XaiJu
blackrack
blackrack

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Deferred rendering

This mod adds deferred rendering support to KSP. This is a new mod independent from Scatterer and EVE.

Deferred rendering decouples geometry rendering from lighting, allowing for more modern lighting techniques to be used, and better lighting performance with many light sources.

Better lighting, automatic PBR conversion

Using deferred rendering "locks" the game into using a unified lighting model for all opaque objects, so naturally the best option is to use unity's PBR.

I've replaced all opaque stock shaders with custom shaders that automatically convert to PBR. This conversion is very conservative, with the goal of remaining faithful to the original look of parts, so that all existing stockalike parts and part mods can be compatible and keep their original spirit, limiting the "chromey-ness" that usually comes with PBR settings for existing parts.

With that said the surface materials feel better in general.

Shiny stock surfaces automatically become reflective if they had the right level of shininess, like these cockpit windows

As you've probably noticed the lighting is improved and feels more natural, this is due to everything now receiving ambient light from the environment. This is something that TexturesUnlimited already did for parts, but this is now applied to everything not just parts, resulting in a more coherent look.
When using TUFX ambient occlusion, the occlusion is integrated into the ambient lighting instead of being applied to everything as a post effect, making the lighting feel much more natural.

Comparison: Left is stock + TUFX AO, right is Deferred + TUFX AO

This ambient light can also be seen on parts in low orbit and provides a similar effect to planetshine

Improved pixel lights performance

The rendering method used in stock (forward rendering) has to re-render every object for every light source that reaches it. This can quickly get out of hand with many craft lights, or with engine light mods, deferred rendering fixes this.

To be clear this only helps when many lights are on.

The video below shows the performance difference

Mod compatibility status

You'll find the compatibility List maintained on Github, most of the main mods have updated to be compatible or have a compatible fork. Some mods have a compatible fork which hasn't yet been released officially.

Download

Get CKAN and use it to install Deferred. CKAN is recommended because it automatically handles dependencies and mod conflicts.

If you want to install it manually go here and follow the instructions.

How to get the exact same visuals as in my screenshots

1. Install Scatterer and EVE (can be regular or volumetric, check the compatibility list above for compatible versions)

2. Install Restock for a revamp of stock parts

3. Install Deferred (from the link above or CKAN when it is added)

4. Install TUFX

5. Use my TUFX profile or your profile of choice with ambient occlusion enabled (important for nice lighting)

6. If you downloaded my TUFX profile put it in GameData and select the profile ingame from TUFX menu (see image)

Notable updates since initial release

06/08/2024: Deferred is now available on CKAN, some mods have compatible forks available but are still waiting for official versions to be released on CKAN, so check the compatibility list for those.

29/06/2024: Parallax has updated to be compatible, and Conformal Decals no longer has rendering errors.

Comments

sorry, that comment was for the volumetric clouds mod ;-;

R J P

oh wait

R J P

Hi, you don't need those

Blackrack

Hello! Do i need "Spectra Scatterer" along with some other extras like vibrant sunsets or will it conflict with this mod and it has all cases handled?

Green5126

Here's what it says is used now: Keywords used in project now: POINT_COOKIE PLANETSHINE_OFF AERIAL_ON PAINT_CUBEMAP_OFF LOCAL_SKY_OFF TONEMAPPING_FILMIC CHROMATIC_ABERRATION_LOW LIGHTMAP_ON SOFTPARTICLES_ON _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A ADVANCED_BLENDING CUSTOM_OCEAN_ON PARALLAX_DOUBLE_MIDHIGH ALPHAMAP_4 MAP_TYPE_3 NOISE_ON LOW_TEXTURING_ON DISTORT STEREO_MULTIVIEW_ON UNDERWATER_OFF UNDERWATER_ON WORLD_SPACE_ON FOG_LINEAR _ALPHAPREMULTIPLY_ON UNITY_HDR_ON PROCEDURAL_INSTANCING_ON BILLBOARD_FACE_CAMERA_POS SDF_ON NOISE_UNTILING_OFF_CURL_NOISE_OFF_FLOWMAP_OFF _SPECGLOSSMAP SHADOWS_SCREEN STEEP_TEXTURING_ON NOISE_UNTILING_OFF_CURL_NOISE_ON_FLOWMAP_OFF GODRAYS_LEGACY ALPHAMAP_1 SPHERE_PLANET _FRESNEL_OFF _ALPHATEST_ON DECAL_BASE_NORMAL _PARALLAXMAP INSTANCING_ON GODRAYS_RAYMARCHED DETAILTEX_OFF FOG_OFF STRETCH_ON CLOUD_SHADOW_CASTER_ON COLOR_GRADING_LDR_2D ALPHAMAP_N_0 FXAA_KEEP_ALPHA LOCAL_MODE_ON SDF_OFF DECAL_FILL MAP_TYPE_CUBE6_1 NOISE_OFF ALPHAMAP_A_0 VIGNETTE DECAL_SPECMAP TU_RECOLOR SOFT_DEPTH_ON CHROMATIC_ABERRATION FINALPASS TU_SUBSURF TONEMAPPING_ACES DITHERING ALPHAMAP_0 SPOT LIGHTMAP_SHADOW_MIXING CURL_NOISE_ON OCEAN_ON EDITOR_VISUALIZATION COLOR_GRADING_LOG_VIEW FLOWMAP_ON VERTEXLIGHT_ON MAP_TYPE_1 ALPHAMAP_2 PARALLAX_SINGLE_HIGH TONEMAPPING_CUSTOM HIGH_TEXTURING_ON OCEAN_SHADOWS_SOFT COLOR_GRADING BLOOM_LOW OCEAN_INTERSECT_ANALYTICAL TU_BC5_NRM BLOOM PLANETSHINE_ON _TEXCOORD_SCREEN_SPACE SCALED_EMISSIVE_MAP COLORMAP_OFF DIRECTIONAL CLOUD_SHADOW_CASTER_ON_DETAILTEX_ON COPY_ONLY_OFF RAYMARCHED_GODRAYS_OFF ALBEDOALPHA_INVERT MAP_TYPE_CUBE_2 DIRLIGHTMAP_COMBINED OCEAN_SHADOWS_HARD LIGHTPROBE SCATTERER_ON SCATTERER_OCEAN_OFF FLOWMAP_OFF _METALLICGLOSSMAP LIGHTPROBE_SH SCREENSHOT_MODE_ON ALPHAMAP_N_1 PAINT_CUBEMAP_ON RADIANCE_API_ENABLED OCEAN_SHADOWS_OFF MAP_TYPE_CUBE6_3 ALPHAMAP_A_1 DYNAMICLIGHTMAP_ON POINT COLORMAP_ON MAP_TYPE_0 SHADOWS_DEPTH ECLIPSES_ON OPENGL_COMBINEDBUFFER_OFF REFRACTIONS_AND_TRANSPARENCY_OFF DEPTH_OF_FIELD_COC_VIEW CLOUD_SHADOW_CASTER_OFF ALPHAMAP_999 AMBIENT_OCCLUSION WORLD_SPACE_OFF FOG_EXP2 UNITY_SINGLE_PASS_STEREO CUBEMAP_MODE_OFF _COLORADDSUBDIFF_ON HIGH_TEXTURING_OFF APPLY_FORWARD_FOG ALPHAMAP_N_4 UNDERLAY_ON UNITY_UI_CLIP_RECT RATIOS_OFF DISABLE_UNDERWATER_OFF VOLUMETRIC_CLOUD_SHADOW_ON STEREO_INSTANCING_ON CLOUDSMAP_ON STRETCH_OFF NOISE_UNTILING_ON_CURL_NOISE_OFF_FLOWMAP_OFF SHADOWS_CUBE LOW_TEXTURING_OFF ETC1_EXTERNAL_ALPHA TU_RECOLOR_NORM NOISE_UNTILING_OFF CUBEMAP_MODE_ON FOG_EXP STEEP_TEXTURING_OFF VOLUMETRIC_CLOUD_SHADOW_OFF MAP_TYPE_CUBE_4 LIGHT_SCATTERING OPENGL_COMBINEDBUFFER_ON SKY_REFLECTIONS_OFF _ALPHABLEND_ON MAP_TYPE_CUBE_1 NOISE_UNTILING_ON_CURL_NOISE_ON_FLOWMAP_ON SCATTERER_MERGED_DEPTH_ON _NORMALMAP SHADOWS_SOFT BLOOM_LENS_DIRT SCATTERER_OCEAN_ON UNITY_COLORSPACE_GAMMA CITYOVERLAY_ON DETAIL_MAP_ON SHADOWS_SPLIT_SPHERES SCATTERER_MERGED_DEPTH_OFF OCEAN_INTERSECT_OFF SOURCE_GBUFFER FXAA_NO_ALPHA SOFT_DEPTH_OFF _FRESNEL_OUTER FXAA FLAT_PLANET USER_LUT SCATTERER_OFF DIRECTIONAL_COOKIE NOISE_UNTILING_OFF_CURL_NOISE_OFF_FLOWMAP_ON LIGHT_VOLUME_ON TU_RECOLOR_INPUT DISABLE_UNDERWATER_ON REFRACTIONS_AND_TRANSPARENCY_MERGED_DEPTH SHADOWS_SHADOWMASK PARALLAX_FULL ANTI_FLICKER DOWNSCALE_DEPTH_OFF AERIAL_OFF MAP_TYPE_999 DITHERING_OFF COLOR_GRADING_HDR_3D NOISE_UNTILING_ON_CURL_NOISE_ON_FLOWMAP_OFF GRAIN TONEMAPPING_NEUTRAL CUSTOM_OCEAN_OFF RINGSHADOW_OFF CURL_NOISE_OFF RAYMARCHED_GODRAYS_TERRAIN_ON RAYMARCHED_GODRAYS_CLOUDS_TERRAIN_ON STEREO_INSTANCING_ENABLED CLOUDSMAP_OFF UNITY_UI_ALPHACLIP LIGHTNING_ON VIGNETTE_CLASSIC SKY_REFLECTIONS_ON FXAA_LOW MAP_TYPE_CUBE_3 DEPTH_OF_FIELD PARALLAX_SINGLE_MID COPY_ONLY_ON LOD_FADE_CROSSFADE RINGSHADOW_ON BLEND_FRAMES ALPHAMAP_A_999 ECLIPSES_OFF NOISE_UNTILING_ON TU_STOCK_SPEC RAYMARCHED_GODRAYS_CLOUDS_ON LIGHT_VOLUME_OFF ALPHAMAP_R_1 STEREO_CUBEMAP_RENDER_ON AUTO_KEY_VALUE DITHERING_ON CITYOVERLAY_OFF TINTING_MODE NOISE_UNTILING_OFF_CURL_NOISE_ON_FLOWMAP_ON LIGHTNING_OFF CUBEMAP_ON DETAIL_MAP_OFF DOWNSCALE_DEPTH_ON GLOW_ON NOISE_UNTILING_ON_CURL_NOISE_OFF_FLOWMAP_ON MAP_TYPE_CUBE2_1 DECAL_PREVIEW CUBEMAP_OFF _TEXCOORD_UV FOAM_ON STEREO_DOUBLEWIDE_TARGET COMBINED_SCATTERING_TEXTURES ALPHAMAP_A_4 TU_RECOLOR_NORM_INPUT SCREENSHOT_MODE_OFF VIGNETTE_MASKED OCEAN_OFF TWO_SIDED LOCAL_MODE_OFF ALPHAMAP_B_2 _EMISSION SHADOWS_SINGLE_CASCADE DEPTH_BUFFER_MODE_ON DETAILTEX_ON REFRACTIONS_AND_TRANSPARENCY_ON LOCAL_SKY_ON OUTLINE_ON _FRESNEL_INNER ALPHAMAP_N_999 COLOR_GRADING_HDR_2D BEVEL_ON GODRAYS_OFF FOAM_OFF

