Would love to use this one really. It's sad to see how fps drops to 10 in some sectors like Second Contact and Nopileo's Fortune.
[MOD] Asteroid Fade-in
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Re: [MOD] Asteroid Fade-in
Re: [MOD] Asteroid Fade-in
I would love to use this mod if it did not have an FPS impact. But seeing as how the fps impact appears significant, I'll take higher FPS over popping in asteroids!
Re: [MOD] Asteroid Fade-in
@SirNukes:
I just had a look into your mod. I tried to lower the distance in defaults.xml but then I had pink steroids (only the very big ones). As if they had no texture at all, no matter how close I flew. Why is that? What value determines when the textures will be loaded correctly?
edit:
Ok it seems they only appear when I teleport into an asteroid field and then all big chunks in a specific radius are pink.
edit2:
I tried to lower the "visible distance" in defaults to test how it will look if asteroids fade in closer but even 200.000 will remove your fade in effect completely for all asteroids. Is there a value I can adjust to say the game when asteroids shall start to fade in? I cant find it so far.
I just had a look into your mod. I tried to lower the distance in defaults.xml but then I had pink steroids (only the very big ones). As if they had no texture at all, no matter how close I flew. Why is that? What value determines when the textures will be loaded correctly?
edit:
Ok it seems they only appear when I teleport into an asteroid field and then all big chunks in a specific radius are pink.
edit2:
I tried to lower the "visible distance" in defaults to test how it will look if asteroids fade in closer but even 200.000 will remove your fade in effect completely for all asteroids. Is there a value I can adjust to say the game when asteroids shall start to fade in? I cant find it so far.
Re: [MOD] Asteroid Fade-in
Version 1.1 is up, with an alternate method of keeping XXL asteroids drawing that doesn't put aiscript into high attention mode.
This actually took a while to figure out. In the end, turns out that an asteroid that is targetable has an active component, and when it has a component it gets culled from vision if its zone isn't "visible". The solution is to reduce targeting distance on XXL asteroids down to 30-40km or so. A couple quirks to this: existing saves still have the long distance components on their xxl asteroids, so they can still get some pop-up. I don't know if that will fix itself over time. Secondly, flying away from a targeted asteroid will keep its component alive, which will cause it to vanish when its zone goes low attention; the asteroid will reappear when clearing the target if still inside the fade distance. (Those two quirks really threw off my testing.)
@Max Bain
Certain files need to be in a subst cat/dat to work. It sounds like you maybe extracted the shader spec file? I recall that causing purple textures. Anyway, default zone visibility range is no longer modified in 1.1.
The fade distance is set by custom asteroid lod xmf files tying into uniquified per-asteroid material entries which define start/end fade distances that match the region_lodvalues. They then link to uniquified shaders that are modified to enact the dithering.
This actually took a while to figure out. In the end, turns out that an asteroid that is targetable has an active component, and when it has a component it gets culled from vision if its zone isn't "visible". The solution is to reduce targeting distance on XXL asteroids down to 30-40km or so. A couple quirks to this: existing saves still have the long distance components on their xxl asteroids, so they can still get some pop-up. I don't know if that will fix itself over time. Secondly, flying away from a targeted asteroid will keep its component alive, which will cause it to vanish when its zone goes low attention; the asteroid will reappear when clearing the target if still inside the fade distance. (Those two quirks really threw off my testing.)
@Max Bain
Certain files need to be in a subst cat/dat to work. It sounds like you maybe extracted the shader spec file? I recall that causing purple textures. Anyway, default zone visibility range is no longer modified in 1.1.
The fade distance is set by custom asteroid lod xmf files tying into uniquified per-asteroid material entries which define start/end fade distances that match the region_lodvalues. They then link to uniquified shaders that are modified to enact the dithering.
Re: [MOD] Asteroid Fade-in
Tried version 1.1 few minutes ago. Improvement in FPS is significant.
Currently (on the same save that I've checked previusly) it seems that I have same FPS with and without mod.
Only noticable thing is vanilla LOD change behaviuor.
Nice improvement.
Currently (on the same save that I've checked previusly) it seems that I have same FPS with and without mod.
Only noticable thing is vanilla LOD change behaviuor.
Nice improvement.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU
Re: [MOD] Asteroid Fade-in
Tested V1.1 and yes, its much faster. Well done!SirNukes wrote: ↑Tue, 2. Jun 20, 09:05@Max Bain
Certain files need to be in a subst cat/dat to work. It sounds like you maybe extracted the shader spec file? I recall that causing purple textures. Anyway, default zone visibility range is no longer modified in 1.1.
The fade distance is set by custom asteroid lod xmf files tying into uniquified per-asteroid material entries which define start/end fade distances that match the region_lodvalues. They then link to uniquified shaders that are modified to enact the dithering.
You were correct, that I was working on an extracted version of your mod.
So if I want to increase the LOD distance of asteroids, I need to change the xmf files, the materials and the region_lodvalues? And they all need to match with each other? Especially the first part sounds like a lot of work .
Re: [MOD] Asteroid Fade-in
If you want to change how far away asteroids spawn/fade in, you could change region_lodvalues and diff the new material entries with updated fade start/end values after this mod. Or just change region_lodvalues and run the script in the git repo.
If you specifically want to change lod switching distances, that shouldn't touch my stuff. You might have luck playing around with renderparam_library, and maybe attaching different render rules to regions.
If you specifically want to change lod switching distances, that shouldn't touch my stuff. You might have luck playing around with renderparam_library, and maybe attaching different render rules to regions.
Re: [MOD] Asteroid Fade-in
Updated to 1.2 with different dithering logic that doesn't track with screen pixels. Also reduced fade-in period to cap at 15 km start to end.
