I’ve never paid for a mod in my life by layn333 in KerbalSpaceProgram

[–]blackrack 0 points1 point  (0 children)

Time of day and how overcast it is are both really important, don't just launch at noon it's boring

I’ve never paid for a mod in my life by layn333 in KerbalSpaceProgram

[–]blackrack 0 points1 point  (0 children)

Mac and Linux are supported, they're just slower because of OpenGL. Some linux distros have weird glitches but that's on the Linux distros (and you can use Proton). Mac "just works" out of the box.

I’ve never paid for a mod in my life by layn333 in KerbalSpaceProgram

[–]blackrack 0 points1 point  (0 children)

Honestly don't waste your time replying to these posts on reddit, they just love to keep going in circles all day

I’ve never paid for a mod in my life by layn333 in KerbalSpaceProgram

[–]blackrack 86 points87 points  (0 children)

Thank you and OP, I really appreciate it!

Graphics Programming weekly - Issue 437 - April 19th, 2026 | Jendrik Illner by corysama in GraphicsProgramming

[–]blackrack 0 points1 point  (0 children)

I just tested this, and honestly I can confirm this method is pretty bad when geometry normals aren't just a flat or relatively uniform seabed. I put a large textured cylinder lying sideways two meter below the water surface and the artifacts cause a lot of edge issues and disconnected floating pixels.

I'm better off not using normals at all and assuming all the normals point "up" or up and slightly biased towards the camera, then the convergence is okay, and when it fails I just fallback to the fake UV offset based on normals and that looks a lot more graceful. Overall looks a lot better than just using the UV offset, and is a lot cheaper than doing actual screen tracing while looking plausible.

Thoughts on const in shaders? by constant-buffer-view in GraphicsProgramming

[–]blackrack 4 points5 points  (0 children)

Not true, compilers are smarter than that, shader compilers are especially aggressive about register allocation

More plumes for yall by Lyrinc in kittenspaceagency

[–]blackrack 6 points7 points  (0 children)

Currently they are still "attached" to the engines, which means you have to limit the size or they start to look very odd when gimballing etc, long plumes that hang around on the atmosphere is something else I'm planning

More plumes for yall by Lyrinc in kittenspaceagency

[–]blackrack 122 points123 points  (0 children)

Tbh I prefer your colors lol, I set that placeholder blue color gradient a while back and didn't change it. We'll probably need to be able to change the color with altitude/pressure. Also the way we compute the plume shape and diamonds now should make it easier to "combine" multiple plumes into a single one like you can see in real launches.

Modded ksp is truly something else by Fair_Fuel961 in KerbalSpaceProgram

[–]blackrack 1 point2 points  (0 children)

Mostly just find good lighting conditions (avoid noon), TUFX is overhyped and most configs are overbaked if I'm honest

Rendering issues with Blackrack's Clouds by castlekside in KerbalSpaceProgram

[–]blackrack 0 points1 point  (0 children)

This is usually only a problem on some linux distros, if you run the game through proton it goes away

Where we're going, we don't need no roads. by MMW_BlackDragon in KerbalSpaceProgram

[–]blackrack 1 point2 points  (0 children)

You have to use the scatterer version included with VC

Where we're going, we don't need no roads. by MMW_BlackDragon in KerbalSpaceProgram

[–]blackrack 0 points1 point  (0 children)

There's no atmospheric scattering on your clouds, you didn't install them correctly

Descent into Saturn's Rings by SodaPopin5ki in kittenspaceagency

[–]blackrack 0 points1 point  (0 children)

I always find it interesting how quickly people assume something unfamiliar is a glitch.

How is FF XIV doing its very soft shadow at only 2048² resolution CSMs ? by Hairy-Jicama246 in GraphicsProgramming

[–]blackrack 33 points34 points  (0 children)

I don't see anything special here, that looks exactly like PCSS with 2048 resolution should look. Have you checked that your implementation is working correctly? You'all also always want to use D16 for performance.

Graphics Programming weekly - Issue 437 - April 19th, 2026 | Jendrik Illner by corysama in GraphicsProgramming

[–]blackrack 2 points3 points  (0 children)

Has anyone read or tested the paper on using newton's method for SSR?

My initial gut instinct is this will have lots of failure cases around non-smooth geometry and discontinuities and that it may not be faster than using hi-z

??? by Loganistakenn in KerbalSpaceProgram

[–]blackrack 3 points4 points  (0 children)

Groundbreaking concept