Rp-1 Lox

Hey Blackrack! I’ve been running into an issue here for a while now- for context, I run KS3P, Deferred, Distant Object Enhancement, TUFX, and a few other visual mods. Recently, KSP has started crashing when I’ve tried to enter the flight scene from the editor more than once, and I checked the logs- it says the global max number of shader keywords has been exceeded (256.) is there any way to bring this down, or do I really have to start deleting visual mods? This would really suck because my screenshots genuinely look incredible, but I’d get it. Thanks!

Rp-1 Lox

Sorry missed this, I think you have to exit the game correctly for tufx to save it as the default profile. Otherwise try searching for the tufx .cfg file and set my profile as the default there

Blackrack

Hello, i installed Deffered on CKAN, everything works flawlessly, except that i have to select everytime your profile on TUFX, why?

Salvatore Giaquinto

Hi, make sure you don't have TAA (temporal antialiasing) in tufx enabled (you can check from the TUFX menu in-game). If that's disabled, go to the KSC screen, press the blue orb menu in lower right to bring up the scatterer settings, go to customize settings and also disable TAA there. Let me know if this fixes it.

Blackrack

hello im having an issue with ghosting if i move the camera or if an object moves. love everything otherwise

Dylan Harrison

Hi, can you send the KSP.log file also? I've seen people have this issue before but wasn't able to reproduce it.

Blackrack

Hi Blackrack, I noticed that some lighting on the walls in the VAB and Hangar appears to be broken. I verified this issue with a fresh installation of KSP, where I only installed Deferred and its dependencies through CKAN. You can see the issue in this screenshot: https://imgur.com/a/6PtpMdS

RadioactiveM3N

If you get crashes due to the ram usage, try increasing the page file size first. If you just want to lower ram usage then yeah you should lower texture resolution.

Blackrack

hello, i'm just wondering what I can do. I can say that my problem with RSS reborn is the RAM usage, cause my memory is very high when playing it, so do I downgrade my textures?

theguy man

Hi, can you send screenshots of what you're seeing? You can share them via imgur.com

Blackrack

Hi, how can i remove pixels int the sky, bc when sunset happens, i see some pixels in sky

ARNAT556

You're likely running out of RAM as this is RSS reborn. Maybe monitor your RAM and page file usage for when this happens? Anyway, send your KSP.log file via filebin and I could take a look in case anything jumps out

Blackrack

sorry to bother, but im playing RSS right now with rss reborn, and after I play for an hour or two, my game suddenly closes and I have to rejoin it. Do you know what might be happening?

theguy man

Hi, please upload some screenshots to imgur.com and send the link here so I can see

Blackrack

Hey so sorry to bother you with my ignorance, but I got Deferred Rendering and TUFX, and your config, and it looks great, but I don't see the realistic shadows shown in your screenshots. It's just a slightly darkened blob on the ground around the vehicle. Is there a setting I have to change to get the good shadows?

Peter S (CaliAccordion)

Hey, if you send your KSP.log file I can check what went wrong. You can share it via filebin

Blackrack

Hey Blackrack, I have an issue in which I uninstalled all my mods on CKAN and then installed your mod, and the clouds won't load? Do you know what could be causing this so I can fix it.

