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Until KSP moves to the Deferred rendering path, there is nothing I can do about this.
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With lots of lights, this can add up very quickly. This means that for every pixel light in the scene, the tessellation is re-calculated. Yes! This also works on planet mods that support it.įor some reason, KSP uses Unity's "Forward Rendering" path instead of the "Deferred Rendering" path. You can expect to run Parallax fairly well on a GT 960M or better. Right now, there are a few frequently asked questions. You will need to remove the Parallax configs for those planet mods until they are updated. If this planet mod supports Parallax 1.3.1, it will not support Parallax 2.0.0. Optional: This patch will disable the bubbles / life on Eve: Set your terrain shader quality to High or Ultra. Launch the game, and set your terrain quality to High. Open the Parallax_ScatterTextures.zip and move the Parallax_StockTextures folder to GameData, merging it with the existing folder. Open the Parallax_StockTextures zip and move the Parallax_StockTextures folder to GameData. Open the Parallax zip and move the Parallax Folder to GameData. Instructions for installing Parallax and its scatters:ĭownload Parallax, Parallax_StockTextures and Parallax_ScatterTextures from the GitHub release page.ĭownload and install Kopernicus.
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You can follow Parallax's development here: Installation Must support Async GPU Readback (if you do not know what this is, do not worry) Due to limitations, Mac OSX is not supported since Apple dropped support for OpenGL. Renderer: Recommended to use DX11, but OpenGL is supported. This improves rendering performance massivelyĬPU: Parallax does not have much of a CPU impact, so this isn't really a concern Millions of objects can be generated almost instantly using compute shadersĮach object is drawn using GPU instancing, meaning there are significantly less draw calls. The scatter system is also a massive improvement over Squad's implementation: No lines/artifacts, unlike the stock shader Tessellation allows surfaces to have much more complexity, allowing for the creation of lifelike planet surfaces Normal mapped lighting is accurate and faces the right way on a surface at any angle Parallax improves upon the stock shader in a number of ways, for example: Parallax's original feature was a brand new terrain shader, but the scope has expanded to surface objects as well. The shader that Squad uses for Kerbal Space Program's terrain is extremely limited. Trees, grass and many other types of foliageĬompletely new planetary surface textures High quality terrain tessellation shader, like in No Man's Sky Here are some of the key features of this mod: Parallax completely replaces the terrain shader used in the normal game as well as its scatter system for placing thousands of objects over great distances.
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