeble frame rate drop after the smoke have accumulated, but nothing unplayable.

fx_exhaustFlame_yellow = 0.0, -2.5, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustFlame_blue = 0.0, -1, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_yellow = 0.0, -3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -4, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, -2, 0.0, 0.0, 1.0, 0.0, flameout

haven't tested, but I expect you can achieve the same effect by defining more fx for the single thrustTransform and positioning them in the fx parameters, instead of using multiple thrust transforms.

no plugins, just some config edits.

Edited by nli2work
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Thanks for this nil2work.

FPS drop may be linked to your own gfx hardware (I remember massive drop on GTA3/San Andreas with the small clouds with a 9600M GT, I have now a GTX-780M and didn't notice FPS drop with smoke type effect, even with EnvironmentalVisualEnhancements clouds).

Any data on fx offsets values ? I'm not sure to be right but experiments I've made shows the fx coordinates given are not used or ignored with 0.23.5 ModuleEngines, all effect comes from thrustTransform defined with the engine model.

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yeah frame drop is just due to the amount of particles. better graphics card will be able to handle it.

the stock fx_ parameters works same as the other stuff. 6 numbers defining position XYZ and rotation XYZ. they do work, at least in 0.24.2. they are in their own local coordinates, +Y being the direction of emitter will shoot particles. "fxOffset" in the ModuleEngines{} though, I'm not sure. it never seemed to do anything that I could see. "fxOffset" is in local coordinate to relative to the thrustTransform. Don't recall if the same parameter worked in ModuleEnginesFX{}, it available in the newer engine module as well.

the last string is the engine state that will trigger the defined fx.

running

flameout

power

engage

disengage

engage/disengage I only see being used with sounds, but don't think it's restricted to just sound.

"power" state appears to be tied to "useEngineResponseTime" but I dont really see much of a visual difference between "running" and "power" state with the stock jet engines.

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All tests I've done are with ModuleEngines with fxOffset = 0, 0, 0.05 which may take over fx parameters (they may be used as fallback if fxOffset is not defined.)

AFAIK ModuleEnginesFX is used with new fx structure (EFFECTS {}) but don't know yet how all effects/engine module behave mixed together.

For the GPU perf issue you've got, you can send me your modified engine if you wish, I would tell you how it is on my hardware.

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easy to test it quickly, just replicate the exhaustFlame_ and smokeTrail_ particle lines in any engine a bunch of times and you can see what kind of performance cost there is. for anything reasonable amount of emitters it's a non-issue.

any graphics card will get frame rate drops when there are a lot of particles. You'd have to use hundreds of emitters simultaneously in KSP to get that many particles at once, total overkill. All the flame effects are additive, so after 2 or 3; it's gonig to be completely white, not all that interesting to look at. With smoke trails, too many emitters will give you pretty bad z-fighting flickers, this will most likely affect any KSP emitter since it's a Unity thing, plugin or not.

and yeah you are right, the fxOffset overrides the position parameters in fx definition. no rotation controls. so multiple fx attached to a single thrustTransform will all emit from the same point. Multiple thrustTransforms is the way to go if you want to thicken up the flames or have engine clusters.

here's a small stress test; total of 70 emitters. on my GTS450, at worst the frame rate was around ~15fps, pretty acceptable. on newer graphics cards this would probably be nothing. Only the particles on screen matters; so if the view changed and the smoke cloud is no longer visible, the frame rate comes back to normal.

http://i.imgur.com/WlgHQ75.png

the FX def block; just paste this into any stock pre-ARM engine

fx_exhaustFlame_blue = 0, -10, 0.0, 0.0, 1, 0, running
fx_exhaustFlame_yellow = 0, -7, 0.0, 0.0, 1, 0, running
fx_exhaustFlame_yellow = 0, -7, 0.0, 0.0, 1, 0, running
fx_exhaustFlame_yellow = 0, -7, 0.0, 0.0, 1, 0, running
fx_exhaustFlame_yellow = 0, -7, 0.0, 0.0, 1, 0, running
fx_exhaustFlame_yellow = 0, -7, 0.0, 0.0, 1, 0, running
fx_exhaustLight_blue = 0.0, -10.3, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium =0 , -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_smokeTrail_medium = 0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, flameout

the newer EFFECT{} and plugins offer much more customization. but you also have to do a lot more setup work with config files. for that reason I almost prefer this simpler system. Want MOAR? Just duplicate the fx and add more thrust transforms!. :D

and if you want that engine, just grab the Karbonite mod. :D

Edited by nli2work
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:) tried it, on the launchpad, test craft vertical, there is smoke everywhere in a 50m "bubble", FPS drop to 1-3 in worth case (not too close, not too far). And strange thing, when putting game on pause on 15 FPS displayed, the whole computer slow down and I can't even type these words smoothly :huh:.

horizontally like you (cheater :P), not better, 15 FPS on default camera zoom setting. You may not have set the view to the real worth or whatever the expensive and fresh hardware you have, it's pretty much the same.

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yeah same behavior here. the more I zoom into the cloud, the slower things get. very similar to EVE's volumetric cloud. but yeah, anything that's reasonable the old prefab fx_ performs quite well.

interesting to note is smoketrail_medium has a very long particle growth and life span. New particles will destroy the older particles early and frame rate drop is less of an issue. but if you run the engine, accumulate some smoke, then stop the engine and allow the smoke to expand, you can get pretty severe frame rate drop until the smoke particles die off.

Edited by nli2work
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