⚠ Shutdown Notice: The forum has been archived and discontinued following November 24, 2025. Click here to learn more.

Ultimate space simulation software

 
User avatar
MrZoolook
Space Tourist
Space Tourist
Posts: 33
Joined: 15 Feb 2017 15:01
Location: Southampton
Contact:

Work progress - 0.9.8.1

18 Mar 2017 15:24

Love coming back here every few days to see what new features to play with in SE. I am impressed with the new lens flare system. Looks amazing, especially lit objects. Something rarely seen in top price titles.
M/B: F1A55-MLE // CPU: AMD A8-3870 (o/c) // RAM: 2x4gb // GPU: Radeon R7-240 2gb
 
User avatar
N0B0DY
Explorer
Explorer
Posts: 289
Joined: 09 Dec 2016 14:29

Work progress - 0.9.8.1

21 Mar 2017 02:24

Duke's nebula update. Still a lot of work, integration into engine, correct blending with stars...

scr00317.jpg

scr00368.jpg

scr00315.jpg

scr00316.jpg

Something looks like spiral galaxy (or protoplanetary disk?):

scr00318.jpg
I just can't imagine the potential and wonder how the pillars of creation and horsehead nebula could look with this update.
MSIX299MB,[email protected](8C/16T),[email protected](CL16),GTX1080Ti@11GBGDDR5X,OS:WIN10x64@2xSSDSATA3RAID0
 
User avatar
nonstopsuperguy
Observer
Observer
Posts: 8
Joined: 30 Jan 2017 18:48

Work progress - 0.9.8.1

22 Mar 2017 15:34

Hella hyped now. Those nebula screens? Ho man, this is gonna be good. You have my donation, good sir.
Universe of Possibilities
 
User avatar
Dr. Kaii
Explorer
Explorer
Posts: 283
Joined: 26 Nov 2016 16:26
Location: Manchester England
Contact:

Work progress - 0.9.8.1

05 Apr 2017 02:09

Vladimir, for the camera path mechanic you've made, how about creating a "render" mode, that lets you turn the graphics to something higher than your computer can handle, then letting the path tool create a video of the path one frame at a time, letting everything render (including LOD) before moving on to the next frame?
i9 9900K - 5.0MHz, Palit 2080Ti, 32GB DDR4 3000MHz, Vive Pro
 
Retsof
Observer
Observer
Posts: 12
Joined: 05 Mar 2017 15:34

Work progress - 0.9.8.1

05 Apr 2017 19:14

Vladimir, for the camera path mechanic you've made, how about creating a "render" mode, that lets you turn the graphics to something higher than your computer can handle, then letting the path tool create a video of the path one frame at a time, letting everything render (including LOD) before moving on to the next frame?
I don't exactly remember how to get to it, but I'm pretty sure frame-by-frame recording is already in the settings somewhere.
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 1125
Joined: 17 May 2016 22:16
Location: Saint-Petersburg
Contact:

Work progress - 0.9.8.1

14 Apr 2017 15:12

Vladimir, for the camera path mechanic you've made, how about creating a "render" mode, that lets you turn the graphics to something higher than your computer can handle, then letting the path tool create a video of the path one frame at a time, letting everything render (including LOD) before moving on to the next frame?
This is already implemented since 0.9.6.x.x of whatever. In the current beta patch there is also a magic checkbox on the video recording dialog: "Turn graphics to MAX".
I was definitely having in mind to include a distance range limit with this, in a sphere. If you aren't too zoomed out, this is a nice idea because it helps you really visualise the stellar density
This is how the star map works.
 
User avatar
SpaceEngineer
Author of SpaceEngine
Author of SpaceEngine
Topic Author
Posts: 1125
Joined: 17 May 2016 22:16
Location: Saint-Petersburg
Contact:

Work progress - 0.9.8.1

14 Apr 2017 16:15

I am still working on HDR, also added some post-processing filters, like sharpness, saturation, color vibrance. And I remade the settings menu, combining them into a single huge menu with tabs (excluding keys/mouse). Not sure if I should merge keys/mouse settings there as well.

Here are some screenshots.

New "visual style settings" tab - confugure post-effects, lens flares, star style. The first "Photo mode" control is that previously called "Auto exposure". It has 3 options now, which names can disappoint, but had logical sense:

Auto - realistic rendering mode with a real (physically based) brightness of all objects - stars, planetary surface, galaxies. Automatic camera adaptation is enabled - engine choosing the exposure value by analysing the image brightness in the central area of the screen. User can adjust the frame brightness by the "exposure correction" (keys < and >).

Manual - the same mode, but automatic adaptation is disabled. Manual setting of the exposure correction is needed. Good for comparison of the illumination level on a different planets, and for taking screenshots.