Louie Ward

Hi, the awful stock ocean doesn't work correctly with deferred. If you use scatterer's ocean it will work fine. Not sure why you are using deferred but not my other mods

Blackrack

Hey Blackrack, thanks a lot for this mod (and the volumetric clouds)! Unfortunately, I have a peculiar issue when using Deferred (at least I didn't find it reported anywhere else), where the water texture on Kerbin goes in and out depending on the distance from the planet. I've piled up the troubleshooting information over here on the Drive, would appreciate if you could take a look. https://drive.google.com/drive/folders/1eHAUPJoN8mGTsyukvzjgAnhAbYj-XJ4h?usp=sharing

Marko Oklobdžija

Hi, go into your game settings from the main menu and make sure the reflection probe is enable (you can set it lowest refresh setting and to a low resolution like 256 so it will not hurt performance, just make sure it's enabled)

Blackrack

I installed tufx with your profile, and I've installed deferred, but it still looks like the stock + tufx with that yellowish hue. How did I install it correctly?

Amon

Doesn't it currently work with RPM? If it doesn't can you describe the issue you're seeing?

Blackrack

XyphrosTheDerg

You can just install shabby from CKAN then install the deferred files manually? Anyway in the case of a conflic you just have to look at the mod description in CKAN and it will tell you incompatible mod versions you have to remove. Sometimes if incompatible mods are installed without CKAN it will also annoy you and complain about them.

Blackrack

Yes, you can see a preview here https://imgur.com/a/AcD1tQf

Blackrack

and are you doing new clouds like v5

Elijah H

Hey just wanted to say i cant seem to download deferred rendering. On ckan it says i have a dlc which is incompatible w the mod (i removed all my mods and the issue was still there). I tried the manual install but the pages for shabby were so incredibly scuffed, i couldnt even tell which one is the latest release, and there were 2 folders for some reason i have no idea what to do with those. thank you in advance

Gabrielius Ziziunas

Hi, do you need help with something?

Blackrack

Elijah H

hi

Elijah H

I'm also a bit confused by this as it shouldn't impact gameplay. Any reproduction steps? Any list of mods/parts that get this to happen?

Blackrack

Hi, in GameData/zzz_Deferred/Deferred.cfg adjust a variable named "ambientBrightness", note that lighting will get dimmer in the atmosphere as well not just in space.

Blackrack

Hello Blackrack! First of all, great job on these visual mods. Like seriously, it’s ridiculous how beautiful your shaders are for a game as old as Kerbal Space Program. You literally turned the atmosphere from a sharp gradient to a pure gem to behold. BRAVO! I would just like to see if there’s any way to change the settings of Deferred to reduce the planetshine, it's way too bright for my liking. Of course with PlanetShine installed too, it was even more bright, but even uninstalling that still doesn't make it as dark as I want. This isn't a feature that necessarily ruins anything for me, but any input on this would be greatly appreciated. Thank you!

scopex

Hey Blackrack! Installed this along with a handful of other mods (through CKAN). After install I was no longer able to radially attach certain rockets (only tested with the Thoroughbred and the Pollux - Thoroughbred fully would not attach, Pollux attachment significantly weaker). I removed and slowly readded mods and figured out that either this mod was responsible, or has compatibility issues with another resulting in this. Curious if anyone else has flagged this? Seems odd as I'm not sure how lighting would impact that

Austin Chiasson

Are you using any ambient light boost setting/mods? I've not seen this with deferred before

Blackrack

Hi Blackrack! Is it possible that this is causing *too much* ambient light? Any fix? https://i.postimg.cc/PxsFMWPN/220200-245.jpg

Pietro Aliprandi

can you add a compatibly for the near future mods plz

charlie

I'm not sure, does it look normal during daytime?

Blackrack

Hey @Blackrack, I've downloaded the mod not so long ago and I'm loving it so far. Though I've noticed that after getting a craft out of Kerbin's atmosphere, the terrain seems to be way too bright. I've tried uninstalling a few mods like planet shine but the result seems to be the same. Wanted to check here before cleaning out my GameData folder, thanks :) https://imgur.com/a/KniCI0B (I've looked online for other solutions but couldn't find any that could match my issue)

Monika Hamel

I provided the ksp.logs and was advised to re-extract the files since this was an odd behaviour and the logs indicated missing files with _ in the name or missing data. Originally I downloaded on a Mac and transferred the zip to a Windows PC. Did this twice and got the same problem. I downloaded it directly on the Windows PC with Ms Edge and extracted with the built in zip abilities. This worked correctly now.

sikpipe

Hi. Running KSP on Windows through Steam. I had CKAN and other mods working but after installing release Volumetric Cloud R4, KSP sits at the launch screen "Loading part upgrades" and does not finish launch. Wiped out KSP folder and re-installed through Steam. Loaded game data folder and same experience on launch. Help, please.

sikpipe

Just thanks, amazing effect.

BHiddinck

Hi, in the game's settings, make sure reflection probe is enabled, you can set it to the lowest refresh setting and resolution to 256 or 512, just make sure it's enabled, don't set higher settings as they destroy performance for no gains.

Blackrack

Hi Blackrack! I'm loving your mods. I have installed deferred and volumetric clouds at the same time, the clouds are stunning, but I think there is something wrong with the lighting, the shaded parts of my craft are pitch black dark, feels like there is no ambient indirect lighting. Have any ideas what I did wrong and how to fix it? https://imgur.com/a/f0Vzv2C

Alexandre Quene

Can you share some screenshots of what you're seeing? You can use imgur.com

Blackrack

Hey Blackrack! Im loving your mods so far, I already had volumetric clouds and then I downloaded deferred on CKAN. I love how it looks, but have a bug or something where the ocean water on Kerbin changes color in a certain radius around my craft. Any idea why?

Lone007

But there is one problem the grass on Kerbin dissappers I dont know about the rocks on the moon or Mars.

Bugra Sezer

Hi, can you share some screenshots of what you're seeing? You can upload them to imgur.com

Blackrack

Hi, first of, thanks for creating these awsome mods. My problem is that the kerbin surface looks too bright during the night, zooming out fixes it but that's not really a suitable way to do it. I'm using deferred, tufx with your profile, volumetric clouds, parallax with stock configs and the nebula skybox with dirt. Other tufx profiles have a darker night but they don't really look good in flight. Also, I'm using hdr (and the windows auto hdr) and ksp screenshoots look much darker there. Any way to fix this?

Pixelghost

Hi, kk should work perfectly as long as you get the latest version.

Blackrack

Hey, BlackRack. You're doing an amazing job with this mods! I have a qustion, does it conflict with KK?

Danila Sbitnev

TexturesUnlimited is compatible with Deferred since a few months, so you can use it and any configs you want for it and it will work. I think the mod you're referring to is "magpie mods" and it's really unpopular because it makes everything shiny and chrome regardless of what it actually is (e.g. rubber, matte materials etc all become metallic indescriminately). But if that's what you want feel free to use it, it should work without any technical issues. Other than that there is work being done on the new mod 'Resurfaced' for "proper" PBR https://forum.kerbalspaceprogram.com/topic/225920-resurfaced-backwards-compatible-pbr-stockalike-shaders-for-ksp-v12ksp-1125/#comment-4420625 but as far as I know it's mostly Bluedog Design Bureau parts that have configs right now, so if you want the stock parts or restock there's no configs for them.

Blackrack

Hey @Blackrack, I had another question if you could help me out. I wanted to get the really good looking PBR textures you can find online that make all the rocket parts shiny and beautiful using PBR textures and I was looking at it being the textures unlimited mod. Will this work with this mod setup or is there another method to get really good textures. Thanks!

Christopher Wedd

Hi, what kind of framerate are you getting? Can you send a screenshot of the game's settings menu from the main menu? Also send your KSP.log file (you cam send both via google drive or other file sharing service).

Blackrack

Hey @Blackrack, I had a question. So for with EVE, TUFX, Scatterer, im just wondering if i should set my game's anti aliasing to 0x if those all have their own AA's built-in like how you can swap with TUFX and EVE quality. I'm just confused why my performance is tanking on my 4060. Thanks!

