![]() Fix cityLights not appearing with latest scatterer versions (0. Fix BuildManager exception during load (Thanks terrain ultra material support for 1.9+ (Thanks 1.11.3.1*********** Fix clouds shadows breaking TAA (scatterer/tufx) in low orbit ![]() Fix compatiblity with 1.10-1.11 (recompile shaders with older unity version) Fixed flickering clouds in reflections (most noticeable on TU parts) Fix a nullref and some game event leaks (Thanks and 1.11.6.1*********** Fix volumetrics in VR (thanks for Kerbal-VR Fix flickering city lights with Parallax (added a small depth offset) Volumetrics may appear visible from underwater with scattererĬonfigs are to be downloaded from the default EVE config: EVE-1.2.2-1/EnvironmentalVisualEnhancements-Configs-1.2.2.1.zip or your favourite visual pack You might notice a bit of aliasing now that all effects use the depth buffer Test results with results (~6% performance increase in-game) : KSP Mod Spotlight - Stock Visual Enhancements & Scatterer - YouTube This is a new KSP series where I will be previewing mods for the Kerbal Space Program. Test results with results (15% performance increase in-game): results (no significant performance difference in-game) 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 One MeshRenderer and one GameObject per volumetric layer instead of one per particle 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 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) 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) This version uses a few more modern rendering tricks: See here for EVE (thanks for everything build also integrates and fixes for 1.10. This started as a performance-enhanced version of EVE. I imagine you are in for a lot of restarting the game until you nail the look/performance you want.This is my continuation of EVE (Environmental Visual Enhancements). The Sc-fi one I use is actually aimed at lower end compuers, but regardless I just love it's style myself, fits KSP's cartooney look. I'm pretty sure I can go to 24.ġ6 should be plenty I'd think, but you'll obviously have to do some play testing yourself. I'm thinking the first one, because I only have the 16 gigs of ram. Then here's Scifi Visual Enhancements which I use, makes Minmus glow bright green like it's radioactive. The most commonly used EVE pack I know of SVE which has a more realistic look: How things look will depend on which config you use, here's an example comparison. Adds clouds to planets with atmo like Kerbin or Laythe. Yeah, it's called EVE but that's Enviromental Visual Enahancements, not "Eve" the planet lol. If you get close, you can even see the nuts. ![]() Clouds for Kerbin, too? How about Minmus? In my current version, it looks like a scoop of pistachio ice cream. Stock Visual Enhancements SVE is licensed by CC BY-NC-ND Change Log Update to work. I don't actually use most of them cause my current computer is a potato! Getting an upgrade soon myself though, next week or so hopefully! Ksp Visual Modsand climate data from the Model for Prediction Across. Those are all the ones I know of I think. Windowshine (Realt-time window reflections) Texture replacer+custom hi-res ground textures/custom skybox's (Self-explanatory.) Distant object enhancement (See stuff further away, including planets!) ![]() EVE (And one of it's config mods like SVE) (Clouds and lot's of other stuff) Scatterer (Light scattering and refraction) Originally posted by Chibbity:-Planetshine (Adds reflected light off a planet's surface so the bottom of your ship would be lit blue by Kerbin, or green by Minmus for example.) ![]()
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