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Offline Asid

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SpaceEngine
« on: August 15, 2019, 12:24:15 PM »


The world's first science-based photorealistic interactive 3D planetarium that models the entire Universe, using procedural generation for uncharted areas.


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VR Support: HTC Vive, Oculus Rift


SpaceEngine 0.990 - Steam Release Trailer




About

SpaceEngine is a 1:1 scale science-based Universe simulator, featuring billions upon billions of galaxies, nebulae, stars, and planets, all shown at their full real-world scale. Explore Earth and our neighboring worlds in the Solar System, orbit a black hole in a galaxy billions of light-years away, or visit anything in between seamlessly, with no transitions.



All of time and space are yours to explore – cruise between the stars at a million times the speed of light, and accelerate time to watch the orbital motions of a thousand worlds play out before your eyes. Every planet you encounter in your journey will feature procedural 3D terrain with detailed textures. Everything you see in the sky – stars and galaxies, planets and moons, asteroids and comets, black holes and neutron stars, star clusters and nebulae – are yours to explore at the press of a button.



Spacecraft with Newtonian physics and pilot-assist autopilot features (in early development but fully usable) are yours to fly anywhere in the universe in the Flight Simulator mode. SpaceEngine is also very friendly for creators of mods and add-ons – create your own planets, star systems, even galaxies, import your own spacecraft models, create custom GUI skins, and more, all easily sharable with others.

With SpaceEngine, the possibilities are limitless.



SpaceEngine Planetarium capabilities:

•   Astronomy
All types of celestial objects are represented: galaxies, nebulae, stars and star clusters, planets and moons, comets and asteroids. Known celestial objects are represented using data from catalogs: galaxies (NGC/IC), stars (HIPPARCOS), star clusters, nebulae, and planets (Solar System and known extrasolar planets). Regions of space not yet cataloged feature procedurally generated objects: galaxies, stars, star clusters, nebulae, and planetary systems.

•   Controls
You are free to move around the universe – travel seamlessly between any object and any distance, from surface to orbit to interstellar and intergalactic space. Moving through space is as easy as "click and go", as well as game-style free flight using the WASD keys or a gamepad. Also, time travel is possible: you can accelerate, decelerate, or reverse the flow of time, and jump to a specified date. Detailed interactive tutorials will familiarize you with the controls.

•   Graphics
Volumetric 3D models of galaxies and nebulae with interstellar dust clouds, and 3D landscapes on planets and stars. For many Solar System bodies, actual data from space probes is used, with huge, high-resolution texture packs available as free DLC. For unmapped and procedural planets, the surface is generated procedurally using your computer's GPU. Other features include realistic atmospheric scattering, eclipse shadows, animated auroras and comet tails, and physically-based light warping near black holes and neutron stars, with animated accretion disks and jets.



•   Physics
Realistic and physically-based generation of procedural objects (galaxies, star systems, planets) and their physical properties (mass, radius, temperature, atmospheric parameters, etc). The orbital motion of planets, moons, and stars in multiple-star systems are accurately calculated and displayed. Realistic space ship design concepts and physics: orbital motion, atmospheric flight model, and Alcubierre warp drive physics.

•   Virtual reality
SpaceEngine supports HTC Vive, Oculus Rift (via native library), and Windows Mixed Reality (via Steam VR). Support of VR controllers is partial: you can select objects with one controller and move around with the other one. Please note that VR support is still a work in progress, and new users should become familiar with the program in 2D before trying to use VR.

•   Sound
Original background music tracks made by many authors, with context-sensitive playback. Sound effects for planetary environments and space ships are in development.

•   Tools
Built-in tutorials will help you start using the Planetarium. Search for celestial objects by name and search for the nearest star systems. Browse the cosmos using a scalable Universe map and planetary system chart. Saving, exporting, and importing of locations is supported, which can easily be shared between users. The program keeps an automatic journal of objects you have recently visited. Learn every detail about the objects you find using the built-in “Wiki” info system, with additional hand-written descriptions of many known objects. Display the orbital paths of celestial objects, labels and markers, constellations, and other informational tools.

