Bug Reports for Version 0.95
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SpaceEngineer | Date: Wednesday, 16.05.2012, 21:52 | Message # 181 |
Author of Space Engine
Group: Administrators
Russian Federation
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| Quote (apenpaap) Something quite odd I've found is that Sol, when viewed from interstellar distances, like Sirius or Altair or something, "blinks" rapidly when you move or rotate the camera. This is probably bug with the stars motion blur - try disabling it and test it again.
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Talyn | Date: Wednesday, 16.05.2012, 23:30 | Message # 182 |
Explorer
Group: Users
Portugal
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| I don't have motion blur enabled and I don't see the effect you mention so that should be the problem
PC: Intel Core2Duo E6850 @ 3.00 GHz & 4GB DDR3 @ 1333 - NVIDIA GeForce 8800 GTS with 640 MB VRAM Laptop: Intel Core2Duo T9400 @ 2.53 GHz & 4 GB DDR @ 1066 - NVIDIA GeForce 9600M GT
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apenpaap | Date: Wednesday, 16.05.2012, 23:52 | Message # 183 |
World Builder
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Antarctica
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| It happens with any setting for the stars motion blur with me; on off or on with rotation too.
I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
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apenpaap | Date: Thursday, 17.05.2012, 10:19 | Message # 184 |
World Builder
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Antarctica
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| Something I've been noticing is that some stars are far brighter in Earth's sky than they really are... T Cephei is the most egregious example at magnitude -1.86, outshining even Sirius, but Eta Carinae's -0.06 is also pretty incredible. R136a1 is a visible magnitude 6.15, despite being in the Large Magellanic Cloud. The Pistol Star too is 5.32.
I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
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SpaceEngineer | Date: Thursday, 17.05.2012, 11:05 | Message # 185 |
Author of Space Engine
Group: Administrators
Russian Federation
Messages: 4800
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| This is because in reality all these stars are surrounded by dust that absorb a lot of light. SpaceEngine doesn't support nebulae that will absorb a star's light - stars are always drawn in the foreground of a galaxy or nebula.
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DoctorOfSpace | Date: Thursday, 17.05.2012, 11:20 | Message # 186 |
Galaxy Architect
Group: Global Moderators
Pirate
Messages: 3600
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| Quote (SpaceEngineer) SpaceEngine doesn't support nebulae that will absorb a star's light
How much of a performance decrease would there be if you did that?
Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
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apenpaap | Date: Thursday, 17.05.2012, 11:23 | Message # 187 |
World Builder
Group: Users
Antarctica
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| That makes sense... Wouldn't it make sense, then, to give them less luminosity than in reality to compensate for this? (Or, is there any way I can edit them myself so they look more realistic?) Because Eta Carinae and T Cephei really look out of place in Earth's skies.
I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
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SpaceEngineer | Date: Thursday, 17.05.2012, 23:32 | Message # 188 |
Author of Space Engine
Group: Administrators
Russian Federation
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| Quote (DoctorOfSpace) How much of a performance decrease would there be if you did that? I don't clearly see the algorithm that may handle interstellar absorbsion to answer you. I've experimented with some kind of raytracing, and it is very slow. On gamedev I received a suggestion for some multi-pass combined nebulas/stars rendering, but it will be very slow again, or have huge artifacts.
Quote (apenpaap) That makes sense... Wouldn't it make sense, then, to give them less luminosity than in reality to compensate for this? (Or, is there any way I can edit them myself so they look more realistic?) Because Eta Carinae and T Cephei really look out of place in Earth's skies. Giant stars are stored in the data/catalogs/stars/Stars.sc, you can reduce their Luminosity or increase AppMagn/AbsMagn.
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DoctorOfSpace | Date: Thursday, 17.05.2012, 23:38 | Message # 189 |
Galaxy Architect
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Pirate
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| Quote (SpaceEngineer) I don't clearly see the algorithm that may handle interstellar absorbsion to answer you. I've experimented with some kind of raytracing, and it is very slow. On gamedev I received a suggestion for some multi-pass combined nebulas/stars rendering, but it will be very slow again, or have huge artifacts.
If memory serves me correct ray tracing is not something you would want to use at current levels of technology. The rendering process is pretty intense and takes a lot of computer power. Not something that can be done cheaply and in real time.
Ever consider using the current lighting system with some kind of volumetric fog?
Intel Core i7-5820K 4.2GHz 6-Core Processor G.Skill Ripjaws V Series 32GB (4 x 8GB) DDR4-2400 Memory EVGA GTX 980 Ti SC 6GB
Edited by DoctorOfSpace - Thursday, 17.05.2012, 23:42 |
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apenpaap | Date: Friday, 18.05.2012, 00:18 | Message # 190 |
World Builder
Group: Users
Antarctica
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| Quote (SpaceEngineer) Giant stars are stored in the data/catalogs/stars/Stars.sc, you can reduce their Luminosity or increase AppMagn/AbsMagn.
I edited that file to make the stars closer to their real apparent magnitudes when viewed from Earth... But it doesn't work. They still appear the same in SpaceEngine.
I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
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apenpaap | Date: Monday, 21.05.2012, 00:56 | Message # 191 |
World Builder
Group: Users
Antarctica
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| Since there's a solar eclipse today, I figured I'd take a look at it in SpaceEngine... But the Moon misses the Sun by far. The same seems to happen with most solar eclipses; they are either displaced (the August 1999 one goes over the north pole instead of through Europe, for example) or don't happen at all. I guess the Moon's orbit isn't quite right or something.
I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
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HarbingerDawn | Date: Monday, 21.05.2012, 05:20 | Message # 192 |
Cosmic Curator
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United States
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| apenpaap, this has already been addressed in this post: http://en.spaceengine.org/forum/8-344-1#2796
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
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Rodrigo | Date: Wednesday, 23.05.2012, 22:57 | Message # 193 |
Explorer
Group: Local Moderators
Brazil
Messages: 285
Status: Offline
| I think there's a bug in the algorythm for procedural star systems. I searched over 100 "single" star systems ( not double, triple, etc), and found that the first planet is an ice giant. Even the color is the same, a brown one.
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apenpaap | Date: Wednesday, 23.05.2012, 23:19 | Message # 194 |
World Builder
Group: Users
Antarctica
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| I had never noticed that, but it seems you're right... Very odd. The procedural code seems to love hot Neptunes. (it's not always brown for me, though, I found yellow and blue ones too)
I occasionally stream at http://www.twitch.tv/magistermystax. Sometimes SE, sometimes other games.
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Rodrigo | Date: Saturday, 02.06.2012, 03:39 | Message # 195 |
Explorer
Group: Local Moderators
Brazil
Messages: 285
Status: Offline
| I wonder if Spaceengineer is aware of this bug so he can fix it in the next version
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