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Parallax Continued Early Access Release 1.0

This is a complete redesign and rewrite of Parallax. This is an early access preview build for those who choose to support development!

You can find the download link below.

What's new?


Features and Quality

Parallax Continued massively improves the level of detail the terrain can reach as well as the render distance and detail of surface objects - while improving performance! You'll notice the terrain looks much better when viewed close up and from further away.


Lights are able to cast shadows now too! Both the terrain and surface objects are capable of shadow casting, making for some spooky nights!


Multiple planets have also received improved models and textures including (but not limited to) Kerbin, Eve, Minmus, Laythe and Vall. There's also a "lifeless Eve" patch that I'll keep updated for those who don't like the No-Mans-Sky-esque Eve.


Performance and Reliability

If you're going to take away one thing from this update, it's that Parallax Continued is massively multithreaded throughout.

Although fairly well optimized for average framerates, old Parallax had some pain points when it came to those nasty lag spikes when moving around. These came from many sources - the terrain generating, surface objects generating and surface colliders generating. Parallax Continued uses multithreading in each of these scenarios to eliminate these stutters.


The old version also had some key architectural flaws that caused various common bugs that remained throughout updates. These bugs included floating objects, unreliable colliders, and performance degredation, which have all been fixed and so much more! The total tracked number of significant bug fixes is 27 - with Parallax Continued you can expect outstanding performance and a level of rubustness the previous version lacked.


There are performance graphs in my dev blog here: https://forum.kerbalspaceprogram.com/topic/209714-112x-parallax-pbr-terrain-and-surface-objects-207/?do=findComment&comment=4412531

The summary is this: Average framerates are up, loading times are down significantly, RAM and VRAM usages are down significantly, and stuttering is mostly eliminated.

I encourage you to share screenshots, post videos and discuss freely! If you have any issues, I will do my best to help. Please read the included installation instructions.

You need KSPBurst and Kopernicus to run Parallax Continued. Volumetric clouds, deferred, and scatterer are all fully supported

Specs:

[Download Parallax Continued Here]

[Previous version]

All files in the download are All Rights Reserved, except for Bingus.dds.

Optional Extras

The Lifeless Eve Patch is available [HERE]. This removes the bubbles and flora from Eve, reducing it to its humble Venusian analogue.

Rescale Patches for 2.5x, 3.5x, and 5.4x are available [HERE]. Currently, rescales above 5.4 are unstable at representative density. Use the 5.4x config if rescaling higher.

Please Note - Important

Planet packs that do not specify that they support Parallax Continued will NOT work yet! You can find a list of supported packs here: https://github.com/Gameslinx/Parallax-Continued/tree/master#readme

Please note that MacOSX is not supported at this time, as it lacks Compute Shader support.

Above screenshots were taken with Parallax Continued (default configs), Stock Volumetric Clouds (default configs), Scatterer (default configs) and TUFX with Blackrack's config

Special Thanks

A huge thank-you to those who have been supporting development over the last few years. You've made this rewrite a reality!

And a huge thank you to the small set of testers who've helped me put on that final bit of polish:

Thank you to Gotmachine for some optimization pointers, TheWhiteGuardian for providing valuable information and his contribution towards the multithreaded code, and Blackrack for his help with some rendering related queries.

Updates:

24/08/2024, Rev 1 - Fixed rendering issues with TUFX when HDR is enabled

24/08/2024, Rev 2 - Fixed null reference exception log spam when orbiting the Sun

25/08/2024, Rev 1 - The Kerbal EVA light can now cast shadows

28/08/2024, Rev 1 - Fixed a rare crash made more common by rescaling, added rescale configs

Comments

i don't have access

OJ Be

Hi, scroll up to the Release 3 post :)

Linx

Hi, it says I need to have access to install, may I have it?

Harrison

Parallax Continued has reportedly worked fine on Linux. Chances are you're not using compatible KSRSS configs - there are some newly made configs available here - although I believe it's still a WIP and not all planets are yet supported https://forum.kerbalspaceprogram.com/topic/225981-paralaxcontinued-ksrss-sdi/

Linx

Is Parallax Continued expected to work on Linux? The ground is flickering in pink on my installation. But I have KSRSS, so I'm not sure if it's just the incomplete configs from KSRSS or missing Linux support.

Christian Obkircher

I can't say when, but I know it is being worked on

Linx

Hmm... a bit of aargh. I see that this version of Parallax is incompatable with mods that make use of parallax scatters via Parallax 2. The lack of a Parallax_StockTextures directory stood out for me.