•   Multi-language support
Currently SpaceEngine is available in English, German, French, Italian, Spanish, Dutch, Finnish, Swedish, Croatian, Czech, Polish, Russian, and Catalan languages. Many new localizations are under development. Only localizations which are 100% complete are displayed on the Steam store page, but you can enable others in-game.

•   Modding
SpaceEngine supports creating and importing user add-ons: catalogs, models and textures for deep space objects, planets, and space ships. Spacecraft models, representing both real and fictional designs – including from popular sci-fi franchises – are commonly imported and shared by the community, both here on Steam and on the official SpaceEngine forum.
































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Offline Asid

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Re: SpaceEngine
« Reply #1 on: August 15, 2019, 12:25:16 PM »







































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Re: SpaceEngine
« Reply #2 on: August 31, 2019, 04:04:21 PM »
Update 0.990.37.1720
30 Aug @ 10:39am - SpaceEngineer


Fixed crash on new NVidia driver (436.15). Sorry for inconvenience!

Build 0.990.37.1720
•   Added "Spanish - Spain" localization, old Spanish renamed to "Spanish - Latin America"
•   Updated localizations
•   Fixed Carina nebula model
•   Fixed crash with NVidia driver version 436.15
•   Fixed points counter in the camera path editor tool

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Re: SpaceEngine
« Reply #3 on: September 21, 2019, 01:22:29 AM »
Updade 0.990.38.1730
Fri, 20 September 2019

Todays build 0.990.38.1730 is released in the beta branch. Changelog is below, more info and screenshots can be found in our blog http://spaceengine.org/news/blog190920/

•   New Titan textures by retro-visor
•   Gamma correction for planet textures: parameter in catalog scripts and slider in the editor
•   Adjusted gamma of Jupiter and Io textures
•   Adjusted photometric properties of Jupiter and the Galilean satellites for increased accuracy
•   New music by Lokijar
•   Fixed bug with selection of wrong screenshot file format at startup
•   Fixed displaying of incorrect axis tilt for procedural planets
•   Fixed generation of too many extremely tilted procedural planets (pending for for 0.991)
•   Updated localizations
•   Updated exoplanet catalog (September 10, 2019)
•   Added comet C/2019 Q4 (Borisov) and other minor bodies
•   Added names for 5 recently named satellites of Jupiter
•   Added ability to specify a threshold for the bloom effect
•   Solar system browser: fixed empty (globe) previews in the very long list of satellites
•   Fixed model of the galaxy ESO 510-G13
•   Fixed bug with displacement and flickering of star lens flares in fish eye/cylindrical/cube modes what happened in distant galaxies
•   Fixed bug with displacement of autoexposure metering zone



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Re: SpaceEngine
« Reply #4 on: November 08, 2019, 12:48:41 AM »
Update 0.990.38.1750
Thu, 7 November 2019

Patch
I am presenting a new update. Nothing serious this time, but I am working on Steam Workshop support. SpaceEngine will have a launcher where you can enable/disable installed workshop items. This is more convenient for temporarily disabling addons than using the Steam interface (because uninstallation deletes the addon from your computer). Another feature that the launcher will provide is the ability to upload your own addons to the Workshop. Valve does not provide a convenient tool or web interface for that, so I had to create it myself.

Also I am working on Valve Index VR controllers support. Valve released a completely new SDK for it, so adding support is tricky. Binding controller buttons/sticks is now done using the SteamVR configuration tool rather than in the game, but I want to preserve the old binding method (through SE settings menu), because the native Oculus Rift software still uses its own controller support system.

This patch is in the public beta branch, and will be released to the default branch in a few days.

