Ultimate space simulation software

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by SpaceEngineer
22 Sep 2018 16:28
Forum: News and Announcements
Topic: Website news
Replies: 16
Views: 3695

Website news

Past month forum experiences technical issues. It caused by failed backup creation, which somehow filled up the system drive to 100%, causing forum to stop working. We are investigating the problem, but for now I recommend you to save your message text to a notepad before submitting it. This way you...
by SpaceEngineer
20 Sep 2018 16:46
Forum: Development
Topic: Work progress 0.9.9.0
Replies: 933
Views: 289813

Work progress 0.9.9.0

by SpaceEngineer
19 Sep 2018 15:18
Forum: General Discussions
Topic: Physical simulation of the space engine
Replies: 6
Views: 261

Physical simulation of the space engine

Watsisname wrote:
Qr Bbpost If each one contains on average 100 million stars

100 billions actually :)
by SpaceEngineer
09 Sep 2018 09:55
Forum: Development
Topic: New planet classification
Replies: 93
Views: 16063

New planet classification

Non-desertic is just a filter for search, means lacustrine OR marine OR oceanic OR superoceanic.
by SpaceEngineer
27 Aug 2018 03:37
Forum: Development
Topic: Work progress 0.9.9.0
Replies: 933
Views: 289813

Work progress 0.9.9.0

vlad01 wrote:
Qr Bbpost GTX 980

980 is about the same performance as 1060, so it is "high end" for SE.
vlad01 wrote:
Qr Bbpost LOD 2 setting. I can tell you now that on many mountainous terrain is it a substantial difference in visuals

It is not the case for 0.990. LOD 1 here is like LOD 2 in previous versions.
by SpaceEngineer
24 Aug 2018 10:19
Forum: Development
Topic: Work progress 0.9.9.0
Replies: 933
Views: 289813

Work progress 0.9.9.0

22321 How do you actually "simulate" lower spec hardware when you develop and test Space Engine? Because it is impossible to have all ranges of hardware.. Is there a utility / tool that can limit the amount of VRAM / RAM / CPU cores/threads that the program can "see"? So in effe...
by SpaceEngineer
23 Aug 2018 15:03
Forum: Development
Topic: Work progress 0.9.9.0
Replies: 933
Views: 289813

Work progress 0.9.9.0

Version 0.990 will not need so much video memory thanks to texture compression. At Full HD (1080p) screen resolution, you need no more that 6 GB graphics card. At LOD 0, fully loaded view from the surface consumes just 600-700 Mb of VRAM (look at the LandNode reading on the left). Detail textures ar...
by SpaceEngineer
23 Aug 2018 01:24
Forum: Development
Topic: Work progress 0.9.9.0
Replies: 933
Views: 289813

Work progress 0.9.9.0

22268 On the other hand I can get Pro series AMD workstation cards at the same price if not cheaper than the 1080Ti here in Australia which also have 32GB of VRAM and similar GPU performance, but they are dual Polaris cards with internal cross fire. I don't know much about AMD "professional&qu...
by SpaceEngineer
22 Aug 2018 11:31
Forum: Development
Topic: Work progress 0.9.9.0
Replies: 933
Views: 289813

Work progress 0.9.9.0

So recently I got the Radeon RX 580, and now working on debugging SE on AMD cards. Many bugs are fixed already, but some serious ones are still left (random crashes on a planet). I using some debugging tools from AMD to detect issues and performance problems, but sometimes these tools crashes togeth...
by SpaceEngineer
22 Aug 2018 10:24
Forum: Development
Topic: Work progress 0.9.9.0
Replies: 933
Views: 289813

Work progress 0.9.9.0

21660 I asked the same question 3 years ago and you said SE can't model interstellar light absorbtion. But if interstellar space has a weak nebula effect implemented gradually stealing more of the star's light the further away, will it fix the problem? Or have I missed something in the 0.990 change...
by SpaceEngineer
22 Aug 2018 10:19
Forum: Development
Topic: Work progress 0.9.9.0
Replies: 933
Views: 289813

Work progress 0.9.9.0

22056 hopefully not... i think there many people that wants to try the new version. why not make update releases frequently? there so many changes. and it takes so long. i think you could make updates/patches piecemeal for all(like early access games on steam). Because this version has many changes...
by SpaceEngineer
11 Aug 2018 13:52
Forum: Development
Topic: Work progress 0.9.9.0
Replies: 933
Views: 289813

Work progress 0.9.9.0

In 0.990 they will remain the same.
by SpaceEngineer
02 Aug 2018 01:52
Forum: Development
Topic: OVERVIEW
Replies: 42
Views: 6054

OVERVIEW

Oculus Store version has been released at July, 12. We also added Oculus support to the Steam version.
http://spaceengine.org/blog180801/
by SpaceEngineer
31 Jul 2018 05:49
Forum: Development
Topic: What UI skin do you use?
Replies: 25
Views: 4796

What UI skin do you use?

If you want to keep window body gray, you have to make a new texture with green borders.
by SpaceEngineer
28 Jul 2018 14:24
Forum: Feedback and Suggestions
Topic: General suggestions for SpaceEngine
Replies: 986
Views: 114467

General suggestions for SpaceEngine

21782 I would suggest that when users toggle off procedural stars/planets/nebulae/etc... that the game pulls and displays only those planets which are known. It is frustrating to search a system's planetary bodies and find that the displayed planets are not real.  Yes, indeed. I also would like to ...
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