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just me derpin around #24

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wants to merge 4 commits into from
Closed

just me derpin around #24

wants to merge 4 commits into from

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jrbudda
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@jrbudda jrbudda commented Mar 29, 2018

Just playin with the mod, adding a few odd features here and there. I've been running this in d3d11 mode, seems ok? Not sure if It's something I changed or not.

Might not be accomplishing anything. It doesn't flicker now tho, will
high gfx settings.
…l like I'm wearing this command pod as a helmet

Also add button to change scale in the editor
@jrbudda
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jrbudda commented Mar 29, 2018

On further testing... my version seems to be actually broken now on d3d12... I do not know why this is.

ok d3d12 seems to prefer 2 different eye textures to work with so let's
oblige it.
@Vivero
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Vivero commented Mar 29, 2018

That's interesting, so one method works with d3d12, and a totally different way works with d3d11... bizarre. So basically the rendering pipeline consists of dark magic, got it.
I'll keep an eye on this, thanks for experimenting with this stuff.

I don't know what real advantage d3d12 has over d3d11; I do know that running the game with d3d12 (with or without KerbalVR or any mods) breaks the shader that renders the little parts in the VAB/SPH editor, which I find incredibly annoying. So the parts in the editor list appear blue.

@jrbudda
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jrbudda commented Mar 29, 2018

I think it's something to do with the asynchronous nature of the rendering, without using 2 different eye textures the compositor was sometimes presenting the 'wrong' eye, meaning it was pulling the other texture data. Some kinda weird asynchronous thing difference between 11 and 12.

Anyway my only goal was to see if I could make it a little more compatible, I'm not sure if I accomplished something by copying the rendertexture to a texture2d, I was fighting a texture format issue which turned out to the be the game still using d3d9 when passed the d3d11-no-singlethreaded flag which it seems to ignore.

d3d11 also breaks the VAB parts, sadly :( I don't know if there's a solution there other than Squad moving to dx11/12.

@Li0n-0
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Li0n-0 commented Mar 30, 2018

As the part's icon going blue on d3d11 there is a fix made by ShadowMage, author of Texture Unlimited. Quote from KSP forum :

DirectX 11/12 Fix

Quick workaround for KSP 1.4 editor icons broken while using dx11 or dx12. This has @ShadowMage IconShader in it and uses that to replace the currently broken one. There may be other issues with dx11/12 that will require additional fixes; let me know if/when you find them and I'll see if I can correct them.

The included shader pack is under GNU General Public License (GPL) 3.0.

KSP_x64.exe -force-d3d11
KSP_x64.exe -force-d3d12

*Note that I recommend using KSP_x64.exe -force-glcore instead of this patch and dx11.

Maybe it can help somehow

@Vivero
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Vivero commented Mar 30, 2018

Whoa, nice, this is a great find, thanks @Li0n-0 !

@jrbudda jrbudda closed this May 8, 2018
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3 participants