Open stratochief66 opened 8 years ago
Ok thanks I'll have to look into these bugs, I've only tested on opengl or stock so far. Good to here dx11 is working though, did you find there was an actual improvement in performance over opengl?
Similar memory footprint, I believe shadows and anti-aliasing work in DX11, which is a huge plus.
dx9 is not a good idea to be use in a RSS enviroment becouse memory usage by default with out RVE or eny EVE is high for exemple for who want to use FASA, BAE, SpaceY-Lifters, KW Rocketry & raidernick mods memory footprint is skyroket instant & that it will reflect bad to in ksp 1.1 x64 version to coz high memory avaible it will make thing to be worse ;) i test already dx9 & in my book is noo way only if you want to use very light moded ksp version :)
I had shadows working in opengl not sure about dx9 but indeed antialiasing is a big pro. I've noticed a few other bugs in dx11 ksp after testing including frame rate stuttering in orbit. But would 1.1, if it is x64, require dx11? I thought the stock game runs on 8?
@Pingopete I believe by default KSP currently runs DirectX 9. I believe my reported frame rate was also substantially higher in DX11, but I'd have to do some more rounds of testing to confirm that specifically.
By the way I think the flashing ocean is to do with the mie scattering effect in Scatterer. I believe blackrack knows of it already. Also I get the purple oceans on dx11 too. (Earlier I meant dx9 not 8 lol)
As the title. I was doing some barebones experiments to see if I can run RSS & RVE in DirectX 9 instead of OpenGL (spoiler, nope). And I found that the ocean flashes. Certainly not an issue now, but when 1.1 comes out and we are swimming in 64 bit memory I would expect DirectX 9 to be the mode of choice.
In DIrectX 11 mode, everything looks excellent and memory usage is great. The only issue is a purple ocean, which I just thought was worth mentioning, it certainly isn't an RVE caused problem.