Christopher Wedd

My TUFX folder don't have this file: GameData\TUFX\TexturesUnlimitedFX.cfg

Raphael Souza

Modify the profile .cfg

Blackrack

how to disable HDR in TUFX (With autosafe, when I restart the game it disables)

David Zvorunciuc Ionut

There is no Scatterer included with Deferred, if you're talking about volumetric clouds, just use the version included with it, don't update via CKAN or download it externally.

Blackrack

To apply the latest version of Scatter Should I overwrite the folder 'Scatterer' included in this mod with the latest version contents?

dropthebit

Can you send screenshots of what you're seeing?

Blackrack

This mod seems to break a bit in upscaled systems - The draw distance doesn't seem to go as far as it should for worlds above the size of Earth or thereabouts.

Raikkappa23

Or do I just lower AmbientBrightness in the cfg?

Modus

Hi @Blackrack, really love your mods! So does deferred causes vessels to be visible, even when sunlight is blocked by a planet? When I remove deferred my vessels are...you know, dark on the dark side, but maybe some other mod is in play here? I also have TUFX, Planetshine (maybe not necessary I know), Volumetrics, ... At first I thought it was Shinefix, but that isn't it. Sorry if I'm repeating others here, just curious. Anyway, keep it up, looking forward to what comes next!

Modus

Nvm I just saw what is supported on the mod page

Oliver Cecil

Random question but do you know if this works with the ksp vr mod?

Oliver Cecil

Hi, you just need the latest version of conformal decals which fixes it.

Blackrack

Hi Blackrack, your mods are great and they truly make the game look better than I ever thought it could. However, I have noticed that when using Deferred Rendering with Conformal Decals, whenever a decal is put on a part that part just turns black. I did testing with only Conformal Decals and Deferred installed on an otherwise stock save so I can confirm that it is Deferred that is causing the issue. Do you know of a fix?

DasBear1

Thank you!

Blackrack

hey blackrack! i got the volumetric clouds a few weeks ago, they're so insanely beautiful! as i'm from a third-world country i don't have many funds to support you monthly, but i wanna send this token of appreciation for the insane work you've put into all these mods for us. have a lovely day!

Michael Khan

Deferred requires the probe for the lighting so it turns it on

Blackrack

Any clue why the stock reflection system keeps turning itself on every time I open settings? I turned it off because it's messing up scatterer, but every time I open settings it sets itself to low, and accepting/applying sets REFLECTION_PROBE_REFRESH_MODE in settings.cfg to 1. Also could it be related this?: https://imgur.com/a/FIsRURK the issue seems linked to waterfall, as in the second scene it would disappear when I set engines to idle, and the line separating properly rendered scattering from the broken one connected the engine nozzles together as I rotated the camera. That being said when I opened settings to check things, the reflections were back on, and I'm not sure when exactly they turned themselves back on.

Mateusz Brzozowski

My RPM fork is for manual installation. If you use it with ckan you'll need to remove it before using it then put it back. Not much I can do about it until RPM officially updates (I've already submitted my changes to their official repo).

Blackrack

Looks like CKAN doesn't like your RPM fork and Deferred together - it still throws a tantrum saying they're incompatible with each other. EDIT Nvm, it's more complicated: CKAN doesn't see the RPM version included in RPM_Deferred, only the patches, so it doesn't flag RPM-core as installed and wants to install it again...

Mateusz Brzozowski

Bro just make a new game ill buy ,promise you

숲속의 참치

Nothing more you can do here. Anything specific you're not satisfied with?

Blackrack

Hey Blackrack I was wondering is there any way to improve the look of the clouds, I've turned the temporal scaling to 1x but I'm still not satisfied with how it looks. https://gyazo.com/8937e8375eab8b9f97dc80d5e075cb86 image for reference

Mohamed Alsuwaidi

Will do, and make it configurable

Blackrack

Could you maybe move the UI keystroke from ALT+D to something else? ALT+any of the default movement keys is trim, it's impossible not to accidentally bring it up in normal gameplay.

Mateusz Brzozowski

Remove it, install with ckan, then put it back. Not much we can do about it until rpm is officially updated.

Blackrack

CKAN tries to install "RasterPropMonitorCore" even though it correctly reports that *your fork of "RasterPropMonitor" is manually installed, and errors out with a: "Deferred 1.2.2.0 conflicts with an unmanaged DLL or DLC Inconsistencies were found: * Deferred 1.2.2.0 conflicts with RasterPropMonitor 1:v0.31.13.4 or earlier Error during installation!" I do have your fork of RPM installed but for some reason CKAN wants "RasterPropMonitorCore" which looks identical but has a different name? Ugh I'm not really sure what to do. Everyone says to just use CKAN but honestly, from my experiences using it, it seems like CKAN causes more compatibility issues than if I were to just properly manually install them... Any ideas? Sorry for being an idiot :c For now I'll just manually install these IVAs and hopefully that'll get around it. Will report back

devoured.by.incandescence

Yeah the stock ocean does that, and I don't have a solution for it because I don't want to reimplement the stock ocean shader (which sucks). If you use Scatterer's ocean everything works perfectly.

Blackrack

Hi, I'm having an issue with Deferred introducing a strange visual artifact to the surface of Kerbin (and possibly other worlds) when in orbit. Half of the planet seems to have a blue hemisphere that rotates around seemingly with the planet. This is occurring with both my heavily-modded install and a fresh install. For reference, here is a link to a .zip with screenshots and the KSP log file for the fresh install. https://www.dropbox.com/scl/fi/62r1czv1d83oydvm67afx/2024.08.31.zip?rlkey=vwwain9oy0sdw14z8sphdifwn&st=u3xowc5t&dl=0 Everything else seems to work, from what I can tell. Any help would be appreciated!

Mae Mason

I looked again in CKAN at the Deferred errors in more depth: It seems that, since Parallax Continued is listed as an addon, CKAN is unable to identify its specific version and lists it as a “blank” version. As Deferred lists Parallax 2.0.6 or prior as a conflict, CKAN assumes that the “blank” version == version prior to 2.0.6 and raises an error. This goes a step further, because if you try to install, remove or update anything while this error is in progress, CKAN will prevent you from applying the changes. (That's how I realized that half my mods were obsolete and not flagged as updatable by CKAN >_<). Removing the conflict with Parallax would solve the problem of course, but it would be rather counterproductive. Currently, I have to manually check for mod updates, then move the Parallax folder out of GameData, update everything, then move it again. It's not a big deal, but I think some people might be fooled by it.

N y x i l o

My TUFX profile doesn't use TUFX's Temporal antialiasing, in favor of using scatterer's TAA. It could be that you have Scatterer's TAA turned off (older versions of TUFX used to come with a ModuleManager patch that disables Scatterer TAA). Start by checking if Scatterer's TAA is active or not: go to the space center screen, press the blue orb icon in lower right, in the window that appears press customize settings then check if Temporal Antialiasing is enabled or not. If you change it but changes revert on scene change then there is that patch inside TUFX disabling it.