John Alexander

awesome. Thanks

John Alexander

Yes, you need to uninstall old Parallax by deleting the Parallax and Parallax_StockTextures folders

Linx

Sorry if this has been addressed, but it's lacking in the install instructions. Should any older parallax (2 for me) and the Parallax_StockTextures directories be deleted first before install of this?

John Alexander

Do we have any way to contact the author of Other Worlds Reboot? I didn't see it on your list, though I thought it was a very popular mod since it adds a storyline and lore.

Darwin Gamble

Correct

Linx

Hi Linx thank you, i’ve applied your recommendation in KSRSS especially with adjusting the cut off scale. Everything looked good then i exported the scatter config and replace the one in KSRSS. Loading up the game again the config seems to be messed up.

Quadoes

So does the terrain shader setting do nothing at all with this mod installed?

J

Do you know if/when Techo's planet revamp will be compatible?

JimmysPencils

Gotcha! Reloading helped a ton with adjusting the altitudes and such. What decides what biomes should spawn certain scatters? I'm noticing that some of them aren't being placed as I expect. It looks like, adding a blacklist to the scatters will cause it to not place them in all the biomes that aren't on the whitelist. I'm probably just missing something somewhere?

Jose

Nope! I didn't connect the terrain shader quality to the game setting because people left it on Low (the default when you start the game) and had a horrible looking install. Any terrain quality adjustments are now in the Parallax GUI so it's a bit clearer what things do

Linx

Out of interest, does setting the terrain shader quality to Ultra affect anything in this version?

J

Laythe now reminds me of Morrowind even more than before

Mateusz Brzozowski

This is a result of the aggressive optimization that I haven't yet accounted for in the GUI editor. Some parts of the terrain won't bother trying to generate scatters on them if it knows for certain they will never appear there, so when you try and make them appear in the GUI Parallax has already decided "nope, they can't appear there!" so you'll run into some inconsistencies. In an upcoming update I'll properly account for this and 'fix' it, but for now you'll need to restart the game when making sweeping changes like altitude/biome adjustments. There's something else at play here too but I can't recall what it is. Generally speaking, quicksaving + quickloading or restarting the game will fix these issues

Linx

The in-game editor is a lifesaver! I'm running into a few issues though. I'm noticing that a few of the biomes aren't generating any scatters. For example, the Tatooa Crater I double checked the blacklist, and I was able to get a few of the scatters to spawn, but not all. I also noticed that they don't seem to respect the min altitude. I see them respawning, but still see some of the palms spawning below the water.

Jose

I am also getting this same error. The first time I uninstalled Parallax with CKAN and got the error. Then I deleted Parallax Continued, reinstalled OG Parallax, and was able to continue without the error. When I uninstalled OG manually and reinstalled Parallax Continued, it seemed to work as long as I had the "auto-installed" selector unclicked... until I attempted to install a new mod and it refused to cooperate.

theoneGalen

Fiddling with the noise parameters now and that is doing the job. But just as a experiment, how would you get the removescatter limited to a radius with it deciding to remove the ground as well?

Adam Smith

Ah if you're just looking to deforest it's going to be a bit finnicky Disable colliders by browsing to Parallax/Config/ParallaxGlobalSettings.cfg and setting collisionLevel to -1 Then, in-game, load into the flight scene and hit Ctrl+P to bring up the scatter editor. Then click 'next scatter' until you reach 'Kerbin-OakTree' and expand the 'Noise Params' section. Now for the finnicky bit - Change 'seed' until there's a distribution of trees that works for you! You can also lower the 'frequency' or mess around with the settings in general until you get what you're after. Then, hit 'Exporter', 'Overwrite config' and 'Save' to save your changes.

Linx

%PQS { %Mods { %MapDecalTangent:HAS[#name[KSC]] { removeScatter = true radius = 300 } } } Above ^ (Edit 1: This modification deleted the ground at ksc, removing the radius line in the config) (Edit 2: Ground is back after removing radius = 300, leaving removeScatter = True , Kills the grass and trees completely. Just really looking to deforest only) With just removeScatter set to true, it removes it in a 30km radius Maybe instead I try %MapDecalTangent:HAS[#name[KSC]] { radius = 300 removeScatter = true } (edit 1: Tried %MapDecalTangent:HAS[#name[KSC]] { removeScatter = true radius = 1000 } Still removes the ground entirely at KSC, leaving the buildings floating Will try radius = 1000 removeScatter = true instead, to see if that does anything

Adam Smith

That looks right! Maybe I had you set radius too small :P

Linx

Thanks again for the clear concise response, So at the end of the config we want %PQS { %Mods { %MapDecalTangent:HAS[#name[KSC]] { removeScatter = true radius = 300 } } } Does that seem ok?, none of this is gamebreaking, this is just personal nitpicking in ksp. (Edit 1: This modification deleted the ground at ksc, removing the radius line)

Adam Smith

Browse to Parallax_StockTerrainTextures/_Configs/StockPlanetAdjustments.cfg, and scroll to the bottom of the config file. Set 'removeScatter' to 'true' Although, on rescaled systems I think this will remove a huge amount of trees (more than feasible) so you can also add a new value below 'removeScatter' called 'radius' and set it to something small, maybe 300 meters? It'll get scaled up, which is why it should be small.

