<
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
<
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
<
taniwha>
left near + far, right near + far
<
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>
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
<
taniwha>
which is pretty high
* xShadowx
wants 1500+
<
taniwha>
trade-off: parts or VR :)
<
xShadowx>
im tupid
<
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
<
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>
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>
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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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 :)
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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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