Blackrack

Hello Blackrack, amazing work on the clouds and deferred rendering! I was very hesitant to purchase an early access mod, but I do not regret the decision in the slightest. I just had a quick question. When I use the regular TUFX profiles (default flight, default KSC, etc.), the grass (parallax) looks smooth, there are no jagged edges, and the rocket is general looks good. However, for whatever reason, when I use your TUFX profile, the grass looks very strange and pixelated, as if I turned down the resolution. I have the stock anti-aliasing turned off, as I saw people on Reddit say that if scatterer is active, I should turn off the base game one. The grass and buildings look normal (as if antialiasing is working) on the default profiles, but have very jagged edges with your profile. I’m just wondering if there are any problems on my end. Thank you for your time, and keep up the great job! EDIT: I turned on stock anti-aliasing, and the buildings / rocket parts look a little bit better, but the grass still looks really bad. I’m in a tough spot though: using your TUFX profile, I can move the camera properly, but when I use the default profiles, I get this weird motion blur type effect when moving my camera or zooming in/out. I am using the stock settings for everything (I just dragged volumetric clouds into my game data folder, and installed a few other visual mods, like planetshine, restock, TUFX, waterfall, etc). Lastly, for reference, the only stock setting which I haven’t set to the maximum is reflections and reflection refresh mode, which are 128 and low, respectively. Any help is greatly appreciated!!

Vava

Do you have RPM? Other than that it may be that CKAN picks up the new Parallax as the wrong version, otherwise not sure

Blackrack

Hum, when trying to update to 1.2.2.0 via CKAN an error is thrown and CKAN says "Deferred 1.2.2.0 conflicts with an unmanaged DLL or DLC" Volumetrics and Parallax Continued are the only mods that I have installed which aren't managed by CKAN (Scatterer and Parallax are still detected by it though, as ADded mods). Do you have an idea where the issue could be ?

N y x i l o

I don't really plan to touch it again because I've submitted all the code changes to the official rpm repo and it's up to them to release a new version (which should be any day now). At the moment I guess you can install your mods normally via ckan then override rpm if needed.

Blackrack

This isn't about deferred itself, but rather the deferred-compatible fork of RPM that you released; the versioning data for it gets picked up by CKAN as the package containing RPM example IVAs, rather than the core binaries. This is problematic as it prevents IVA config mods from being installed as they all list the core package as a dependency. I'm not sure if there's anything that can be done about it on your end, but I thought you should know.

J

That's a tradeoff of temporal upscaling (which improves cloud performance). You can reduce it to fix pixelation at the cost of performance, see here how to do it, you can do it ingame from the UI: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Temporal-upscaling-and-noise-detiling

Blackrack

Hey blackrack I’ve just bought your tier one and the mod is fantastic but I just have one slight issue with it the clouds look bit grainy/noisy pixelated from afar (but not too far) is there a way to fix this?

Mohamed Alsuwaidi

That doesn't look like it does anything special, just uses existing methods so I'm surprised it's broken. With that said if you patch it up there's no way I will support this in deferred :)

Blackrack

Recently, I played with the dissolve effect you made for the fairing and it reminded me of this mod: https://forum.kerbalspaceprogram.com/topic/123336-131-cloaking-device-v011a-oct-14-2017/ I wonder - since you've worked on many shaders shenanigans - if this mod could be easily updated for KSP 1.12 (as it's been broken since 1.4, at least). Some time ago, a friend and I tried to dig into the code but we're beginners in this field ^^'.

N y x i l o

It does, which issues are you seeing?

Blackrack

has this been updated to work with ksrss? if it is then idk what im doing wrong

Grumpy Space

It doesn't look like deferred is installed correctly (I didn't see zzz_Deferred in your mod list).

Blackrack

Hey! Amazing work as usual <3 I tried it and I have a small issue, I have super harsh shadows. Almost like pitch black. Do you know what could cause it ? https://imgur.com/a/46LbtvW

nricolas360

Not on my side, there are unofficial OPM configs

Blackrack

Hi Blackrack! Is there any plans for any volumetric clouds for modded planets like OPM? Just curious, I know that’s a lot of work

Nova

Not sure what you mean, there is temporal upscaling but it doesn't behave like you describe. You can see how to lower it here: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Temporal-upscaling-and-noise-detiling otherwise it's best to post a video of what you're seeing so I can see what the issue is.

Blackrack

Marcus Helius

RAH

julian ( hi matt )

Magpie mods is just configs for TextureUnlimited which has a compatible fork

Blackrack

@Blackrack MagPie mods isn't compatible with Deferred Rendering.. Could you update the mod compatibility section to include it? https://forum.kerbalspaceprogram.com/topic/192310-magpie-mods/page/7/#comment-4400804

Kaushal Banninthaya

There is an issue discussion thread on github and a solution that will be implemented by FreeIva's dev.

Blackrack

Hello, is there any information known about compatibility with FreeIVA? It's quite annoying to look out the window and see quite ugly ship

Mr Shelter

I've not looked into it myself to say, I believe NeptuneCamera's dev is aware of it

Blackrack

Is it possible for NeptuneCamera to be compatible with Deferred?

Aebestach Z

Open the Ui (alt+0), go the layer you want to modify (Kerbin-clouds-1 for the main layer on Kerbin), scroll down until you see cloud types, adjust the maxAltitudes of cloud types and apply, you'll find more info here https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Raymarched-cloud-configuration#cloudtypes

Blackrack

I think it sounds close to normal but not entirely sure. I get about 60 fps on my 2080 super at 1440p in flight, and if online benchmarks are to be trusted the 6900 xt should perform similarly but you are using a higher screen resolution, there may also be some differences between AMD and Nvidia here. Some things to check: - In game reflection probe settings: Make sure these aren't set to every frame - Cloud upscaling settings: Make sure you didn't install the HQ configs and try increasing the upscaling quality or disabling the untiling to get higher performance as explained here: https://github.com/LGhassen/EnvironmentalVisualEnhancements/wiki/Temporal-upscaling-and-noise-detiling Also send your KSP.log file (you can share it via google drive or other file sharing service) and I will check for anything unusual.

Blackrack

I'm using only TVC and Deferred Rendering, and I got like 40-55FPS on a 5800x3d CPU, 6900XT GPU, and 64GB of DDR4 3200 RAM. This seems unusually low? Is that expected? Trying to build up my mods and I just restarted fresh to slowly work my way up and I'm admittedly not impressed with performance. I playing at 3440x1440. With only deferred rendering I was seeing only like 5-10FPS more during a basic rocket launch. 4-5 SRBs.

Matthew Ariel

howdy, how do i make clouds thicker/ more?

robert

Alt + D

Blackrack

how do i open the panel for it? i accidently turned on debug and how the game is greyscale

grazer

From which mod? The stock fairings do work. If those are stock fairings looking like this then the mod is likely not installed correctly, you might have deleted either Shabby or Harmony.

Blackrack

Hey, for some reason Fairings look golden, and have no ambient lighting? here's an image for proof / reference: https://imgur.com/a/xJtErj2

Celestiality

Sort of, it uses the max pixel light count possible

Blackrack

does it disables pixel count option in the settings?

flagmeme

Yeah but for now just be patient and play without deferred until I add support

Blackrack

They should be compatible

Blackrack

Hello. Are there any difficulties updating mods from 1.12.2 to the new 1.12.5. Can I easily port this mod to 1.12.2? Or maybe it will work correctly anyway?

Nathant16

So is there any hope that we can expect kopernicus support for less than ultra shaders? (I know its an known bug) its terrifying in game to have the terrain stop rendering because you didnt realize that the suface shaders arent up to Defferreds requirments

Cameron O'Brien

Make sure you meet/select the tier (there is only one tier), then go to the pinned post. If you're still having issues let me know.

Blackrack

OK. Now I am now a member. How do I download True Volumetric Clouds?

Ric Martin

msaa has not been useable for years

Blackrack

Will this mod break MSAA?

LinAGKar

Works with all parts, the shininess depends on how the original part was made, can't remember about restock specifically

Blackrack

Does the reflections and shine work with restock parts?

Dominic Vesely

Both will work, volumetrics require a dedicated config for rescales (not an easy task making volumetric configs), otherwise it will work but not look great

Blackrack

It's optional but the AO looks good with deferred, try it and find out

Blackrack

How crucial is TUFX?