Changes:
- Initial Steam Workshop support (WIP)
- Addon config file with ability to enable/disable Steam Workshop addons
- Fixed bug with rendering of grayscale-alpha textures of ships
- Ability to select objects by mouse click from the cockpit view in the ship
- Disabled clouds rotation for tri-axial planets (example: WASP-12 b)
- More transparent atmospheres on hot gas giants
- Experimental subsurface scattering for clouds on terrestrial planets
- Updated exoplanet catalog
- Updated catalog of binary asteroids
- Multiple fixes in binary stars catalog
- Added parameter MassJup to planet and star catalog scripts
- Support of UTF-8 names of objects in catalog script (but not recommended, localization database must be used for localized names)
- Updated localizations
- Fixed bug with switching of pressure units on the Wiki Hydrosphere info page
- Export localizations to JSON format (needed for online translation services)
- Fixed object diameter filter in the Chart mode

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Re: SpaceEngine
« Reply #5 on: December 06, 2019, 11:33:42 PM »
Steam Workshop, Valve Index support, VR improvements
Fri, 6 December 2019

Update 0.990.39.1760

Update 0.990.39.1760 introduces Steam Workshop, native support of Valve Index and WMR controllers, and some VR improvements. The update is available in the beta branch, and will be released to the default branch soon.

We also have a new launcher application called LaunchPad, which can be used to manage subscribed or created Workshop items.

For more information about this update, LaunchPad, and how to use Steam Workshop with SpaceEngine, read the full blog post on our website http://spaceengine.org/news/blog191206/

Enjoy!

----------------------------

Changelog:

•   Shorter cache file paths
•   Fixed broken rendering/style settings after starting SE by clicking on se:// url
•   Russian localization: changed names of planet temperature classes to better match the English localization
•   Removed Chthonia planet class from the Star browser (this class is not implemented in the engine anyway)
•   Changed atmosphere generator so it produces more blue Earth-like atmosphere models
•   Fixed crash on updating atmosphere model
•   Added models of (486958) Arrokoth/2014 MU69 (ex Ultima Thule), (25143) Itokawa and (433) Eros (by Mosfet)
•   Fixed blurry nebulae and galaxies on skybox export
•   Fixed blurry nebulae and galaxies on video capture when “Set graphics to maximum” is chosen
•   Fixed initialization of the the video capture tool with incorrect screenshot file format listed
•   SteamVR Input (native support of Valve Index and other controllers)
•   Default binding configuration for HTC Vive, Valve Index, WMR and Oculus Touch controllers
•   Pressing menu button on VR controller brings up side screen toolbars instead of opening the main menu
•   Main menu VR help texture changes based on the currently active VR controllers
•   Smoothed VR laser ray movement to reduce shaking and increase selection precision
•   Added travel time counter when using the “Go to” command
•   “Go to” in VR quickly rotates view so that target object is centered
•   Import localizations from CSV format (needed for online translation services)
•   Added Turkish localization

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Re: SpaceEngine
« Reply #6 on: January 07, 2020, 11:37:23 PM »
Build 0.990.39.1775
Mon, 6 January 2020

Korean localization and bug fixes

Build 0.990.39.1775 is being released to the default branch (was previously available on the beta branch).

•   Added Korean localization
•   Fixed errors in tutorials
•   Fixed bug with UI overlay in Steam VR on AMD/ATI graphics cards

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Re: SpaceEngine
« Reply #7 on: April 20, 2020, 01:53:52 PM »
Update 0.990.40.1805 (public beta branch)
Sun, 19 April 2020




Overhaul of Autoexposure and Video Recording, New Team Member

Hello everyone, we finally have a new update for you! But before we talk about it, we would like to apologize for how long it has been since the last update. Though the delay was unavoidable, we still could have done a better job about finding ways to issue at least minor updates for you during that time. We are currently working on creating a firm release schedule, so that releases will come regularly, and you will know what kinds of changes to expect in each one. We will make an announcement about that as soon as the schedule is finalized.

But back to the update! Initially being released to the public beta branch, it includes some important and much-requested overhauls to autoexposure and video recording, as well as additional fixes and improvements. The major features are described below.

NEW AUTOEXPOSURE

The old and rather buggy autoexposure system has been overhauled. Watch the video below to see it in action.




The new system is histogram-based.The histogram samples points around the entire image and analyzes their brightness distribution. Large areas of a given brightness will generally be selected as the exposure target over smaller areas of a different brightness. Areas near the center of the screen will also generally be given priority over areas near the edge. The system has many values that can be adjusted in the config file and the console to change its behavior.

