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Work progress 0.990

Posted: 01 May 2019 20:30
by LBV 2012-26
SpaceEngineer wrote:
KaRRyer wrote:
Source of the post Can we have a status for the progress of 0.990 ?

Working on Solar system textures. Cubemap tool was updated to support SE 0.990 texture format (256x256, with 2 pixel-wide border inside the tile). It also was made 64-bit and multithreaded, to speedup conversion process. Some textures, for which I have source. are converted directly, some updated/patched to fix problems, some was merged back from tiles and converted again. Some textures was replaced with better ones. This process is not quick, I already spent 3 weeks on it. So far, Saturn satellites, Triton and Pluto system are left:

sst.png

As a bonus, I ported SpaceEngine to x64 - this was surprisingly easy, because I developed the code from the beginning in a right manner, keeping in mind future porting. In fact, I spent one evening on recompiling third-party libraries to x64, and one-two days fixing issues in SE. So now SE is not limited by 4 GB of RAM, bur is able to use any amount, available in the system (and even more, because Windows features "virtual memory"). Beta testers successfully pushed it to limits, by rendering screenshots with millions of stars: SE occupied up to 30 GB of RAM in these experiments, and still not crash.

This is a huge upgrade. Thanks for the work of SpaceEngineer.

Work progress 0.990

Posted: 01 May 2019 23:30
by N0B0DY
SpaceEngineer wrote:
Source of the post As a bonus, I ported SpaceEngine to x64 - this was surprisingly easy, because I developed the code from the beginning in a right manner, keeping in mind future porting. In fact, I spent one evening on recompiling third-party libraries to x64, and one-two days fixing issues in SE. So now SE is not limited by 4 GB of RAM, bur is able to use any amount, available in the system (and even more, because Windows features "virtual memory"). Beta testers successfully pushed it to limits, by rendering screenshots with millions of stars: SE occupied up to 30 GB of RAM in these experiments, and still not crash.

Now that is a major step forward (and maybe a valid reason to up my RAM from 16GB to 32GB or even more :shock: ..). So, just out of curiosity, does this mean SE won't be able to run on 32bit Win?

Work progress 0.990

Posted: 02 May 2019 03:36
by HarbingerDawn
N0B0DY wrote:
Source of the post So, just out of curiosity, does this mean SE won't be able to run on 32bit Win?

The x64 build won't be able to, but it would be a trivial matter to deploy an x86 build alongside it and let users launch whichever one they want.

Work progress 0.990

Posted: 02 May 2019 16:25
by A-L-E-X
SpaceEngineer wrote:
Installer is not needed, SE will be installed by Steam.
And yes, there is a paaemeter in the config which limits RAM usage.

I saw that the price of a 32 GB kit (16x2) has dropped to around 180 or so.  Do you think that would be a good upgrade to get for SE x64 at resolutions up to 1080 P and LOD 0 or will 16 GB be able to do most of the same things?

For reference, I run the 5 million star GAIA add on just fine right now.

Work progress 0.990

Posted: 03 May 2019 11:21
by HarbingerDawn
16 GB is plenty for almost all purposes.

Work progress 0.990

Posted: 03 May 2019 16:34
by JKerman
Just curious, what else is there to do after finishing the texture updates?

Work progress 0.990

Posted: 03 May 2019 16:56
by PlutonianEmpire
Ooooh good thing I upgraded my laptop's RAM to 16 GB last month then! :D

Work progress 0.990

Posted: 06 May 2019 12:59
by N0B0DY
N0B0DY wrote:
Source of the post and maybe a valid reason to up my RAM from 16GB to 32GB or even more

HarbingerDawn wrote:
Source of the post 16 GB is plenty for almost all purposes.

Thank you for clarifying this :) . I am in a quite difficult economic situation atm :(.

Work progress 0.990

Posted: 07 May 2019 13:37
by A-L-E-X
HarbingerDawn wrote:
16 GB is plenty for almost all purposes.

Thanks, I am running both SE and SNPP simultaneously as well as four browsers, so far my usage is around 8 GB - 12 GB.

Work progress 0.990

Posted: 17 May 2019 21:01
by HarbingerDawn

Work progress 0.990

Posted: 18 May 2019 03:24
by Stellarator
I take it that the infrared map of Titan is a temporary feature of this version? From what I have seen of DoctorofSpace's work on  planetary palettes, photorealism seems to the aim of the engine when simulating planetary features. It seems a bit unrealistic to have a infrared map of Titan while everything else appears as per the visible spectrum (although I'd love it if other radiation spectrums could be seen via applied filters).

Work progress 0.990

Posted: 18 May 2019 04:31
by HarbingerDawn
Titan's surface is not visible from space in visible wavelengths, so near infrared is the next best thing. If you don't like that, then maybe I shouldn't mention that the Venus map is entirely made from radar images...

Work progress 0.990

Posted: 18 May 2019 09:27
by Nahor
SpaceEngineer wrote:
Also, support for 32-bit Windows may not be needed now.

According to the Steam hardware survey, 98.5% of the Windows machines are 64-bits. And my guess is that most of those remaining 1.5% are people who have Steam running on an old machine but don't really use it, or use it to play the same old games they have been playing for years.

So it's probably not worth worrying about 32-bits.

(And I don't want to sound insensitive, but I would think you'll lose a lot more people because of the switch to Steam and making SE non-free)

Work progress 0.990

Posted: 18 May 2019 11:03
by Dwarden
congrats @SpaceEngineer on the successful transition to 64-bit 
now we can wish about switch to Vulkan (one day in the future)

Work progress 0.990

Posted: 18 May 2019 11:20
by SFGameZ64
Nahor wrote:
(And I don't want to sound insensitive, but I would think you'll lose a lot more people because of the switch to Steam and making SE non-free)

Steam is one of the most popular game launching platforms there is. Right now Space Engine is relatively hard to find unless you already know about it. I've talked to many lovers of space who have never heard about it just because exposure is hard to buy. Space Engine can do nothing but grow on the Steam platform because that is what Steam is for: promoting products to make a profit off of them. 

And at the end of the day, that is what Space Engine is. A product that we are consuming. Old versions will still be free here on the website but adding a small price tag onto Space Engine won't push people away from it. After seeing videos and screenshots from inside the engine itself, new and old users will know that it is worth the money.