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Work progress and public beta test - 0.9.7.4
PlutonianEmpireDate: Monday, 31.08.2015, 06:39 | Message # 421
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Dang, that looks very nice! Great work indeed! biggrin




Specs: Dell Inspiron 5547 (Laptop); 8 gigabytes of RAM; Processor: Intel® Core™ i5-4210U CPU @ 1.70GHz (4 CPUs), ~2.4GHz; Operating System: Windows 7 Home Premium 64-bit; Graphics: Intel® HD Graphics 4400 (That's all there is :( )
 
zeroingDate: Monday, 31.08.2015, 07:26 | Message # 422
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Temperature calculation error
Attachments: 9833269.png (109.6 Kb)
 
sinsforealDate: Monday, 31.08.2015, 09:56 | Message # 423
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Thats great space engineer!




"Man once looked up at the stars and wondered, Now all we do is look at our hands and hesitate"
 
Brett001Date: Monday, 31.08.2015, 11:14 | Message # 424
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Fantastic news Vladimir! smile SE is the best!
 
n0b0dyDate: Monday, 31.08.2015, 11:16 | Message # 425
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Quote form_d_k ()
I want to say 'I love you'


You are not the only one who feels this way smile

Can't wait for this feature to be implemented !

Every new patch is a giant leap forward!
I think 0.9.7.4 will be the best SE version ever (until 0.9.7.5 arrives of course smile )
 
SalvoDate: Monday, 31.08.2015, 11:23 | Message # 426
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OMG Vladimir, you're the best.

Quote SpaceEngineer ()
It allows to remove z-fighting artefacts on water shores, remove near plane clipping (so allows to approach to a space ship or planet surface to a distance of a few millimetres), allows to finally implementing particles correctly intersecting with planet surface (3d clouds, volcano eruptions, ship engines smoke etc). It allows to have a single z-buffer for the whole scene, which enabling possibility to implement shadows and deferred shading with all effects which it can introduce (hundreds of local light sources, 3d water with refractions, huge increase in atmospheric scattering performance, etc). Also, correct blending of large planet-scale particles with planets (comets tiles, and future accretion disks and jets). Did you think why I still don't implement all these effects? Because SE have too large scene scale to work with standard z-buffer.


This is amazing! SE became way more flexible! cry

Question: Do there are some disadvantages? Because... I don't know, Unity still uses normal z-buffer, and a lot of other engines too, why they don't use this one instead? wacko





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...)
 
Donatelo200Date: Monday, 31.08.2015, 12:52 | Message # 427
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Quote zeroing ()
Temperature calculation error

Does it have a large moon? If so it's tidal heating that is warming the planet and not a bug. wink

Yay I can't wait to see what comes new with this!





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SpaceEngineerDate: Monday, 31.08.2015, 13:43 | Message # 428
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Quote Salvo ()
Question: Do there are some disadvantages? Because... I don't know, Unity still uses normal z-buffer, and a lot of other engines too, why they don't use this one instead?

This has been available on ATI relatively recently, and still (probably) don't work on Intel. For Intel, SpaceEngine will use normal z-buffer, or maybe logarithmic z-buffer (I working on it also). Probably this is why Unity don't use this feature (to save Intel compatibility); also usual game scenes don't need such huge accuracy of the z-buffer.





 
Joey_PenguinDate: Monday, 31.08.2015, 14:05 | Message # 429
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Quote
like orbital paths, or small moons inside rings. Fixing all issues with render order, like rings or aurora being rendered in front of space ship. Particle effects on planets and ships (smoke, clouds, rain etc). All modern algorithms which required access to the depth buffer (deferred shading, 3D water with distortion, SSAO, shadow maps(!), etc).

You have come far, SpaceEngine.





Careful. The PLATT Collective has spurs.
 
form_d_kDate: Monday, 31.08.2015, 19:39 | Message # 430
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Quote n0b0dy ()
You are not the only one who feels this way Can't wait for this feature to be implemented ! Every new patch is a giant leap forward! I think 0.9.7.4 will be the best SE version ever (until 0.9.7.5 arrives of course )


Seriously, one day people will mention the greats of Russia (Tolstoy, Tchaikovsky, SpaceEngineer) in the same breath.
 
form_d_kDate: Monday, 31.08.2015, 19:41 | Message # 431
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Quote SpaceEngineer ()
Intel, SpaceEngine will use normal z-buffer, or maybe logarithmic z-buffer (I working on it also).


Is there a compelling reason to continue to support Intel onboard graphics cards? The performance is dismal (at least for me) & I can't imagine the planned improvements to SpaceEngine treating Intel cards very well.
 
Donatelo200Date: Monday, 31.08.2015, 19:49 | Message # 432
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Hm? Dismal? On my Intel HD I typically average 30-40FPS on SE which is very good for what I'm use to.




CPU: Intel Core i7-4790K
GPU: Nvidia GTX 1080
SSD: Samsung 850 Evo 250GB
HDD: Toshiba DT01ACA200 2TB
HDD: WD Blue 1TB (2012)
RAM: Unknown 16G-D3-1600-MR 2x8GB
MBD: MSI Z97S SLI Krait Edition (MS-7922)
 
parameciumkidDate: Monday, 31.08.2015, 20:57 | Message # 433
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^ How? For me patch 5 just up and crashes right after the splash screen.
@Vladimir: I love your new features too, but I really really hope you can solve this issue. Please please please please please...!





Intel HD Graphics 4000 ;P
 
MoonkeyDate: Monday, 31.08.2015, 21:41 | Message # 434
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Quote form_d_k ()
Is there a compelling reason to continue to support Intel onboard graphics cards? The performance is dismal (at least for me) & I can't imagine the planned improvements to SpaceEngine treating Intel cards very well.

Well, with a new architecture for intel chips coming out now, performance will be a lot better with those chips, and even run SE pretty well. So, even though Intel HD may seem weak, the more recent chips are pretty powerful in regards to handling Space Engine.
 
form_d_kDate: Monday, 31.08.2015, 22:30 | Message # 435
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Quote Donatelo200 ()
Hm? Dismal? On my Intel HD I typically average 30-40FPS on SE which is very good for what I'm use to.


Do you have to compromise visually?
 
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