[Moderator edit: This post has been merged with two other similar threads]
Quad Core i7 930 CPU o/c 3.8 GHz - 6GB DDR3 1600MHz RAM - ATI HD 5870 1024Mb - Intel SSD X25-M Gen 2 - Win 7 64-bit Add Your PC Spec To Your Signature Or Post It Here
I've fixed some bugs in landscape engine, so memory consumption is reduced. 800-1024 Mb of VRAM is good, 512 is still minimum requirment, 1.5 Gb and more may lead to crash due to overuse of virtual memory (I have still not fix it). Newest hardware like GTX4 - GTX5 have some strange bugs in drivers that gives incorrect memory usage detection. I have no idea how to fix this, because I only have a GeForce 9800 GTX and Radeon HD 5730.
Sorry if this has been posted before - I did a search and didn't find any info. Why do the nebulaes contain so few stars?
I mean shouldn't nebulaes contain more stars (more blue-white i.e new ones) as they contain plenty of materials necessary for star formation? Obviously not all types of nebulaes are suitable for star formation - there are those that are supernova remnands that contain neutron stars or black holes - or some other types I am missing. Sorry If this has been asked before...
SE generates nebulae with 1-4 stars for lighting, all other stars are the procedural stars of galaxy background. I don't see any procedural stars in your pictures. Where are they? These 4 white stars is a nebula lighters.
These nebulaes from my pics are found at the edge of the Andromeda galaxy where procedural star density is low. I intentionally chose these locations in order to demonstrate my point. But as you said SE generates 1-4 Stars inside nebulae for lighting. So will it be a problem to generate more than that? Will it cause problem with lighting?
It causes a problem with performance. Imagine a nebula consists of 10000 sprites, and 10000 stars illuminate each sprite. Later I'll implement more accurate astrophysical model of nebula and stars related to it, and improve lighting/rendering algorithm.
Thank you ever so much SpaceEngineer ! And also another BIG thank you for saving my money: I'll explain: I was ready to go and buy a sooper-dooper GTX 590 Video card for SE but since I read your post above and another post by Dimethylhypnotoad : http://en.spaceengine.org/forum/4-124-1 I am no longer going to spend 500 Euros on buggy hardware PS: Anxiously awaiting for 0.95 but don't rush it for my (or any of us users) shake
Added (28.10.2011, 23:01) --------------------------------------------- Ok another problem... I tried to solve it by tweaking varius options, cfgs etc but no luck
I don't understand. When I disable atmospheres or when I am outside atmospheres there is no flickering. But when I am close to planet surface, hell breaks loose. This mainly happens when I am at a system which is located at the edge of a star cluster, which, in turn, is located at the edge of a galaxy. I like visiting such systems - they offer outstanding visuals. I just don't understand why it is doing this.
PS: I also noticed it gets worse when I enable auto exposure from graphic settings (ctrl+F4)
INITIALIZING USER Loading "config/user.cfg" Creating cluster model "NGC 5824" Creating solar system of star RSC 8404-7217-3-195-0 2682 objects generated DONE
LOADING NEARBY GALAXIES Loading model "cache/models/galaxies/M31.gm" Loading image "data/textures/galaxies/M31.png" Loading image "data/textures/galaxies/M31_sys.jpg" Loading model "cache/models/galaxies/MilkyWay.gm" Loading model "cache/models/galaxies/LMC.gm" Loading image "data/textures/galaxies/LMC.png" Loading image "data/textures/galaxies/LMC_sys.jpg" Loading model "cache/models/galaxies/SMC.gm" Loading image "data/textures/galaxies/SMC.png" Loading image "data/textures/galaxies/SMC_sys.jpg" DONE
INITIALIZING ENGINE Loading shader "data/shaders/body_particle.glsl" Loading shader "data/shaders/body_particle_point.glsl" Loading shader "data/shaders/body_flare.glsl" Loading image "data/textures/common/interface.png" Loading image "data/textures/common/q3cursor.png" Loading image "data/locale/rus-font.png" Loading "data/locale/rus-font.cfg" Loading "config/places.cfg" Loading "config/journal.cfg" Creating solar system of star RS 8404-3862-0-0-38 75 objects generated DONE
// memory settings VideoMemorySize 896 // video card onboard memory (VRAM) in megabytes VideoMemoryMaxPercent 96 // max VRAM consumption (percents) VideoMemoryStartupDetect true // use auto detection of VRAM size on startup, otherwise use r_vram_Size value VideoMemoryDynamicDetect true // use auto detection of available amount of VRAM in runtime GalaxySysModelCacheSize 5 // do not change it! ClusterStarModelCacheSize 200 // do not change it!