Re: [MOD] Asteroid Fade-in
edit: my mistake. Got it already.
Re: [MOD] Asteroid Fade-in
New dithering in 1.2 makes this transition less noticable with camera angle change.
This mod in current state fixes for me one of the major immersion breaker in X4.
This mod in current state fixes for me one of the major immersion breaker in X4.
X3 AP 3.1 + XRM
X3 AP 3.1 + LU
X3 AP 3.1 + LU
Re: [MOD] Asteroid Fade-in
Just some more feedback. I tested the mod with increased view distances and even when I saw tons of asteroids, I got stable 60fps. The only cases where the fps went down are when fog was in the asteroid belt. Then the fps could go down to 35 (even with your reduced fog mod).
Here are my region_lodvalues (playing with Ryzen 3600 and gtx 1070, 16GB ram) (materials have been adjusted accordingly):
Its impressive how much the fog reduces performance even when you nearly not notice it while on the other hand you can have thousands of asteroids in the view and have a stable 60 ftp
Here are my region_lodvalues (playing with Ryzen 3600 and gtx 1070, 16GB ram) (materials have been adjusted accordingly):
Code: Select all
<!--XXL-->
<distance minobjectsize="2500" component="30000" render="300000" calculation="300000" chunksize="128" />
<!--XL-->
<distance minobjectsize="1000" component="30000" render="264000" calculation="264000" chunksize="64" />
<!--L-->
<distance minobjectsize="500" component="30000" render="150000" calculation="150000" chunksize="32" />
<!--M-->
<distance minobjectsize="100" component="30000" render="100000" calculation="100000" chunksize="16" />
<!--S-->
<distance minobjectsize="50" component="10000" render="20000" calculation="20000" chunksize="8" />
<!--XS Special, this rule was made by Simon for Objects like the Lockbox which has a size of ca 37.5m and was faded out a bit too early -->
<distance minobjectsize="25" component="10000" render="20000" calculation="6000" chunksize="2" />
<!--XS-->
<distance minobjectsize="10" component="4000" render="6000" calculation="6000" chunksize="2" />
<!--XXS-->
<distance minobjectsize="0" component="2000" render="4000" calculation="4000" chunksize="2" />
Re: [MOD] Asteroid Fade-in
Guess this mod is obsolete now that proper alpha-blend(judging from WeritGaming's youtube video) fade in is added to 4.0!
***modified*** 4 life!
Re: [MOD] Asteroid Fade-in
I just checked, and the beta does indeed add alpha transparency to the base game. Though it still has the problem with big asteroids popping in with zone visibility. I'll hop over to the beta forum and make a post on how to fix it, after which my mod will be fully obsolete.
(A bit of a shame, since I am proud of the scripted lod/material patches and shader tweaks to make this mod work, but fading is still best as part of the standard game.)
(A bit of a shame, since I am proud of the scripted lod/material patches and shader tweaks to make this mod work, but fading is still best as part of the standard game.)
Re: [MOD] Asteroid Fade-in
No shame. You made the game much better for many ppl (like me) for months.SirNukes wrote: ↑Thu, 11. Mar 21, 19:19I just checked, and the beta does indeed add alpha transparency to the base game. Though it still has the problem with big asteroids popping in with zone visibility. I'll hop over to the beta forum and make a post on how to fix it, after which my mod will be fully obsolete.
(A bit of a shame, since I am proud of the scripted lod/material patches and shader tweaks to make this mod work, but fading is still best as part of the standard game.)
Thank you for that.
See it that way: Even the developers appreciate your work so much, that they include it in the product!
Re: [MOD] Asteroid Fade-in
Would be nice to have an updated 4.x mod where the big asteroids fade in is still here .... as i think the implementing from egosofts side (if it come) will take time ....
Re: [MOD] Asteroid Fade-in
Indeed this mod is awesome and made travel-mode way more pleasent! So thanks SirNukes <3|K.O.S.H. wrote: ↑Fri, 12. Mar 21, 08:54No shame. You made the game much better for many ppl (like me) for months.SirNukes wrote: ↑Thu, 11. Mar 21, 19:19I just checked, and the beta does indeed add alpha transparency to the base game. Though it still has the problem with big asteroids popping in with zone visibility. I'll hop over to the beta forum and make a post on how to fix it, after which my mod will be fully obsolete.
(A bit of a shame, since I am proud of the scripted lod/material patches and shader tweaks to make this mod work, but fading is still best as part of the standard game.)
Thank you for that.
See it that way: Even the developers appreciate your work so much, that they include it in the product!
***modified*** 4 life!
Re: [MOD] Asteroid Fade-in
This was a great mod, thanks for making it!!! The new effect in 4.0 b11 does look better, but I'm glad you helped inspire Egosoft to add that in.
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Re: [MOD] Asteroid Fade-in
This MOD doesn't work for me (4.10, GOG version). It makes asteroids invisible.
Re: [MOD] Asteroid Fade-in
This mod is obsolete since Egosoft added their own official version of fading in asteroids. I would remove this mod.steamjr00000000 wrote: ↑Sat, 25. Sep 21, 13:40This MOD doesn't work for me (4.10, GOG version). It makes asteroids invisible.
Re: [MOD] Asteroid Fade-in
Git/steam are updated now (to 1.4), which seems to fix the invisible asteroids in my quick testing. I don't know what the problem was, but just rerunning my mod construction script appears to have worked.
And yes, egosoft added their own fade-in logic, which you can use if you prefer. I don't like the way theirs works, personally, since it still tends to have a lot of pop to it.
And yes, egosoft added their own fade-in logic, which you can use if you prefer. I don't like the way theirs works, personally, since it still tends to have a lot of pop to it.