HDR - the old rendering mode, when you can see planet and stars in the sky simultaneously. It is called HDR by analogy with photograph, because it is indeed "high dynamic range photo". In SE it is faked. because engine simply renders each kind of object with its own brightness multiplier (not physically based). This is what SE used to render the space before.
scr00529.jpg
Sharpness 0 / Shapness 1. Large sharpness value effectively disabling anti-aliasing. Maybe there are some better filters/algorithms for this.
scr00535.jpg
scr00536.jpg
Saturation: 0, 0.65, 0.65 + color vibrance. Fixes losing of color saturation caused by the new bloom effect.
scr00537.jpg
scr00538.jpg
scr00539.jpg
Graphics settings tab is very simple now. I planning to make it even more simple, with a switch of presets, like in modern games: Low, Medium, Hight, Ultra, Custom. Choosing Custom unlocks some controls (LOD, aurora quality etc).
scr00540.jpg
I also upgraded the old sun lens flare rendering method. It is now completely smooth: lens flare disappearing smoothly behind occluder, not instantly as before, when sun's center get occluded. It takes into account color/absorption of the transparent occluders such as atmosphere and rings. Lens flare mode "simple" removed - it is not needed anymore. Also rendering itself is highly optimized, FPS drop is 10-20, not 100 as before (excluding Astroniki, especially Astroniki 2  - they uses ~50 very large ghost sprites, this should be optimized). In sake of optimization all ghost/flare textures are must be merged into a single atlas. I made huge work behind this, now SE has 3 default atlases - Astroniki.png, Anamorphic.png, and Duality.png. They are 16-bit png now, because 8 bit images have not enough dynamic range for this effect. Modders should use one of these atlases, or make a new one; only one atlas per effect preset is allowed.

This is the Sagittarius A* system from 0.22 light years (~20 stars showing lens flares):
scr00541.jpg
And some bonus screenshots:
scr00496.jpg
scr00530.jpg
scr00533.jpg
scr00542.jpg
scr00534.jpg
 
User avatar
Spacer
Pioneer
Pioneer
Posts: 326
Joined: 22 Aug 2016 15:17
Location: mevaseret zion, israel

Work progress - 0.9.8.1

14 Apr 2017 16:34

WOW!! looks amazing!!
this is getting better and better each post!!  :shock: :o :D
"man cannot discover new oceans unless he has the courage to lose sight of the shore"
-Andre Gide
 
User avatar
NathanKerbonaut
Space Pilot
Space Pilot
Posts: 131
Joined: 02 Nov 2016 14:26
Location: Wisconsin
Contact:

Work progress - 0.9.8.1

14 Apr 2017 16:52

In all my years of using SE, this is the best update I have ever seen! Take your time, I know this will be amazing...but hurry up! My heart can't take much more anticipation :D
I like cute pokemon and space games.
My mods: http://forum.spaceengine.org/viewtopic.php?f=3&t=173
Profile pic source: https://goo.gl/JdZX5v
 
User avatar
Voubi
Observer
Observer
Posts: 6
Joined: 02 Dec 2016 03:32
Location: Behind you...

Work progress - 0.9.8.1

14 Apr 2017 16:58

Space Engineer, please, stop, my heart won't survive any more Hype...
I LOOOVE Lens Flares, This is going to be the Best Update Ever...

On a side note, i'm not sure that simplifying the graphics tab this much is very good, I tend to like having many options to tweak...
But that's just my opinion...
"Somewhere, something incredible is waiting to be known..."
-Carl Sagan
 
Predatorkate
Observer
Observer
Posts: 8
Joined: 13 Apr 2017 06:12

Work progress - 0.9.8.1

14 Apr 2017 17:20

spaceengineer after that update for SE 1.9.8.1 I'm amazed O.O
 
Predatorkate
Observer
Observer
Posts: 8
Joined: 13 Apr 2017 06:12

Work progress - 0.9.8.1

14 Apr 2017 17:23

I can't wait  :o
 
User avatar
Canleskis
Astronaut
Astronaut
Posts: 70
Joined: 08 Oct 2016 18:42

Work progress - 0.9.8.1

14 Apr 2017 19:40

Wow... Amazing job as always SpaceEngineer!
 
User avatar
tRetro-Visor
Explorer
Explorer
Posts: 236
Joined: 03 Nov 2016 08:27
Location: Chile
Contact:

Work progress - 0.9.8.1

14 Apr 2017 21:35

the last screenshot looks absolutely gorgeous. I got nothing more to say
guess we won't be needing reshade now (And I'm glad because reshade gets good colors, but I can't record them in-engine)
"Somewhere, something incredible is waiting to be known."
 
A-L-E-X
Galaxy Architect
Galaxy Architect
Posts: 3506
Joined: 06 Mar 2017 20:19

Work progress - 0.9.8.1

14 Apr 2017 21:38

SE straight up you should be charging for this- this is a lot better than any paid program I use.

Who is online

Users browsing this forum: No registered users and 1 guest