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Forum » SpaceEngine » Archive » Work progress 0.97
Work progress 0.97
HarbingerDawnDate: Monday, 22.10.2012, 17:59 | Message # 151
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Wow, that screenshot is AMAZING! The detail and color are perfect. I can't wait to see SE look like that smile




All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
n3xtDate: Monday, 22.10.2012, 18:54 | Message # 152
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shok

Wow I'm really getting impatient now xD

Anyway I always use S.E. while Skybox turned off...

No problems though, except only near or inside nebulae and S0 galaxies where my FP gets significantly reduced...

But it's giving and taking biggrin

Wonderful job SpaceEngineer moil
 
SalvoDate: Monday, 22.10.2012, 19:10 | Message # 153
Star Engineer
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THIS NEW MODEL IS AWESOME




The universe is not required to be in perfect harmony with human ambition.

CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs

(still don't know why everyone is doing this...)
 
smjjamesDate: Monday, 22.10.2012, 22:41 | Message # 154
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Yeah, it definetly looks more realistic. Will the same effect be applied to other galaxy models?

Space Engineer, maybe one thing to look at would be the z fighting (best way I can describe it I guess) when you have colliding galaxies with models going into one another.

Edit: Here's one good example (other than visiting any pair of colliding galaxies). Move the view around and it will switch between the spiral galaxy and the irregular. Maybe have the two models kind of merge rather than flip between the two repeatedly.

Place "Diffuse nebula"
{
Body "RN 79-9277"
Parent ""
Pos (-12.42614169777176, -2.929103329142706, 7.946978563018326)
Rot (0.8674853291022382, 0.1690203985513332, -0.4551957561034598, -0.1081579044329622)
Date "2012.10.22 21:57:00.17"
Vel 2.0413589
Mode 1
}







Edited by smjjames - Monday, 22.10.2012, 23:00
 
SpaceEngineerDate: Monday, 22.10.2012, 23:47 | Message # 155
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Quote (Solaris)
About dust stripes , this is a exemple of a galaxy core with some dust effect, should be good to have something similar with few dust sprites above the galactic plane in the center region : http://www.spacedaily.com/images/milkyway-core-full-eso-desk-1024.jpg

This looks like some 3D render. This is no Milky Way center.

Quote (smjjames)
Space Engineer, maybe one thing to look at would be the z fighting (best way I can describe it I guess) when you have colliding galaxies with models going into one another. Edit: Here's one good example (other than visiting any pair of colliding galaxies). Move the view around and it will switch between the spiral galaxy and the irregular. Maybe have the two models kind of merge rather than flip between the two repeatedly.

Yes, in this case it is needed to use a single model. SE cannot generate combined model, it is too expensive for now.





 
smjjamesDate: Monday, 22.10.2012, 23:57 | Message # 156
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Quote (SpaceEngineer)
Quote (Solaris)
About dust stripes , this is a exemple of a galaxy core with some dust effect, should be good to have something similar with few dust sprites above the galactic plane in the center region : http://www.spacedaily.com/images/milkyway-core-full-eso-desk-1024.jpg

This looks like some 3D render. This is no Milky Way center.


I think he was referring to the effect rather than anything about the center of the Milky Way.

Quote (SpaceEngineer)
Quote (smjjames)
Space Engineer, maybe one thing to look at would be the z fighting (best way I can describe it I guess) when you have colliding galaxies with models going into one another. Edit: Here's one good example (other than visiting any pair of colliding galaxies). Move the view around and it will switch between the spiral galaxy and the irregular. Maybe have the two models kind of merge rather than flip between the two repeatedly.

Yes, in this case it is needed to use a single model. SE cannot generate combined model, it is too expensive for now.


It'll have to wait until the procedural galaxies are in I guess then.





 
SpaceEngineerDate: Tuesday, 23.10.2012, 20:32 | Message # 157
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I have question for all - do you have extreme lags on the ground level on procedural planets when you tried to move? I get almost a 1 second long lag. If you have this too, try to enable benchmark (set up LoaderBenchmark true in the main.cfg) and test it again. For me, lags vanish.



*





 
Donatelo200Date: Tuesday, 23.10.2012, 20:41 | Message # 158
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Yes i did but now the lag is basically gone since u said to set loader benchmark to true.




