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Work progress - 0.9.7.2
Sev00Date: Monday, 31.03.2014, 07:10 | Message # 106
Space Tourist
Group: Users
France
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With the facebook thing happening, the creator of the Rift has been saying things on reddit that suggests the final consumer version of the product is going to be a lot better than even the development kit 2, and yet going to be cheaper too.

Like right now 1440p for the consumer version is pretty much confirmed ! Which is incredible, when you think of the difference between 1080p and 1440p (double the amount of pixels almost...)

This is exciting news for VR in SpaceEngine. Experiences like this might get a LOT of publicity once VR really comes to the market, and more pixels will really benefit the experience I think.

However, our PCs might not end up liking ut too much... x)
 
SpaceEngineerDate: Monday, 31.03.2014, 12:24 | Message # 107
Author of Space Engine
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Russian Federation
Messages: 4800
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Quote Sev00 ()
cheaper too

I don't believe it will be cheaper with 1440p. I even do not saw cheap TFT computer displays with such resolution. Not saying about OLED.





 
DJKiranDate: Monday, 31.03.2014, 22:36 | Message # 108
Observer
Group: Users
United Kingdom
Messages: 10
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Would it be hard to use data from Google Earth, Maps to add buildings to the Earth? Or add procedural buildings to planets based on the fact that there is a high probability of life on other planets?

Also, would it be hard to structure the galaxies like the millenium simulation? http://oversword.co.uk/sites/default/files/Millenium-bare_0.jpeg


Edited by DJKiran - Monday, 31.03.2014, 22:55
 
HarbingerDawnDate: Monday, 31.03.2014, 23:26 | Message # 109
Cosmic Curator
Group: Administrators
United States
Messages: 8717
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Quote DJKiran ()
Would it be hard to use data from Google Earth, Maps to add buildings to the Earth?

It would be impossible, for many many reasons.





All forum users, please read this!
My SE mods and addons
Phenom II X6 1090T 3.2 GHz, 16 GB DDR3 RAM, GTX 970 3584 MB VRAM
 
ThursDate: Tuesday, 01.04.2014, 06:12 | Message # 110
Astronaut
Group: Users
United States
Messages: 49
Status: Offline
Quote SpaceEngineer ()
Fixed FXAA atialiasing. The mistake was applying it after adding a bloom effect (light halo around bright objects). This was effectively disabled antialiasing on brigth areas of the image. Look at screenshots:


Awesome. Subtle... but this was actually really bugging me lately, especially on horizons. Glad you noticed too and fixed it easily.
 
DarkcloakDate: Wednesday, 02.04.2014, 23:56 | Message # 111
Astronaut
Group: Users
United States
Messages: 73
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Those coronas look incredible! happy
 
SalvoDate: Thursday, 03.04.2014, 18:48 | Message # 112
Star Engineer
Group: Local Moderators
Italy
Messages: 1400
Status: Offline
Quote Darkcloak ()
Those coronas look incredible!

Agree! But in the video the camera rotates with the star, would be nice to see how the effect looks like with normal camera smile





The universe is not required to be in perfect harmony with human ambition.

CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs

(still don't know why everyone is doing this...)
 
SpaceEngineerDate: Friday, 04.04.2014, 14:33 | Message # 113
Author of Space Engine
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Russian Federation
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Made separate rendering of the GUI and the frame for Oculus Rift (so HDR, FXAA and so did not affect the GUI). But because the GUI texture resolution is bigger than its image on the final frame, there is undersampling of texture obtained, resulting in fine details flickering. Look at the lines of GUI window frame:



The same is true for the main frame texture (space) - Oculus warp shader compresses it on the edges. So, in theory, frame and GUI texture must be rendered with mipmapping enabled. I implemented generation of mipmap levels, and... got the soap ... I tried different filters, the simplest Box gives the best results, but still very blurry:

Box:



Lanczos:



Although Lanczos made better smoothing of broken lines. But fonts are horror... The best solution for them - Nearest Neighbor "filter" (almost equivalent to disabling mipmapping as in the first screenshot). But I can't render GUI windows and fonts separate!

Using mipmapping on the frame texture is not much affected final image quality, because first mipmap level visible only at the edges - in Oculus you must strongly squint your eyes to see this area.





 
Fireinthehole-Date: Friday, 04.04.2014, 18:27 | Message # 114
Pioneer
Group: Translators
Sweden
Messages: 365
Status: Offline
The 3D double screen is optional, right? unsure




Love Space Engine!
 
n3xtDate: Friday, 04.04.2014, 19:07 | Message # 115
Explorer
Group: Users
Netherlands
Messages: 184
Status: Offline
Can't waaaiit for those awesome stellar coronae !! biggrin
 
torcDate: Friday, 04.04.2014, 20:47 | Message # 116
Observer
Group: Users
Italy
Messages: 15
Status: Offline
tested the images with my Rift: the 3d effect is very well done...keep it up!
 
SalvoDate: Sunday, 06.04.2014, 09:39 | Message # 117
Star Engineer
Group: Local Moderators
Italy
Messages: 1400
Status: Offline
SpaceEngineer, the resolution of the final Oculus Rift image will be just 640 (1280/2) x 800? smile




The universe is not required to be in perfect harmony with human ambition.

CPU: Intel Core i7 4770 GPU: ASUS Radeon R9 270 RAM: 8 GBs

(still don't know why everyone is doing this...)
 
SpaceEngineerDate: Sunday, 06.04.2014, 11:29 | Message # 118
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
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In Oculus - yes. But SE window may be opened on any monitor, and resolution is adapted to it. So, theoretically, it may work on DK 2 without any changes.




 
SpaceEngineerDate: Sunday, 06.04.2014, 15:09 | Message # 119
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
Status: Offline
Unit change in player menu:







Also, this is a planet with very unusual textures smile

Attachments: 9114461.jpg (272.4 Kb) · 1704094.jpg (273.2 Kb) · 9312989.jpg (274.2 Kb)





 
DeathStarDate: Sunday, 06.04.2014, 15:40 | Message # 120
Pioneer
Group: Users
Croatia
Messages: 515
Status: Offline
Finally! This is an awesome feature, and I am glad you are finally implementing it, good job!
 
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