Linx

Thanks for the response, found it would be easier to just move to 3.5x rescale in general. Also Is there a way to remove more trees around the KSC? Using KSC Extended and the additional KerbalKonstucts statics disagree with the locations of trees and grass clips though the statics. (OSS:NTR Roads) (PS: My framerate is back. Massive improvement around ksc. 2.0 was actually impacts my 4070 a bit when i ramped up the density above stock on re-scale. Revamped no problems so far.) Re: Trees gone in screenshots, Ignore it, I had messed with some files and forgot to revert it back

Adam Smith

Hi Jose, In IncreaseSubdivisionCount.cfg, you'll probably want subdivisionLevel = 7 and subdivisionRadius = 500 to around 800 The subdivision code was rewritten and it's completely different, so the same levels don't do the same things between Parallax versions. There is a wireframe mode in GameData/Parallax/ParallaxGlobalConfig.cfg, and you can use Ctrl+P -> terrain editor in-game to change the subdivision levels. Everything else looks good!

Linx

You can use either! The 3.5x config will have slightly too many scatters, while the 2.5x config will have slightly not enough. 2.5x will run slightly better. Other than that, it's your call Re: Trees not showing in screenshots, I'll take a look into this - I assume screenshots taken via the F1 key?

Linx

Im using sigma Dimensions rescale currently, with the Scale set to the rescale 3.2x config. Would the 3.5x config provided still work ok? or should i use the 2.5x config? Also the new trees dont show in screenshots

Adam Smith

Hey Linx, loving the mod so far! Great improvements all around. I tried my hand a upgrading the parallax configs for Nem, and they're just about there! Still making some adjustments, but everything seems to be there and working. Is there anything that stands out/anything that should be changed? https://github.com/jthero3/Nem/tree/Parallax-Continued-Support/Parallax%20Support

Jose

Kcalbeloh configs are up now at https://github.com/Gameslinx/Parallax-Continued/blob/master/README.md It should be as simple as dropping the configs into GameData. Let me know if there are any issues. Make sure only Parallax Continued is installed (not old parallax)

Linx

I just took a look at the DART mod, Didymos and its moon look awesome! it's honestly a shame it's not higher in you're priority because I'd love to build a space station on some nice looking asteroid, but that's none of my business, the mod is already awesome, keep up the great work! :)

Lenaic

I actually had a working version of this a couple years ago! It's lower down on my priorities at the moment, but I do want to do this eventually. The DART mod that released in 2022 had an asteroid with Parallax textures so it is certainly possible

Linx

Any chance while your in there you can extend it to the KRSS Compatible version of kcalbeloh as well?

SD42

Alright thanks!

OrangeMonkie

Hey Linx, I was just wondering if there was a plan to rework the asteroid textures ?

Lenaic

awesome !

Lenaic

I'm working on kcalbeloh support at the moment. A few days at most, I hope :)

Linx

Hey Linx, any idea when kcalbeloh support will be added? Can’t wait to see how that looks

OrangeMonkie

I upgraded them! They're still based off of OneSaltyPringle's configs (which are just based off my stock configs lol), but they try to stay true to what SaltyPringle intended with them as much as possible

Linx

Hey Linx, quick question: I see there’s now an OPM config download link on the GitHub, that’s awesome! Who created that? Was it onesaltypringle? Just out of curiosity, honestly. Right now I was using onesaltypringle’s Parallax 2.0 OPM configs. (But I had to remove them so I can use Parallax continued.)

Josh St. Pierre

It worked! Can't wait to use this mod kcalbeloh planet pack, Thank you!

OrangeMonkie

That sounds like KSPBurst isn't installed, or not installed properly. Download it from here: https://github.com/KSPModdingLibs/KSPBurst/releases/download/v1.5.5.1/KSPBurst_1.5.5.1.zip And drag GameData/000KSPBurst to your GameData folder. Let me know if that fixed it for you!