NEW VIDEO RECORDER

The old and very limited AVI video recording system has been removed and replaced with a much better ffmpeg-based system. The following output formats are available:


•  H.264 hardware encoding, MP4 container
•  H.265 hardware encoding, MP4 container
•  VP9 software encoding, WEBM container


The H.264/5 encoders use hardware acceleration and are very fast. If you have a supported GPU, it will significantly improve your video capture times. If you don’t have a supported GPU, you can still use the VP9 encoder. It’s too slow to use for real-time interactive capture, but SpaceEngine’s video recording tools aren’t meant for that anyway.

NEW TEAM MEMBER

We are excited to announce the addition of a new team member! Andrew is a programmer, and he has already contributed a lot to development; the new video recording system was his work! He also helped to optimize the engine by implementing uniform buffer objects. He is continuing to work on new and great features, and we will no doubt be sharing many exciting new developments in the future thanks to him!

CHANGELOG

Build 0.990.40.1805
- Histogram-based auto exposure
- Replaced AVI video capture with new built-in ffmpeg video capture
- Optimization of the engine (implemented uniform buffer objects)
- Changed orbital lines rendering to a new method (artifact-free)
- Fixed black body colouration options
- Ability to define a state vector instead of a planet orbit in the catalog and export it (WIP)
- Debugging menu
- Updated localizations
- Added Ukrainian and Romanian localizations
- Some fixes in catalogs
- Fixed bug with first upload of an addon project in LaunchPad
- Fixed SE window not appearing when launched from LaunchPad
- Fixed discontinuty bug in quaternion interpolation

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Re: SpaceEngine
« Reply #8 on: May 11, 2020, 11:48:07 PM »
Update 0.990.40.1810, Important Note for Intel Graphics Users
Sat, 9 May 2020



Autoexposure and Video Recording Overhaul Update Leaves Beta Testing, New Branch for Users of Old Intel IGPs


Hello everyone! The latest update, which overhauls autoexposure and video recording, and which you can read about here http://spaceengine.org/news/blog200419 , is now out of public beta testing and is being released to everyone, along with a few additional changes and fixes.

NOTE FOR INTEL GRAPHICS USERS

A side effect of the implementation of uniform buffer objects in the latest update is that SpaceEngine now requires OpenGL 4.4 support to run. This does not affect any user whose computer already meets the published hardware requirements (having an Nvidia or AMD GPU), but does affect users of integrated graphics on some Intel CPUs from around 5-7 years ago; Intel did not program OpenGL 4.4 support for these processors on Windows (despite them being able to use later OpenGL versions on Linux). This means they will not be able to run this and future versions of SpaceEngine - attempting to do so will result in an error about an obsolete OpenGL version.

If you have one of these old Intel CPUs and are using integrated graphics and you see this error, opt into the 0.990.39 "beta" branch on Steam (read here about how to opt into branches). This will revert you back to the last version of SE before UBOs were implemented (build 0.990.39.1775), thus allowing you to avoid this and future updates and keep using the program.

While it is unfortunate that this will affect some of you, I must stress that IGPs (integrated graphics processors), including and especially those by Intel, have never met the minimum hardware requirements for running the program and have had a long history with problems and glitches with SE. We do not recommend, and have never recommended, that anyone purchase SpaceEngine without having a discrete GPU meeting the minimum listed requirements.

CHANGELOG

Build 0.990.40.1810 (today's update)
- Updated blackbody color systems
- Changed cloud Hapke value generation for improved realism on fully cloudy worlds
- Added ability to automatically compute orbital elements for binary catalog objects using their masses and separation
- Updated star catalogs with some recently discovered objects
- Fixed some catalog issues
- Fixed bug with checkbox states getting stuck
- Fixed clouds not fully covering a planet when coverage is set to 1.0
- Fixed minimum OpenGL version to allow OpenGL 4.4 devices to run
- Fixed controller ray direction on Windows Mixed Reality
- Fixed issue with SDL errors with some game controllers