Meade

Will this, as well as the volumetric mod work with a Rescale mod?

Ryan Schwinghammer

High or very high preset in scatterer, then manually tweak shadow resolution and distance in scatterer as needed.

Blackrack

Is there any way to increase the shadow resolution? Or give shadows more defined lines in space?

Yehor Chekalkin

Pretty sure it has always been there due to Duna being weird in Scale so scaled and local space mismatch

Blackrack

Nvidia panel?

Blackrack

Loving the mod. Thanks so much for what you do. I do have a question. Sorry if this is a FAQ. What is this dark band on the horizon? https://i.imgur.com/zXjaqdu.png Possibly a Scatterer issue? I dont recall it pre-DR. But I could be wrong. I updated all the mentioned mods in the compatibility list and am using the TUFX profile.

Meade

The option for activate the ambient oclusion from the nvidia panel is unavailable for direct12... There are another way for activate it?

ElGallego87

the choice for activate the oclusion ambient is unavilable in the nvidia panel for Direct12... mmm there are another way for activate it?

ElGallego87

Works fine here, so add reproduction steps, logs and screenshots

Blackrack

Resource overlays are not showing, not in the tracking station, nor in flight, nor in map view.

Massimiliano

I also get some black artifacts in the clouds in the map: Screenshot: https://drive.google.com/file/d/13YRK5d3DebYjYro-4fUrcHVLd5PbZfQo/view?usp=sharing

Tom Harvey

Just added deferred rendering to my new RSS Reborn install (with latest volumetric clouds, updated parallax, fork of TU etc. Looks great mostly (ground maybe a bit reflective/plasticky?) but main issue is night time is very dark. Screenshot attached: https://drive.google.com/file/d/1YoxJFQvJWBjkQxH41uZbQgiFg6qS7f9F/view?usp=sharing KSP.log: https://drive.google.com/file/d/1pZGrmEUHAXIppTJX97uXp_rJPlKsFUZS/view?usp=sharing Any help is much appreciated!

Tom Harvey

I linked to the releases section above, download it from there, don't download the code instead

Blackrack

Check your reflection probe settings

Blackrack

For some reason, the mod only works in the KSC view for me, once I load a craft the lighting is normal again. I'm using your TUFX profile. Can you help? with Deferred KSC: https://imgur.com/a/nX070MZ flight (Deferred not working): https://imgur.com/a/Jm4ZaI2

Maxarick

Hi, the mod doesn't seam to work at all, as if it is not installed. Do I just put the Deferred Master in the Gamedata folder?

Wolfie

No you don't

Blackrack

Do I have to use restock, the mod makes the parts look the same as each other and also changes the stats of said parts. Also it kinder slows down my pc

Daniel Deane Horbacki

Nothing to do with scatterer and eve like it says

Blackrack

does this work with spectra or do i have to uninstall

Alexander

Same, I have that on Vall too

Dave Deng

I'm having a glitch, which I have tested to make sure it is deferred, where when my camera is near the ground, the ground is very glitchy with black, as well as weird black areas around letters in modded cockpit iva (I know deferred isnt made for iva, but if its possible to fix it would be great. doesnt appear in stock iva) Log and Screenshots: https://drive.google.com/drive/folders/1ALH5FNT9c36Rdhy3XmUHiws2l1tTkc_r

Dominic Vesely

You can use it how you want but yes it's meant to be for flight and IVA.

Blackrack

Send your KSP.log file. Probably won't add it to CKAN until the incompatible mods have updated/merged my forks and it's more stable overall.

Blackrack

You need to update Parallax to the latest version that supports deferred (and also update deferred). If that doesn't work send screenshots and KSP.log file

Blackrack

It doesn't look like any mods are installed at all in your log. There's no mod folders or plugins in GameData, where did you install them?

Blackrack

The "Blackrack_TUFX" profile should only be used for the FlightScene and IVA Profiles, right? It's a replacement for the "Default-Flight" profile?

Chris Gore

I am having some difficult issues with getting this addon to work correctly. I have tried everything I know of and followed the installation process to a tee, along with removing all mods that may be incompatible. How soon will it be until it is added to CKAN and do you have any clues to why I can't get it installed on my system.

Alxium

i think it's just in the title screen settings

Waffle Cakes

Looks great. How do I increase the ambient light? I don't have the "planetshine" effect on the side of my spacecraft away from the sun.

henry11288

no matter what i do, the textures keep Z-fighting, once i get close to the ground. i have parallax installed so that might be an issue but i'm not sure what to do in this situation.

Waffle Cakes

Hey Blackrack, I've tried following all the steps twice (the first time with the volumetric clouds, the second time without) but for some reason my game looks rather orange and dull (even at different times of day): https://imgur.com/a/UMo9E5F Also here is my KSP log if it helps: https://drive.google.com/drive/folders/17V_fn-sUf2_58BhKjRMy4Txdq1RuYqN8?usp=sharing I noticed your screenshots look a lot better so I probably did something wrong

Borya

Go to releases, download, extract in gamedata

Blackrack

uh.. Can you tell me in detail the installation process? and And the filter behaves strangely. KSC https://imgur.com/a/4Jj5Qv3 https://imgur.com/a/weapu9p TUFX https://imgur.com/a/AfHA9eU

LOKA

Don't use any tufx profiles in editors, they get applied twice because of how the scene renders there. I assume you don't have this issue outside of the editors?

Blackrack

Installing the new deffered rendering mod I'm getting this weird visual bug where everything looks washed out and overexposed, there is also a ton of glare/haze around the sun. I suspect it's caused by deffered rendering because removing deffered rendering fixes the issue, although it does look very similar to a bug I had when I first tried the new true volumetrics. Back then I was able to fix it by turning off all Anti-aliasing except for TUFX. Now though, no combination of settings for stock AA and TUFX seem to affect what is going on at all. Here is my log: https://www.dropbox.com/scl/fi/eltbohvtkepekmsqarc7c/Player.log?rlkey=jnzulnesyltsystwqe2jfjagr&dl=0 I am using RaymarchedVolumetricsEarlyAccess01_07_24, the fixed dll for volumetrics v4 from the deffered compatibility page and blackrack's TUFX profile. Here are some screenshots of the bug: https://i.imgur.com/K9ST6Tn.png https://i.imgur.com/KwAXlEQ.png

Errol

Logs if needed - https://drive.google.com/file/d/1QcWPGM7prLuieBrEpRCPMxiqjUEqlC2-/view?usp=sharing

John Lively

Having issues with conformal decals, dont know if it is related to this mod or not but whenever I place the object on another it shades the entire part very dark. https://imgur.com/VTClUBD

John Lively

Press alt + d, if a debug window pops up and the button on it changes what's displayed on screen, it's installed correctly

Blackrack

How can i check if the mod is running to make sure i installed it correctly? (Thanks for the like, Denis)

Derrick Ferguson

Deferred should be compatible with most planet packs, it's a rendering method, what you should be worrying about is part/texture mods ...

Singularities

Is this compatible with KSRSS?

Myles

Turd works as long as you use the provided fork of TU. I've not used TextureReplacer in a long time but if it just replaces textures it should work correctly, no idea about other functions it might have though. Try it and let me know.

Blackrack

The volumetrics are awesome ... ! But in regards to 'deferred', this may be an uninformed question, but what is it's compatibility with 'Texture Replacer', the fork of 'Textures Unlimited' is already in use, and perhaps additionally, what would be required to make 'TURD' compatible ... ?