Linx

Mine says on the loading screen "failed to load due to dependiences unity.burst, Unity.Mathamatics, and Unity.Collections" should I ignore these? If not could you telll me how to install them? Also I am on an infinte loading screen when trying to load into a world. Looking foward to the mod when its fixed!

OrangeMonkie

same

OrangeMonkie

My install has a thing for breaking mods apparently - Just did a clean install of the 1.12.1-213 hotfix for Kopernicus and got the exact same error, so it looks like the Harmony dependency didn't cause my particular instance of the error. https://drive.google.com/file/d/168BajowG4CTT7FBNiCuoRU2fheVo73VE/view?usp=sharing

Matthew Langdon

It's out! Try this: https://github.com/Kopernicus/Kopernicus/releases/tag/release-213

Linx

Thanks very much! Looking forward to trying out the new Parallax once the fix is out!

Matthew Langdon

I've done some more investigating and discussed with some other modders - this is a Kopernicus issue where it isn't properly checking the Harmony dependency on certain file systems. RTB, the maintainer, should be putting out a fix today: "Well this one IS on me. But I do know how to fix it on the brightside. Expect a hotfix later today" I hope that helps!

Linx

I deleted the folders, re-downloaded Kopernicus, same error on loading to main menu. I also have Environmental Visual Enhancements/Blackrack's Volumetric mod/Deferred rendering mods installed, not sure if those could be conflicting? Log file: https://drive.google.com/file/d/1mrDpn3vmR1SLuTASNhXdLKNkcYyYpuBP/view?usp=sharing

Matthew Langdon

Kopernicus and its dependency 'Harmony' aren't installed correctly I believe. Since Parallax relies on both, it won't load properly. Can you try removing these folders from GameData: 1. 000_Harmony 2. Kopernicus 3. ModularFlightIntegrator Then download the release here: https://github.com/Kopernicus/Kopernicus/releases/download/release-212/Kopernicus-1.12.1-212.zip Then drag all folders from the GameData folder in the download to your GameData folder? Let me know if that works for you

Linx

Thanks for the report, I'm looking into this now

Linx

After installing Parallax Continued w/latest Kopernicus, I'm getting a "Kopernicus was not able to load the custom planetary system due to an exception in the loading process" error on loading KSP. Log if that's helpful: https://drive.google.com/file/d/1eA7lYhXeZXyflQE3tiE2Puc-I_MKnnuP/view?usp=drive_link

Matthew Langdon

You're right it is a bit ambiguous - OPM is not compatible yet. I've updated the github page with more info

Linx

Is this compatible with OPM? The github page is a bit ambiguous

Davi Lebow

Better late than never, but here are my screenshots (https://1drv.ms/f/s!AjCytLzrTVhUgt435UBScDc4tZlgUw?e=l6ddHj). My CKAN modlist is too long to include in an image, but I did capture auto-detected entry for Parallax.

J

I did eventually find at lunch today some solid trees using a rover, added those photos to the link above. Dessert seems quite Barren (aka nothing). Not sure that is by design. Will Test more tonight and send a long a video of my travels if I find any other oddities.

PicoSpace Industries

Stunning screenshots! I can't wait for the reentry fx mod either - ShadowDev has done a terrific job. As for the colliders - the tree colliders are reasonably forgiving. The smaller branches and overall the upper half of the 'leafy' trees let you pass through, but if you hit closer to the base of the tree it will fight back! I decided to make it forgiving because clipping the top or the sides should be relatively harmless (small twigs VS tons of metal) but perhaps they are too forgiving. Unless the entire tree is corporeal, in which case let me know some stats: The size of your craft and the speed you were travelling (or send me a video!)

Linx

Initial Feedback, now that I got this loaded (with like 350 other mods...) 0. Performance is excellent. 1. Amazing, looks so much better and loading in/out of detail is handled amazingly! 2. I'm on "collisionLevel = 2" but managed to fly through trees, some investigating on my end needs to be done (may be regular scatter I tried to run into). May change it to 1. Some Photos: https://imgur.com/a/CNV21Wq I'll post a video review soon, I was hoping to combine this with the new re-entry heating effects for a "Visual Mods for 2024" video but may split it up as its not ready yet.

PicoSpace Industries

That's a good idea, I'll create one and keep track of it. Right now, I don't think any support it yet - but I know RSS Reborn is close to supporting it. The list will be at https://github.com/Gameslinx/Parallax-Continued

Linx

Looking really great so far. I did spot a floating tree just outside KSC. And perhaps it is just the specific wheel on my rover, but using default Parallax settings for collision, smallish rocks that have collision, when impacting my rover's wheel, cause the rover the bounce extremely high off the surface even at very low speeds on the Mun. Even just a light tap causes it to happen. The wheel in question is the M1-A1 Mountain Goat wheel from the Buffalo 2 mod.

