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Work progress 0.9.8.1 = 0.9.9.0

Posted: 22 Apr 2018 08:07
by Huntingknight
SpaceEngineer wrote:
A-L-E-X wrote:
Source of the post Would SLI be a great benefit in SE, Doc?

SE has partially implemented SLI supports. It works, but sometimes falling back to non-SLI mode. Unfortunately, one on my GPUs are broken, so I can't finish SLI support until I repair it.
Also, this thread is going offtopic.

Do you plan on having full SLI support in 0.9.9.0?

Work progress 0.9.8.1 = 0.9.9.0

Posted: 22 Apr 2018 10:12
by ettore_bilbo
SpaceEngineer wrote:
Source of the post No, emission maps does not affect lighting of the neighbouring terrain. This requires changing the rendering pipeline to deferred rendering.
Although emission maps of some ship will affect on the neighbouring ship, it it using PBR. Just because the first ship will appear in the environment map of the second one. 

I badly explained myself, what I wanted to ask was: if the emissions map affect the lighting of the ship itself... your answer makes me think that it is so.

Work progress 0.9.8.1 = 0.9.9.0

Posted: 22 Apr 2018 14:27
by SpaceEngineer
Huntingknight wrote:
Source of the post Do you plan on having full SLI support in 0.9.9.0?

It is already implemented.
ettore_bilbo wrote:
Source of the post I badly explained myself, what I wanted to ask was: if the emissions map affect the lighting of the ship itself... your answer makes me think that it is so.

No. Not many game engines supports self-reflections on models and similar things.

Work progress 0.9.8.1 = 0.9.9.0

Posted: 22 Apr 2018 17:41
by problemecium
Sounds like an opportunity to be FIRST!

Work progress 0.9.8.1 = 0.9.9.0

Posted: 23 Apr 2018 04:52
by HarbingerDawn
problemecium wrote:
Source of the post Sounds like an opportunity to be FIRST!

There's probably a reason why few engines support such things. Anyway, there are much higher priorities for SE development.

Work progress 0.9.8.1 = 0.9.9.0

Posted: 23 Apr 2018 14:06
by midtskogen
HarbingerDawn wrote:
Source of the post There's probably a reason why few engines support such things

I don't know much about GPU programming these days, but it sounds extremely costly for a very minor enhancement.  Perhaps there exist some cheap tricks to mimic such self-reflections, but what can be done now in real-time with regular graphics cards is pretty close to what people did with proper raytracing 25 years ago, which is almost unbelievable.

Work progress 0.9.8.1 = 0.9.9.0

Posted: 23 Apr 2018 15:23
by SpaceEngineer
Raytracing 25 years ago was not real time. Even now real raytracing (not a "cheat" one) is not real time on most PC hardware.
Many modern game engines introduces screen space reflections - a cheap and cheat way to imitate raytracing of the reflected rays. But this have obvious limitations - if the reflected ray goes outside the screen edge or behind some object, nothing can be rendered there. Pretty much like how black hole shader in old SE worked (and in 0.98 at "low" settings).

Work progress 0.9.8.1 = 0.9.9.0

Posted: 24 Apr 2018 01:51
by midtskogen
I know, I'm just saying that if we had shown people 25 years ago what modern engines can do now, they might have believed that raytracing was involved, since it looks so amazing.

ADDED: But actually, I do wonder if game engines of the future will actually switch to raytracing.

Work progress 0.9.8.1 = 0.9.9.0

Posted: 21 May 2018 06:05
by SpaceEngineer
New blog post - constellations
http://spaceengine.org/blog180521/

Work progress 0.9.8.1 = 0.9.9.0

Posted: 21 May 2018 06:25
by Solaris_
Wow,sounds a bit complex, for me a little bit.

Work progress 0.9.8.1 = 0.9.9.0

Posted: 21 May 2018 07:27
by Shion
This is so totally awesome!!
But man, at least why not had a prior release with VR support before working on further development? We are so hungry just for the VR experience of space, didn't need or expect so many improvements all at once. By this pace I think we won't get any update before Christmas, but thank you anyway. I think you should be paid for your work, that's simple ethics. Cheers.

Work progress 0.9.8.1 = 0.9.9.0

Posted: 21 May 2018 07:35
by SpaceEngineer
Shion wrote:
Source of the post  I think you should be paid for your work, that's simple ethics. Cheers.

This is why I pay so many attention to the Overview project (and I also have a contract oblications). Constellations are another side work, with ESO for planetarium version (it is another market for SE). All this side work delaying release, but it must be done.

Work progress 0.9.8.1 = 0.9.9.0

Posted: 21 May 2018 08:15
by Macronicus
SpaceEngineer wrote:
Shion wrote:
Source of the post  I think you should be paid for your work, that's simple ethics. Cheers.

This is why I pay so many attention to the Overview project (and I also have a contract oblications). Constellations are another side work, with ESO for planetarium version (it is another market for SE). All this side work delaying release, but it must be done.


Are you now working on the new nebula models and add them to procedural nebulas?

Work progress 0.9.8.1 = 0.9.9.0

Posted: 21 May 2018 09:25
by PlutonianEmpire
Woah! Nice! :D

Beautful work!

Fixed a dark spot bug in the atmosphere in center of a day hemisphere of a planet

Wait what? I honestly thought it had been fixed already, lol. I couldn't see any opacity spots at all in 0.980 :O

Work progress 0.9.8.1 = 0.9.9.0

Posted: 21 May 2018 09:38
by Betelgeuze
Wow nice! :shock: What happens to line of Orion when Rigel star has been removed from catalog?