Singularities

There's not much more to say apart from what's in the transparency section on github

Blackrack

This of course looks amazing, but why must there be a stylized "transparency" in the vab/sph? I know you said it was a limitation of the mod, but transparent parts are now pretty much invisible when not attached in the editors For what it looks like https://imgur.com/a/FVePpeX

Adam Smith

My goal is to have it merged into Textures Unlimited so that it's no longer a fork (similar with procedural wings) but I haven't heard back from the author yet. His license is permissive however so if a long time passes and he's inactive this can become its own version on ckan.

Blackrack

Hey @blackrack, Will your fork of Textures Unlimited by added to CKAN when Deferred is added to CKAN?

Kaushal Banninthaya

Yeah flags are transparencies and I haven't done anything for those yet. In my view flags aren't very important and very poorly implemented so I'm not exactly rushing to fix them.

Blackrack

It seems that flags only receive ambient light and no sky light/ sun with the current rendering method. Reducing ambient light boost makes them black. Flag parts with a transparent flag on them also appear fully white instead of showing the base texture of the flag.

H Cat

Most likely you are using configs made to reuse my textures from a version before load on demand. After load on demand was added the files were moved to "pluginData" so the game doesn't load them on startup. Which configs are you using?

Blackrack

This is strange, i dont have any weather effects and i have to keep removing the extra PluginData on the CTRL ALT 0 window. Every time i load i have to do this for Earth clouds 1 & 2 , weather 1 & 2 and snow. Any reason as to why this could be?

Saturn Aerospace

Send screenshots and ksp.log file

Blackrack

Send KSP.log file

Blackrack

This has definitely been reported before but even after installing the new dll's for scatterer and EVE (and a fresh reinstall of volumetric clouds just to be safe), I'm still getting this odd atmospheric coloring behavior: https://imgur.com/a/JWyfNu3

Karim Krarti

Not sure if this is conflicting. But my water looks very weird since installing

Josh Sisson

Probably rendering in forward with the wrong fallback. Can you send a screenshot?

Blackrack

Every letter of text from ASET IVA Props gains a black square around it. I assume this is a transparency problem.

Hadynpark

Not at the moment. That's really minor as far as issues go.

Blackrack

Can you send your KSP.log file?

Blackrack

doing so caused both volumetric clouds and scatterer to stop working. Atmosphere and water effects completely gone (scatterer) and clouds only appear when in 2d range (eve volumetric cloud). Using the "broken" (using old v4 scatter and eve volumetric clouds) dlls and just dropping in the "zzz_Defered" mod folder as well as the Shabby one seems to work fine?

Hogu

When i installed this (beautiful btw), it changed the flooring of my sph from default to dark gray... any way to revert back?

Ben Craig

The mod is beautiful - using it with the latest Parallax and EVE/True volumetrics. One odd bug I'm getting is a complete white-out effect at high altitude and low orbit. https://imgur.com/a/wycS0yc Tested on both Laythe and Kerbin.

Matthew Langdon

When downloading the fixed dlls, do we just copy and paste them into location of previous dlls, replacing the old ones?

Hogu

Yes, tweak either the bloom or the dynamic exposure

Blackrack

In your TUFX profile engine lights are to bright. Is it possible to reduce this?

Mikołaj Parvi

That's good to hear, thank you. Performance might still improve a bit more in the near future as the same optimization (deferred rendering) isn't currently applying to the reflection probe so lights remain a bit expensive there, we'll see how that goes.

Blackrack

Just installed this mod now that it works with Parallax and already noticing a difference with fps and less lag. I even noticed a bit of a fps increase when launching bigger ships, so this mod overall improves general performance which is amazing. Also wanted to add I actually like the work around for transparency in the editor. I like how I can mouse over a fairing and it just dissolves. Makes it so much easier for building inside of a closed fairing.

Kevin Green

Not getting this error, so let me know. Sounds like a duplicate mod install but I don't know

Blackrack

B9 Fork seems to be problematic, I'm getting error in log [ERR 09:30:02.500] The AssetBundle 'GameData\B9_Aerospace_ProceduralWings\AssetBundles\pwings_windows.bundle' can't be loaded because another AssetBundle with the same files is already loaded. Wings work, but the gizmos in the editor don't show up. I'll try to recreate this in minimal installation since I have a ton of mods.

Daniel Lewan

Some screenshots and a log file would help here considering linux users are a minority

Blackrack

Haven't seen this before, will see if I could get it

Blackrack

(I could be wrong) Went to the mun and started to orbit but the mun started to look odd if you go to the link you can see the clip. Modlist: https://imgur.com/a/exUk9V0 https://drive.google.com/file/d/1GLk7xpZ8b_o55gc-MIPh9sLSr7lAwVWW/view?usp=sharing

BetLeader

Disclaimer to linux users - This does break KSP (all saves work, don't worry about that) in the VAB/SPH as it causes info boxes to show "default" information (not actually related to the part) and the info box is really small. Issue did not happen previous to installing this mod. No other mods where updated/changed when installing.

Maarwan

I'm not familiar enough with all these mods to say if any of them change the lighting. I would say test with just deferred and volumetric clouds (and without tufx) and see if the problem goes away first.

Blackrack

I'm getting some bright ambient light in all scenes as though ambient light boost is turned up (it's not). Running deferred 1.1.10.0 and volumetric clouds v4 as well as the mod list here: https://imgur.com/a/mQo1fXM

Charles Rogers

I'm aware of it but I've not managed to get the issue on my side so I can debug it. I think the only solution for now is to disable HDR in the tufx profile.

Blackrack

It already is!

Blake C

Hey Blackrack. I get this weird bug with your TUFX profile where darkness envelops the water. I also have your True Volumetric Clouds and True Scatterer. I am using the low-performance-impacting config for True EVE. How can I fix this? Thanks!

Blake C

Caiden Joiner

Thank you, can you try 1.1.9? I Just uploaded it (no need to redo screenshots) and it fixes an issue with the reflectionProbe settings so that might play into it. If you can also upload your KSP.log file so I can see if anything went wrong there.

Blackrack

Sorry took some time, it makes no difference if you overwrite 118 with 113 and so had to do a fresh install, these are the only mods I have Mods: https://i.imgur.com/AfMyRKm.jpeg 113: https://i.imgur.com/wv68l0v.jpg 118: https://i.imgur.com/32NxZO6.jpeg I noticed your TUFX profile is nice and bright in 118 but did not change the framerate before I applied it to after.

Shaun Strydom

If you can post a side by side comparison video or screenshots of the two versions in the same scenario, including the framerate.

Blackrack

I just did some testing after getting low fps, fresh install etc, there is definitely a difference in fps from 1.13 and 1.18, on the 1st one on a new game I got 130fps+-, on the latest version I get 80s. Is this normal?

Shaun Strydom

It eliminates depth prepass which in theory should help a little bit with CPU usage, and could help with the GPU usage with Parallax's tesselation and scatters. I haven't benchmarked the first and we won't know for the second until Parallax updates with full support.

Blackrack

Does the mod affect performance outside of super light heavy situations?

GoonerTron-6000

Interesting, I'm forcing the reflection probe to be enabled if it's disabled, and the game probably doesn't like it. Should probably be easy to fix.

Blackrack

Looks like no one can stop you from making great mods ^^ I installed Deferred yesterday and noticed a small interface problem in the game settings popup - it's a minor issue and I think it's just a graphical bug, but I thought it was worth mentioning. Here are the screens: https://imgur.com/a/5382YfM And the KSP.log file: https://1drv.ms/u/s!AscsRh5cTjJ8hd01U4wCVISxE8fkUw?e=Pxlawm In any case, when Parallax is available, we'll have access to an impressive range of mods!

N y x i l o

With this, parallax, and volumetrics, the game has officially outdone KSP2. The only thing I would add is maybe a mod that revamps reentry/atmospheric effects around the ship, but apart from that I’d say it’s perfect.

