KSP 1.9 Environmental Visual Enhancements. I hadn't even realised it had an ingame UI I would look at Stock Visual Enhancements mod. The absolute most Kerbal way to launch a rocket in KSP A Rube Goldberg powered launch. Real Visual Enhancements (RVE) by Pingopete Relations EVE) is a mod for KSP that adds clouds and city lights.He has more cloud coverage, and even if you don't prefer his exact approach, you can grab some ideas from his clouds.cfg. It is highly configurable and a number of other mods provide configurations for it with improved clouds not just for the stock planets, but for other planets provided by other mods. Due to the customization of how the GameData folder is configured, automatic install programs are not usable and manual install is preferred anyways. RSSVE is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 (CC-BY-NC-SA 4.0) license. #Kerbal space program environmental visual enhancements install You should have received a copy of the license along with this work. If not, visit the official Creative Commons web page. Note that the above license does not cover mod packs. Redistributing this work via a mod pack is not allowed. #Kerbal space program environmental visual enhancements mod #Kerbal space program environmental visual enhancements mod.#Kerbal space program environmental visual enhancements install.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) : 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. This is my continuation of EVE (Environmental Visual Enhancements).
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