// interface settings //GUILanguage "rus" // localization GUIMode 2 // text info mode GUIMessageTime 2000 // splash message duration (milliseconds) GUICursor "q3cursor.*" // cursor texture GUIGraphCursor false // use textured cursor instead of system cursor GUICursorSize 16 // textures cursor size GUIJournalSize 100 // maximum size of autopilot journal
// texture rendering settings TRMaxImpostors 16 // max number of impostors TRMaxSkyBoxes 2 // max number of skyboxes TRFloat true // use floating-point impostors (for HDR) TRImpResolution 0.333 // impostor resolution (fraction of ClientSizeX) TRSkyResolution 1.0 // skybox resolution (fraction of ClientSizeX) TRImpUpdateThreshold 0.005 // impostor update threshold TRSkyUpdateThreshold 0.00006 // skybox update threshold TRSkyMinFOV 20.0 // skybox min FOV TRSkyMaxStep 0.00005 // skybox max velosity (normalized on object's radius) TRBlackHoleResolution 1024 // resolution of black hole billboard
// planets settings PlanetMipMapping true // use mipmapping for landscape textures PlanetSphereMeshLOD 5 // spherical meshes detail PlanetCubeMeshLOD 5 // landscape meshes detail PlanetRingsSubdiv 16 // planetary rings datail PlanetDetailCraters 3.0 // approx. min radius of craters on terrestrial (rock) planets (kilometers) PlanetDetailTerra 0.01 // approx. per vertex detail on terrestrial (rock) planets (kilometers) PlanetDetailGasGiant 1.0 // approx. per vertex detail on gas giant planets (kilometers) PlanetDetailSun 1.0 // approx. per vertex detail on stars surface (kilometers)
// stars settings StarColorShift 0.0 // color shift ("+" red, "-" blue) StarColorSaturation 1.0 // color saturation StarScale 1.0 // scale of stars, distant planets and galaxies, etc. particles StarFrustumClipFOV 30.0 // max frustum clipping FOV StarSolTexBright 2.1 // surface texture brightness (temperature) multiplier
// screenshots and other settings ScreenshotFormat "jpg" // screenshot format (jpg, png, dds, tga) JpegQuality 100 // jpeg compression quality RealTime true // use RealTime mode (velocity not depend on fps) RealTimeFPS 24.0 // RealTime mode velocity calibration ConvertRGBAtoPNG false // if true, any loaded RGBA or Grayscale images are saved in PNG format in the same directory NSplashImages 14 // number of splash window textures (data\textures\common\splash*.*)
// debug settings UseGalaxiesOctree true // use catalog galaxies octree UseCatStarsOctree true // use catalog stars octree ShowGalaxiesOctree false // show catalog galaxies octree ShowCatStarsOctree false // show catalog stars octree ShowGalSysOctree false // show galaxy subsystems octree ShowPlanetsQuadtree false // show planets bounding boxes ShowGalaxiesBBoxes false // show galaxy model bounding boxes ShowNebulaeBBoxes false // show nebula model bounding boxes
// turn off problem functionality BugClipping false // distant galaxies clipping BugCraters false // procedural craters bug on ATI (suspending or crash) BugMipmaps false // mipmap generation bug on ATI (crash)
// loading settings PreloadShaders true // preload some shaders on startup LoaderBenchmark false // log loading/creating times LoaderMode 1 // loader mode: 0 = immediatly, 1 = interleaved, 2 = asynchronous LoaderTiming 10.0 // max loading/creating time per frame in Interleaved mode (milliseconds)
user.cfg
////////////////////////////////////////////////// // SpaceEngine user settings // //////////////////////////////////////////////////
This looks like a bug with auto exposure when sun appears in field-of-view, which I have already fixed. But on your video I can't see the sun. Strange...
When sun appears in view field it is even worse . So to sum up the factors that increase the problem (not in order of importance - I don't know which is the most important):
1. Auto-Exposure set to "On" 2. Atmospheres enabled 3. Sun (or suns if binary system) in view field 4. Daylight flight close to a terra planet with atmosphere (below cloud layer) 5. Terra planet orbiting a star (usually binary) which in turn is a member of a star cluster - the further the star from the star cluster, the worse 5. Star Cluster close to galaxy but outside of galactic plane - the further away from the galaxy/galactic plane, the worse
problem does not occur on earth or on systems close to galactic plane and outside of star clusters hope this info helps
I fixed blinking bug with auto-exposure when a very bright sun appears within field-of-view, i.e. when the sun is very close to a planet or it's very luminous itself. It gives infinite bright value, so scene becomes black in next frame. The next frame gives zero brightness, so the frame after it becomes normal brightness, and the process repeats itself. Star clusters and galaxies are not affected by this.
Anyway, you could wait, and try-out the new version soon