Ron Young

Do you have a list of supported planet packs?

PicoSpace Industries

Hi @Linx I have the same error (https://i.imgur.com/9RBBVO7.png). Here is my CKAN list (https://i.imgur.com/2Ola2cJ.png) and my GameData folder (sorry its split up... 1: https://i.imgur.com/AMcOYgg.png 2: https://i.imgur.com/oPGpqzK.png 3: https://i.imgur.com/8QoV7J4.png ).

Danny

This is amazing. Going to test this on Ballistic Foxes RSS reborn once its ready and see how it goes. Thanks for working with him to get this on RSS and KSRSS!

SD42

Also, out of curiosity, did you uninstall Parallax 2.0.x via CKAN or manually? If you removed it manually, CKAN won't know it's been uninstalled

Linx

You can upload an image to an image site such as Imgur and paste the link here, alternatively you can send me a DM on the KSP forums (I go by 'gameslinx' there), or via discord if you add me 'linxed.'

Linx

What means should I use to send you an image? In any case, the error reported by CKAN is "Deferred 1.2.1.0 conflicts with Parallax 2.0.6 or earlier", which blocks any attempt to change the mod configuration. As Nyxilo has stated, a workaround is to temporarily remove the files from GameData while using CKAN.

J

Currently no, but compatibility is coming. I'm working with ballisticfox to get other planet packs working on the latest version. If you need to edit the distribution of scatters in Parallax 2.0.x, you'll need to find the config that adds scatters to that planet. Search for 'DistributionNoise' and you'll want to adjust the 'Frequency' (which changes how large patches of scatters are) and potentially '_CutoffScale' which adjusts the coverage of scatters. Let me know if you have any other Qs :)

Linx

I've got the same issue as J, it prevents you from updating Deferred (new release today) Removing Parallax Continued then updating Deferred via CKAN then reinstalling Parallax Continued works though

N y x i l o

Hi Linx awesome work with parallax, will parallax continued work with KSRSS? Im currently using parallax 2.0.7 with KSRSS any tips on configuring the scatter configs to make scatter on moon and mars look nicely distributed and natural(like how they look in stock KSP)?

Quadoes

I have deleted the settings file as instructed to ensure clean slate, on startup it says that DLL that are not compatible with current version of KSP (most modern) citing Parallax 1.0.0.0 GameData\Parallax\Plugins\Parallax.dll. I had CKAN Parallax prior and deleted everything from that except Kopernicus which only has the Kopernicus cfg file in the folder so I don't think it's anything there? EDIT: So in using CKAN to delete old parallax stuff, it emptied Kopernicus leaving only the config which there should be a lot more stuff in there. Works now, leaving this for anyone with similar problem.

Guardian of Games

Are you able to send me screenshots of 1. Your GameData folder, 2. Your CKAN modlist and 3. The error? CKAN doesn't do any form of autodetection besides dll names from what I've been told, and the dll names are different. Cheers!

Linx

CKAN currently autodetects this mod as an older version of the previous parallax mod. This causes the CKAN version of deferred to flag it as incompatible.

J

Thanks for pointing this out - The KerbalEVA light is a little different from Vessel lights, but it makes sense to be a part of the 'light shadows' setting. I've updated the current version to allow the EVA light to cast shadows too - For this you'll need to redownload the mod. Cheers!

Linx

Everything looks amazing and I like that shadow casting idea, the helmet light won't cast any shadow though.

PLAYER2

Hey! Absolutely yes, I will add it to CKAN as a 'new' mod 'Parallax Continued' and mark it as incompatible with Parallax. I think that's the best way to keep legacy configs working instead of having people update and suddenly everything breaks Edit: In the future, most likely once the roadmap I've outlined in my About is complete or nearing completion

Linx

@linx, this looks great. Will you be releasing this via CKAN in the future, or only to your Patreon subscribers (just curious)?

Jonathan Bayer

It is a bit of a mixed bag depending on how the old planet pack implemented Parallax support. You might get a Kopernicus error on boot but if you don't, you should be okay. All I can say is give it a shot. If it doesn't work, something to try for the technically-minded is you can find the config files that add old Parallax support and remove it. I am working closely with a few planet pack authors/maintainers to get compatibility up and running as soon as possible!

Linx

Regarding planet packs that support the previous version of parallax, is it correct that they can still be used, but just won't utilise parallax at all?

J


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