Build 0.990.40.1805 (April 19 beta release)
- Histogram-based auto exposure
- Replaced AVI video capture with new built-in ffmpeg video capture
- Optimization of the engine (implemented uniform buffer objects)
- Changed orbital lines rendering to a new method (artifact-free)
- Fixed black body colouration options
- Ability to define a state vector instead of a planet orbit in the catalog and export it (WIP)
- Debugging menu
- Updated localizations
- Added Ukrainian and Romanian localizations
- Some fixes in catalogs
- Fixed bug with first upload of an addon project in LaunchPad
- Fixed SE window not appearing when launched from LaunchPad
- Fixed discontinuty bug in quaternion interpolation


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Re: SpaceEngine
« Reply #9 on: June 09, 2020, 01:23:14 AM »
Patch 0.990.40.1813, note to AMD GPU users
Mon, 8 June 2020

Build 1813 fixes some issues related to UBO shaders, which affected many AMD GPU users
This patch fixes a few issues, mainly related to the recent implementation of UBOs, which many users of AMD graphics cards reported issues with. Everyone who had such issues and who has tested this update reported the issues to be resolved, so any non-Intel users who reverted to version 0.990.39 after the last update are encouraged to switch back to the default branch since it should work for you now.

Anyone who does have major issues with crashing or other significant issues should make a post on the troubleshooting forum, including your log file. It really helps us figure out what issues exist and how to solve them, so we can make the program better for everyone.

Changelog
•   Added checks and logging for UBO initialization
•   Added checks and logging for video recording failures
•   Fixed unexpected behaviour of slider value edit in the settings and other dialogs (again)
•   Fixed Venus solar day length info
•   Fixed displaying of non-printable object name ($) on the navigation toolbar
•   Updated localizations
•   Some fixes and updates in catalogs


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Re: SpaceEngine
« Reply #10 on: June 13, 2020, 01:35:24 AM »
Steam Launch Anniversary, Development Updates
Fri, 12 June 2020

Reviewing the past year, previewing the future

One year ago, on June 11, 2019, SpaceEngine was released on Steam. Since then we have released many updates, but haven't implemented many new features - this is because we were focused on fixing bugs and improving stability. Among the more noticeable features that were added were more languages (including Chinese and Japanese), improved VR support, a new video recording system (based on ffmpeg), and improved auto-exposure. We also have 2 main programmers now, plus a couple more contributing programmers, and we are working on many new features. Unfortunately we haven't had time to assemble all this awesome work together into an anniversary update, but we will release them one by one in the coming months as they are completed.

Probably the most impressive feature in development is 3D clouds, which being developed by Andrew and Duke. It is also the most complex thing being worked on right now, and is still in a very early stage of development.





HarbingerDawn has been working on fuel and thermal systems for ships. There will be two or more types of expendable resources, depending which type of engines a ship has: propellant (reaction mass, the substance which the engine expels to produce thrust) like hydrogen, and fuel (used to accelerate the propellant and/or produce electricity) like deuterium, uranium, or antimatter. Implementing limited fuel is easy; more complex is integrating this into gameplay. We will eventually need fuel depot stations, harvesters, and infrastructure like that. The first beta releases may have fuel stations with infinite fuel orbiting some icy worlds - good enough for gameplay testing. Mining and processing will be added later.


Very early fuel test video

Another important ship mechanic to model is thermal management. Reactors and engines, electronic systems, and even passengers on a ship produce heat, and this heat must be removed from the ship, otherwise the crew will die, electronics will overheat, and the ship could even melt. Since space is a vacuum, this means using radiators. The engines and reactors of advanced starships produce enough heat to cause their radiators - and of course engine nozzles - to glow in visible light. The temperature, and thus glow brightness/color, of these elements depends on the power and efficiency of the engines/reactors, and how long they are operated for (the amount of heat stored in the radiators will increase until they reach thermal equilibrium or the engines/reactors are powered down).







