4 ms·
Interesting, given the recent update from the Kerbal Space Program developers regarding the performance of the newly released (EA) KSP2, where one performance i
by capableweb 4y ago
Interesting, given the recent update from the Kerbal Space Program developers regarding the performance of the newly released (EA) KSP2, where one performance issue seems to have been the technique in order to avoid visible texture repetition in their tiling.
https://forum.kerbalspaceprogram.com/index.php?/topic/214806-developer-insights-18-graphics-of-early-access-ksp2/ https://forum.kerbalspaceprogram.com/index.php?/topic/214806...
> eight of the top ten worst-offenders are related to PQS+. PQS stands for Procedural Quad System and it’s the algorithm used to generate planet terrains.
> Following that goal, the team started with the PQS design from KSP1 and added modern graphics features for KSP2’s PQS+. As development progressed on KSP2, more and more features were added to PQS+ to keep pushing the artistic envelope.
The resolution they went for seems to be to disable the system for low performance systems. And for the future:
> In the medium term, my first major project on this team is to design and build a next-generation terrain system – what we’re calling the CBT system (it uses a Concurrent Binary Tree data structure, but it could also stand for Celestial Body Terrain).
Paper on CBT: https://onrendering.com/data/papers/cbt/ConcurrentBinaryTrees.pdf https://onrendering.com/data/papers/cbt/ConcurrentBinaryTree...
One of the people who worked on educating the public about CBT and integrating it in Unity also seems to appear on the reddit submission: https://old.reddit.com/r/KerbalSpaceProgram/comments/11o0rye/developer_insights_18_graphics_of_early_access/ https://old.reddit.com/r/KerbalSpaceProgram/comments/11o0rye...
> @theFrenchDutch: Holy shit I've worked on this. Concurrent Binary Trees are a paper from my colleague Jonathan Dupuy and I've worked with him integrating it into Unity and presenting it at SIGGRAPH twice.