CPU: Intel Core i7-4790K
GPU: Nvidia GTX 1080
SSD: Samsung 850 Evo 250GB
HDD: Toshiba DT01ACA200 2TB
HDD: WD Blue 1TB (2012)
RAM: Unknown 16G-D3-1600-MR 2x8GB
MBD: MSI Z97S SLI Krait Edition (MS-7922)
 
smjjamesDate: Tuesday, 23.10.2012, 21:35 | Message # 159
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Quote (SpaceEngineer)
I have question for all - do you have extreme lags on the ground level on procedural planets when you tried to move? I get almost a 1 second long lag. If you have this too, try to enable benchmark (set up LoaderBenchmark true in the main.cfg) and test it again. For me, lags vanish.


It does lag some when the scenery is loading, but that's one thing, and it does lag when I move too quickly after the scenery has loaded.

I'll try your suggestion later though.





 
SalvoDate: Wednesday, 24.10.2012, 10:19 | Message # 160
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Yes, but only during generation of terrain (3-10 fps), unfortunately with LOD at 0 it takes 1/2 minutes to load everything, but when everything loaded I have 15-20 fps...




The universe is not required to be in perfect harmony with human ambition.

CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs

(still don't know why everyone is doing this...)
 
smjjamesDate: Wednesday, 24.10.2012, 16:51 | Message # 161
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Quote (SpaceEngineer)
I have question for all - do you have extreme lags on the ground level on procedural planets when you tried to move? I get almost a 1 second long lag. If you have this too, try to enable benchmark (set up LoaderBenchmark true in the main.cfg) and test it again. For me, lags vanish.


I tested it and the while the lag isn't hugely improved, it does seem noticeably less laggy.

Although the object images in the system overview do seem to take slightly longer to load, or maybe that's a cache thing.

Edit: Texture loading seems a bit faster as well.







Edited by smjjames - Wednesday, 24.10.2012, 17:04
 
SpaceEngineerDate: Wednesday, 24.10.2012, 17:16 | Message # 162
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This cannot accelerate loading, it just makes it more steady.




 
smjjamesDate: Wednesday, 24.10.2012, 17:19 | Message # 163
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Quote (SpaceEngineer)
This cannot accelerate loading, it just makes it more steady.


Which could give the appearance of loading faster, or at least more smoothly.

Edit: Theres a minor problem of the right mouse button being overly sensitive when close to the ground (below 100m) because an accidential right mouse click and move can send me tens or hundreds of kilometers from where I wanted to be, or maybe it's just that the lag from before actually slowed it down, so it wasn't so bad before. Plus I'm using a touchpad mouse.







Edited by smjjames - Wednesday, 24.10.2012, 21:13
 
FlynnDate: Thursday, 25.10.2012, 04:32 | Message # 164
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I looked for a post on it; (Searched for "Measuring Tool", "Distance Tool", and "Distance Ruler" all came up with "0" results, hope this has not been brought up-)

Has there been any suggestion or talk of a visible measuring tool? Like a "Galactic Ruler"?

For example: You click on Sol (or any other celestial body) and then fly to say... Deneb and click on that star. A visible line appears connecting the two stars, showing the distance.

While not very useful, it would be a great visual representation of distance between two (or more?) objects.



Just an idea, Don't know if its enough of one for a post in the Suggestions section... hmm





PC: Intel Core i7 950 3.3 Ghz (3.02, 4Gb DDR3 RAM, ATI Radeon 6800 Series 1Gb
Pilot, stargazer, and future cosmonaut extraordinaire!


Edited by Flynn - Thursday, 25.10.2012, 20:25
 
smjjamesDate: Thursday, 25.10.2012, 21:39 | Message # 165
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@Flynn: You can go ahead and post in the suggestions section, although here might be fine.

Space Engineer, I have a question regarding the atmospheric extinction. While reducing the atmospheric thickness will help make the effect more realistic, I still don't like how the effect works (or even know if it's realistic) for planets with thick atmospheres for the night sky. So, I'm asking if you will be improving the effect sometime? It works fine during the daytime, but the nighttime sky doesn't seem realistic.

Earth with and without the atmospheric extinction. If the yellow and red tinting were a thin line along the horizon, I'd be okay with this, but here, it doesn't seem like this is correct unless the atmosphere is really dusty.



Oceania with 9.5796 atmospheric pressure with and without atmospheric extinction. The extreme redshifting doesn't seem correct to me.


Attachments: 0396490.jpg(139Kb) · 1640998.jpg(287Kb) · 7363638.jpg(139Kb) · 7817701.jpg(149Kb)





 
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