<soundnfury> (vessels are trees, no cycles)
<soundnfury> so when you detach, the part 'nearest' the root (in the graph-theoretic sense) is the new root
<soundnfury> (it's the unique part in the new vessel whose parent was in the main vessel)
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<xShadowx> just went eva, fixing a broken thingy on my station.......if only vive worked in ksp........oh how pretty this could be
<xShadowx> upside figured why framerate low, and got it above 300 fps, so....that should satisfy VR right? o.o
* xShadowx goes poking for a vive api
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<taniwha> xShadowx: ok, so... what did you do to the FPS?
<taniwha> soundnfury: undocking a /docked/ vessel attempts to restore the original root
<taniwha> (decoupling is another matter as there is no original root)
<xShadowx> taniwha: my fps was stuck at 30 due to frame limiter i guess, which i dont remember EVER setting 30
<xShadowx> turned off vsync and it went up some
<taniwha> yes, but 300?
<xShadowx> but then i took out all mods and hit 400
<taniwha> ah
<xShadowx> 400-420 ish
<xShadowx> then re added some mods
<taniwha> what size vessel?
<taniwha> (part count)
<xShadowx> i dont have all the 700 mods in, but i got >200 with all in
<xShadowx> 500 ish? too lazy to open and see, bit low but still, i should be able to cram in more before a drop to 90 fps
<taniwha> 500 parts is quite a lot, really
<xShadowx> the bad part will be i gotta render 2 cameras
<xShadowx> that alone might just kill the idea
<taniwha> I don't know if that's 90 fps for one camera or two
<taniwha> (ie, is effective fps 90 or 45?)
<taniwha> also, for KSP, that means you need to render /four/ cameras
<xShadowx> 4?>.>
<taniwha> left near + far, right near + far
<xShadowx> ah
<xShadowx> i wonder
<taniwha> helps with z-buffer precision
<xShadowx> how would ksp be if no far camera?;3
<xShadowx> i mean thats prolly terrain
<taniwha> z-fighting out the wazoo
<xShadowx> skybox?
<xShadowx> nono
<xShadowx> not merge both
<xShadowx> disable far
<xShadowx> whats lost?
<taniwha> any distant objects
<xShadowx> planets i can live without
<taniwha> and I don't know what the cutoff is
<taniwha> could be < 1km
<xShadowx> planet below would suck (if orbit)
<taniwha> you're getting > 200 fps with one pair of cameras
<xShadowx> deep space i could live without planets though
<taniwha> not worth worrying about
<xShadowx> but thats 500 ish parts
<xShadowx> -.-
<taniwha> which is pretty high
* xShadowx wants 1500+
<taniwha> trade-off: parts or VR :)
<xShadowx> oh
<xShadowx> im tupid
<xShadowx> stupid
<taniwha> or... push the rendering to a separate process (even separate rig)
<xShadowx> i play IVA only, and my tests were in cheaty external camera view
<taniwha> still have near/far
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<xShadowx> right, but said iva view rarely sees all the parts
<xShadowx> you got the partmodules to worry about........but i wonder if a way to gut stuff, thats unneeded
<taniwha> just told you
<taniwha> :)
<xShadowx> i got 20 cores o.o no need for a dif rig
<taniwha> 20? not likely. probably only 10 + hyper-threading
<xShadowx> man if onl ksp was full multithread
<xShadowx> full on gpu suck mode
<xShadowx> id die happy
<xShadowx> well ya, 10+ht lol
<xShadowx> i7-6950x
<taniwha> still, 8 threads for FAR, 1 or two for KSP, 10 for VR ;)
<xShadowx> taak manager looks fun with 20 graphs ;3
<xShadowx> 8 for FAR? tee hee ferram would be happy
<taniwha> I got that number from FAR's code :P
<xShadowx> he'd need to raise the voxel crap for me ;3
<xShadowx> ah
<xShadowx> but 10 for VR?
<taniwha> available
<taniwha> doesn't mean you even be able to use them
<taniwha> although, actually, yes
<taniwha> because vulkan support multi-thread
* xShadowx dreams
<xShadowx> anyways afk
<taniwha> stop dreaming and start coding }:>
<taniwha> get outa your dreams and into your code
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<xShadowx> taniwha: i got no idea how to even use cameras lol
<taniwha> me neither
<taniwha> but once upon a time, I had no idea how to spawn a vessel
<xShadowx> i think part of me is getin tired of messin with ksp -.-
<xShadowx> not so much the boredom / burned out direction though
<xShadowx> hmm......i wonder if i an get current camera view to render to just 1 side of vive
<xShadowx> then not really toying with cameras...just...toying with displaying in vive
<xShadowx> hmm vive can get an addon for eye tracking o.o
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<taniwha> my blender addon got a new feature: convex hull creation
<taniwha> possibly more importantly, the mesh collider creation (from existing meshes) uses it
<taniwha> (optional)
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<taniwha> nobody cares? :(
<taniwha> (more likely, nobody's there)
* xShadowx cares and gives taniwha a cookie
* xShadowx falls asleep
* Sarbian hugs taniwha
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<taniwha> heh
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<pizzaoverhead> xShadowx: Feel free to dig into KerbTrack's code if you need a reference for head tracking: https://github.com/pizzaoverhead/KerbTrack/
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<xShadowx> pizzaoverhead: ha...ha....-.- im just tryin to get 1 eye to display, this be confusing
<pizzaoverhead> I was trying the same today with the Rift. KSP's scene setup can fail in interesting ways :)
<pizzaoverhead> That's no moon... http://i.imgur.com/dhMcQAP.png
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<Sarbian> all the different mask for each cam are a pain...
<pizzaoverhead> Sarbian: Yes! And there aren't enough free ones for the rest of us :P
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