![]() ![]() You can follow Parallax's development here: Installation Must support Async GPU Readback (if you do not know what this is, do not worry) Due to limitations, Mac OSX is not supported since Apple dropped support for OpenGL. Renderer: Recommended to use DX11, but OpenGL is supported. This improves rendering performance massivelyĬPU: Parallax does not have much of a CPU impact, so this isn't really a concern Millions of objects can be generated almost instantly using compute shadersĮach object is drawn using GPU instancing, meaning there are significantly less draw calls. The scatter system is also a massive improvement over Squad's implementation: ![]() No lines/artifacts, unlike the stock shader Tessellation allows surfaces to have much more complexity, allowing for the creation of lifelike planet surfaces Normal mapped lighting is accurate and faces the right way on a surface at any angle Parallax improves upon the stock shader in a number of ways, for example: Parallax's original feature was a brand new terrain shader, but the scope has expanded to surface objects as well. The shader that Squad uses for Kerbal Space Program's terrain is extremely limited. Trees, grass and many other types of foliageĬompletely new planetary surface textures High quality terrain tessellation shader, like in No Man's Sky Here are some of the key features of this mod: Parallax completely replaces the terrain shader used in the normal game as well as its scatter system for placing thousands of objects over great distances. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |