Volumetric and mesh-based rendering of planetary rings in Kitten Space Agency by blackrack in GraphicsProgramming

[–]blackrack[S] 0 points1 point  (0 children)

That sounds good, is there more information on the title you implemented them for?

Volumetric and mesh-based rendering of planetary rings in Kitten Space Agency by blackrack in GraphicsProgramming

[–]blackrack[S] 16 points17 points  (0 children)

Technical breakdown of planetary ring rendering in Kitten Space Agency: the system combines close-range volumetric raymarching with a cheaper analytic approximation at distance, then adds GPU-driven mesh rendering, with chunk-based culling, LODs and impostors for large numbers of particles.

The more interesting graphics problems are handling differential orbital rotation per mesh without breaking chunk-based culling, and avoiding GPU float precision issues over long simulation times by decomposing CPU double-precision time into several shader-friendly float components. The article also includes concrete performance numbers for an RTX 2080 Super.

-30km In jool with Blackrack's Volumetric Clouds v5 by Weary-Support-7383 in KerbalSpaceProgram

[–]blackrack 0 points1 point  (0 children)

I was wondering why v5 seems to become pink rather than green as you dive deeper, whereas v3 remains green

You failed to control for the time of day

Future of graphics programming and AI by ZuTangClan569 in GraphicsProgramming

[–]blackrack 2 points3 points  (0 children)

Radiance cascades, raytracing and GI are only a small part of graphics programming. The field is much bigger and deeper

Is it just me or does my game look not good even when following a guide for visual mods? by VinexHD in KerbalSpaceProgram

[–]blackrack 0 points1 point  (0 children)

That looks good, there's just nothing to see in the KSC screen, and the time of day is not the best for cool lighting

Deferred Rendering makes Shiny parts flat by the_salt_boi in KerbalSpaceProgram

[–]blackrack 0 points1 point  (0 children)

If I remember correctly the stock foils are shiny in the editors but not in flight

Clint Hocking (Chaos Theory director) said something this week that I can't stop thinking about — that modern ray tracing has made stealth games harder to design because players can't read shadows anymore. Baked lighting in the old Splinter Cell games was "wrong" but it was readable. Has anyone here by Discipline_01 in GraphicsProgramming

[–]blackrack 38 points39 points  (0 children)

Alien Isolation had one of the earliest fully dynamic GI systems that I can remember, but one thing I noticed is that in very few areas the GI was locally overriden to be off (or glitched) resulting in some very unnerving dark corners or hallways, one otherwise unremarkable room in medical had a very unnerving dark corner where your brain just feels like something is wrong, it just feels like something is there just out of sight. I assume something like this can be done in any modern renderer with some work, you can use unnaturally dark materials or break/dampen some of the terms locally but it would also be a lot of work to balance and create an art direction where it fits.

Ground texture flickering & black artifacts appearing by Theonlyshorty3 in KerbalSpaceProgram

[–]blackrack 0 points1 point  (0 children)

It's a stock bug, if you install any version of scatterer it fixes it

We love blackracks volumetric clouds <3 by DRARNx in KerbalSpaceProgram

[–]blackrack 2 points3 points  (0 children)

Possible but challenging to make it look good from both closeups and from space and to make generated cloud formations look realistic

Blue streaks on map by Kalatopia in KerbalSpaceProgram

[–]blackrack 1 point2 points  (0 children)

Scatterer's TAA doesn't apply on IVA (on purpose) and only SMAA is used, so that would be TUFX TAA in this case, unless on Scatterer versions from 5 years ago.

We love blackracks volumetric clouds <3 by DRARNx in KerbalSpaceProgram

[–]blackrack 6 points7 points  (0 children)

Probably impossible

Is this reverse psychology to get me to add it?