Josh

Wow, you're really enhancing this game beautifully! With your contributions, along with Linx's and the other modders', it's starting to feel almost like a superior version of KSP2.

Mário Chocolate

Thank you, not something that can be changed in cfg files, it's more how the lighting model works.

Blackrack

Brilliant as always. I'm a newbie in terms of computer graphics. Is this like a balance between KSP2's glossy textures and KSP1's dark textures? If so, can this be changed in the cfg?

Alejandro Pacheco

I just tested it and Planetshine seems to be obsolete at default settings (you can barely see it), I would say remove it unless you have custom settings. Spectra is just configs for EVE and Scatterer and those are compatible.

Blackrack

If you disable screenshot supersizing in your settings.cfg file it won't do that anymore. That only happens when doing supersampled screenshots. Don't have another solution right now but will keep it in mind for the future.

Blackrack

One more question please - is it possible to somehow prevent the screen from going all wild when I press the screenshot button? When I do edges of all the clouds get "black" for a brief moment before they fade back to how they should look. It doesn't affect gameplay, and the screenshots look great, but it mostly disables me from making screenshots while capturing immersive footage for YouTube.

Samko Kalko

Probably yes but it's up to you, there might be cases where you might find it brighter or it would give you more control.

Blackrack

You mentioned the ambient lighting produces a similar light in low orbit, as planet shine does. Does this mean I should disable PlanetShine alltogether when using this plugin?

Samko Kalko

Does it work with eve configs like spectra with all its add ons? Do we need to uninstall planetshine to have it work?

Tackyinbention

would like to know this as well

Viisuri

blackrack just stays in the lab cooking up the greatest mods

Maddox Andrawis

And does it work without deferred?

Blackrack

So I have V4 from a previous time I was subbed to here but tried to use it in vr with both patches of VR and Deferred V4 patch but clouds just disappear.

BetLeader

Also Thank you for working with parallax an Linx!

D S

I'm so very excited! Long Live KSP!

D S

Good grief man thats incredible!

Monkey Wrench

how did u do this unity engine?

1tsdr1ppy

If this add something "similar" to planetshine, does that mean that we can ditch that mod or does planetshine still provide better ambient light and get the benefice (when using the "area" setting)?

Tutul

Is Parallax installed?

Blackrack

I tried KSRSS with the Deferred mod (1.1.3.0) but ground textures seem to bring some issues.

Only Light Matters

This is really great, I won't be able to play without this again, will be great with parallax, but will pick this over it any day.

Shaun Strydom

That's exactly what I suggest, unless you just want to see/play with it right now.

Blackrack

I might have mentioned that I'm going to add 3d auroras. With that said mixing 2d and 3d clouds doesn't render correctly but if you still want to do it add empty volumetric layers to your aurora configs like this https://pastebin.com/raw/QSw8HVSH

Blackrack

Hey Blackrack, I miss my auroras. Have you considered bringing those into your mod, or is there a way to do it currently? I run your mod alongside AVP

Joebro

Linx is working on it, so probably soon

Blackrack

Gotta send screenshots/video and log

Blackrack

That's how that cockpit was authored, my intention is to preserve how everything was authored so that all mod parts are compatible. Other modders will probably adjust part configs/textures one by one in the future but that's out of scope for the rendering itself.

Blackrack

Great work, this is amazing! While not a major mod like those listed above, I did some testing and noticed that Magpie Mods is incompatible. Using both mods creates an issue where most (all?) parts have a slight bit of transparency when viewed in front of another part. It also seems to cancel the effect of this mod entirely, too. Love the reflective windows. While the transparent windows of KSP2 are ideal to me (which would be a heavy workload to replicate) I see this more as a nice successor to WindowShine. However, some parts like the Mk1 cockpit seem to have a much stronger reflection than other parts with windows. I assume this factor boils down to how the part mesh was created, but I do wish all parts were as dramatic as the Mk1. If there is any way to adjust part reflections/shine in a .cfg file I'd be living the dream. For now, I'll stick with Magpie Mods for that effect. Obviously, this isn't the intention of the mod - but it is a great byproduct! Again, hats off for the fantastic work! Following along with your mods is part of what inspires me to continue playing KSP.

Riley Heflin

Close enough, welcome back WindowShine

Tristin Mixon

This is great, il wait until conformal and parallax are ready before trying it. But incredible work.

Steak & Lobster Dinner

I uninstalled parallax to get this mod but forgot i had an OPM parallax config installed. Anyways works great.

Harrison Fraase

How long do you think until it's compatible with Parallax? I'd love to add it to my main modded instance

FertilePlanet88

One of my friends is having problems, after they downloaded the mod, there atmosphere would disappear (at random) , we cant figure out why. They also play on Linux

Aero Thecat

This + restock + volumetric clouds, and a good TUFX profile is stunning. Great work

Skypetical

What did I say about Parallax? 😅 Also looks like there may be an issue with KerbalKonstructs, I'll have to test that

Blackrack

KSP1 looking better than KSP2 already... Amazing work. Unfortunately it seems like it doesn't work for me, I can't explain it but it doesn't look at all like the screenshots. Here is my KSP log if you wish to look at it: https://drive.google.com/file/d/1cpMM_eTOKFB2xYUSmWn5_YPd0xV45qaf/view?usp=sharing And here is a screenshot https://imgur.com/a/m8mwt6o

J

It just renders broken with a lot of artifacts and issues

Blackrack

I'm assuming parallax collides with the mod? Or does it just look weird.

Harrison Fraase

It probably does. But there are cases where having the manual control in planetshine might be useful.

Blackrack

Does this make Planetshine redundant?

hangdog

Can you send your KSP.log file?

Blackrack

First off, thank you for continuing your amazing work! I gave this a download and tried it with a fresh install and KSRSS Reborn, but when I did the terrain was REALLY dark, and then when my craft got to around orbital altitude everything turned kind of green. I didn't have any of the incompatible mods downloaded. Screenshots: https://imgur.com/a/dvmDaRd

Josh Whitacre

I already fixed that a few hours back. You're either on Linux or Mac right? Can you redownload the newest version?

Blackrack

Got this strange bug where far away things are much brighter than distant ones, almost like the nearclip plane of something or other has been set wrong: https://imgur.com/a/iYhJXm1

Ozzie Harding

You mean old cloud config and scatterer configs? Fully compatible

Blackrack

Very nice work, Blackrack. Unfortunately, I won't be downloading this update just yet, at least not until Conformal Decals and Parallax are both updated. Can't break my vessels, you know!

Joebro

So, Parallax notwithstanding, how compatible is it with traditional visual mods (AVP, Spectra, etc.)?

Canox

You love to see it! Great work!

Zunent

Wow this is absolutely stunning! Amazing job man!

LeonardoDaVinci

NOICE

HistoryOnPaper

As it says in the post Parallax is not compatible yet

Blackrack

Hello! i installed all the mods related to this post and now I have a problem. it is showing a circle of black particles around my vessel, and only when zoomed in. I will create a problem post on github to attach a photo! thanks.

Austin Veach

I'm doing my part!

Blackrack

You are bringing KSP1 into the modern era

Eric Schmitz

thx for the work you put into KSP and the community, you're amazing dude

Kaveh Mikaeil

Screenshots and log file?

Blackrack

My clouds are disappearing, what could be the cause of that?

Elias

The icon that says TUFX, you can see it in my last screenshot

Blackrack

How do you exactly open the TUFX menu?

Kaveh Mikaeil

In theory the only real limits are modders' time and mental energy.

Blackrack

Looks great I will test it later. How far can modding go in KSP? Can it improve performance more or is there a limit?

Tomas Kühn

oh dear these look amazing, can't wait to test these later

Xzznnn


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