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I dont have any fps drops so far though... hope it gets fixed for you guys asap. Cuz this update is actualy pretty nice.
And I have seen no FPS drop with weather.
Not noticable performance degradation. Maaaaybeeee 1-2 fps with some effects. But idk.
https://steamcommunity.com/sharedfiles/filedetails/?id=2141116220
Same for heavy sand storm = hatder to see outside and just a bit of fog inside presurized stations:
https://steamcommunity.com/sharedfiles/filedetails/?id=2141120461
https://steamcommunity.com/sharedfiles/filedetails/?id=2141121941
I will go try the Alien planet with a pressurized ship, bbl ...
___
Would be kind to report all bugs you will find directly to the programmer, well would help me alot since you found some already
https://steamcommunity.com/sharedfiles/filedetails/?id=2140660378
Front portion of my base with fog inside, while the remaining 95% is clear besides everything being pressurized.
https://steamcommunity.com/sharedfiles/filedetails/?id=2140660642
Inside of my ship that is also pressurized.
https://steamcommunity.com/sharedfiles/filedetails/?id=2141151449
The fog does not show here becasuse I am under the voxels. Which is why 95% of my base was clear inside. If I move forward 30 meters, the fog will return.
https://steamcommunity.com/sharedfiles/filedetails/?id=2140660246
Within an hour of updating the game, the performance was terrible. But the game has ran fine several hours later. It has not rained inside any of my grids, so far it is just fog.
They didn't code the particle system to be able to do proper detection for the weather effects.
This has been the case since they first introduced weather and KSWH is either incapable or not interested in fixing it to that level of collision detection.
Having coded up a particle collision detection system for Space Engineers when I was messing around making rain, and having seen it done by DarkStar in a highly optimized manner with his weapons system, I know its 100% possible to do in an efficient way.
I can't reliably comment on why KSWH's implementation doesn't use better collision detection, the code is out there for them to look at for reference.
https://support.keenswh.com/spaceengineers/publictest/topic/weather-particle-collisions-1-194-public-test
https://steamcommunity.com/sharedfiles/filedetails/?id=2141218093
Better with lights :
https://steamcommunity.com/sharedfiles/filedetails/?id=2141219263
Edit
Low intensity =
https://steamcommunity.com/sharedfiles/filedetails/?id=2141229313
The best solution would be to make it work like oxygen. If its an outward facing part of the grid and its not pressurised, render the fog in it. If its a pressurised area or if its an non-pressurised area but is not on the outside of the grid, don't render fog there.
Those bounding areas are quite easy to mathematically calculate and this is entirely within the scope of current SE architecture using existing tools.
EDIT: After looking through game files it looks like Fog might actually be a Shader so its not using particle collision at all.
I kinda needed more anyways, but never got around doing it.
For exxample:
https://steamcommunity.com/sharedfiles/filedetails/?id=2141342117
Basiclaly, the update is lazily done. Fog should check for pressurized segments, and should be applied selectively to them. This can be done, but wasn't done. Likewise, weather conditions should be seen from above, but aren't seen. from above at all, and at high altitude weather doesn't exist - everything is rendered as "Sunny".
This is disappointing, to be honest.