Ultimate space simulation software

 
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Betelgeuze
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02 Nov 2017 14:43

Meanwhile I continue work on upgraded terrains: http://spaceengine.org/blog171102/
That awesome Good job Vladimir!  I see little flowers on the second image (green one)  :)
 
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Quarior
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02 Nov 2017 14:56

Oh, terrain with many detail. Good work. In a Space Engine 1.2+, maybe we can see 3D plants (if no take many memory) :).
Good continuation.
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Maurício Cruz
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02 Nov 2017 18:19

tridimentional textures coming soon... May in to the next version... may be... :cry: :o
Pluto taught us at least how creative the universe could be (DOCUMENTARY)
 
Retsof
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02 Nov 2017 19:39

Image
Is anyone else seeing this one 'backwards'?  The 'large stones' instead look to me like depressions in the ground.
 
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Hornblower
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02 Nov 2017 19:55

Yep, but it's not broken, it's just an optical illusion
[youtube]V7C318DGB38[/youtube]
"Space is big. Really big. You just won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you may think it's a long way down the road to the chemist, but that's just peanuts to space." - Douglas Adams
 
mikehoopes
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03 Nov 2017 18:45

Image
Is anyone else seeing this one 'backwards'?  The 'large stones' instead look to me like depressions in the ground.
It is an optical illusion, as Hornblower noted. I experience this every time I look at Dawn images of Ceres:
https://dawn.jpl.nasa.gov/multimedia/images/
 
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R136a1
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03 Nov 2017 20:07

Is volumetric nebulas finished?
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catvanbrian
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03 Nov 2017 21:55

Is volumetric nebulas finished?
Who knows

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04 Nov 2017 06:50

I write a blog posts about everything I do. If I didn't wrote about finishing nebulae, this mean that they are not finished.
 
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04 Nov 2017 17:45

Meanwhile I continue work on upgraded terrains: http://spaceengine.org/blog171102/
Beautiful update! Great work! :D
The old set of 128 textures with a low resolution of 256 x 256 is replaced by a new one with resolution of 1024 x 1024 (meanwhile I collected 4 dozens of free textures from different sources). Even with compression, one texture will take 5 MB of video memory (in fact, these are two textures – colors and normals with a displacement map in the alpha channel). A set of 64 compressed textures will take 320 MB, it is quite tolerable (256 pieces would take more that a gigabyte).
So the new texture sets will actually be easier on the graphics card than the current ones from 0.980?
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06 Nov 2017 20:32

So the new texture sets will actually be easier on the graphics card than the current ones from 0.980?
No, the new textures will be much more demanding.
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06 Nov 2017 22:19

So the new texture sets will actually be easier on the graphics card than the current ones from 0.980?
No, the new textures will be much more demanding.
Ouch. 'Was afraid of that. :'(

Thanks. :)
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07 Nov 2017 07:46

No, the new textures will be much more demanding.
Is there a measure (yet) of how much this will be in terms of VRAM? Will lower-end systems be able to switch to lower-quality textures through the options menu or will SE just not run/stutter constantly if you don't have enough graphics memory?
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07 Nov 2017 09:19

No, the new textures will be much more demanding.
Is there a measure (yet) of how much this will be in terms of VRAM? Will lower-end systems be able to switch to lower-quality textures through the options menu or will SE just not run/stutter constantly if you don't have enough graphics memory?
It's hard to say but I suppose the LOD value will influence a lot more the performance. I guess if you put it to the lowest level you'll have an acceptable performance even if you have very little VRAM  :)
The universe is not required to be in perfect harmony with human ambition.

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HarbingerDawn
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07 Nov 2017 10:26

Is there a measure (yet) of how much this will be in terms of VRAM? Will lower-end systems be able to switch to lower-quality textures through the options menu or will SE just not run/stutter constantly if you don't have enough graphics memory?
As SpaceEngineer already said in his blog post, the new textures will take up 320MB of memory. It will also be possible to disable detail textures to improve performance, though a low-res option has not been implemented yet.
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