Early radiator test video

In the upcoming SE game(s), ships designed in the editor must properly account for heat management - you can't have 1 petawatt of power onboard and use only a few small radiator panels, even if your ship has a magic reactor/engine with 99.99% efficiency. This is a major challenge with any realistic ship design, and even in SE the engines of large ships will most likely accelerate them very slowly, like 0.05g - any faster and the amount of heat generated by the engines will vaporize the ship. Reality is harsh! Fortunately, this will not be a problem in a single player game, because you can speed up the flow of time. Other types of engines than what SE has now, as well as adding additional operating modes to the engines, can also allow for higher acceleration in some cases.

Speaking of speeding things up, Vladimir is currently working on some improvements in the engine core, one of which is moving physics to parallel threads to utilize multiple CPU cores, which everyone has now. The first part is almost done: calculation of planet and ship lights and eclipse shadows is now working in parallel to rendering, freeing some 3 to 10 ms of main thread CPU time. This was a large bottleneck, especially in VR; when you could see a distant a gas giant with dozens of moons, you would notice a significant FPS drop. The next step is moving orbital motion and ship physics simulation to threads as well. The main thread should only do rendering.

Finally, here are some other things which are being completed as separate tests and awaiting integration into SE:





New Earth texture with sea ice



New Pluto texture







Volumetric accretion disks

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Re: SpaceEngine
« Reply #11 on: July 15, 2020, 01:21:01 PM »
Small Update: Added Comet NEOWISE
Wed, 15 July 2020



This small update adds comet C/2020 F3 (NEOWISE) into the program

Hello everyone! As most of you probably know, there is a bright comet visible from the northern hemisphere right now: C/2020 F3 (NEOWISE). It is the brightest comet visible from northern latitudes since comet Hale-Bopp in 1997, and is best viewed with binoculars and cameras for now due to being partially faded by twilight glow, but it is visible to the naked eye during late dusk/twilight. It was previously best viewed before dawn, but it is now moving into a part of the sky that makes it more visible after dusk. It will be visible higher in the sky after sunset over the coming days and weeks, during which time it will be much easier to observe, but will also get dimmer as it moves away from the sun.

To celebrate this great comet display, we've added it into the program in a mini-update. Enjoy!

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Re: SpaceEngine
« Reply #12 on: August 03, 2020, 01:43:11 AM »
0.990.41 Public Beta Release
Sun, 2 August 2020



Optimization and performance improvement update released to public beta branch users

Today we have a significant update being released onto the public beta branch. This update primarily aims to improve performance through optimizations and moving some significant tasks to parallel threads. Lighting and eclipse shadows are now calculated on multiple CPU threads, reducing a major performance bottleneck in some cases.

Sprite sorting in galaxy and nebula models is now also multithreaded, which can slightly improve performance when a model with a lot of sprites is displayed, but significantly improves performance when flying through dense galaxy clusters (galaxy models load in much faster and with less impact to performance). However, multithreaded sprite sorting can cause issues in cases where multiple galaxies with the same sprite model are resolved on screen at the same time, such as in dense clusters of catalog galaxies. If you see strange issues with the appearance of galaxy models, you can revert to the old single-threaded behavior by entering AsyncSpriteSort in the console, and switch back to the new method by entering it again.

Ship engine effect shader definitions have been moved into their own file, so they are now modular and new ones can be added without affecting the main ship engine effect shader file (this means spacecraft addon makers can add custom engine effects without worrying about compatibility issues with vanilla updates and other mods).

The comet shader has also been modified to increase the realism of cometary dust tails (work in progress).

Build 0.990.41.1824

•   Lighting refactoring and optimization
•   Multithreaded update of lighting and eclipse shadows
•   Optimized performance of Star browser
•   Customizeable ship engine effect shaders
•   Ability to speed up time to more than 10,000x in Flight Simulator mode when using the cheat code TARDIS
•   More realistic comet tail appearance (WIP)
•   Updates in catalogs
•   Multithreaded sorting of sprites with galaxy and nebula models (see description above for known issues)
•   Optimized video memory consumption by PBR environment maps
•   Optimized loading performance of large sc catalogs
•   Optimized rendering performance of large comet catalogs per planetary system
•   Fixed some bugs with comet tails
•   Fixed some bugs with the Chart mode
•   Fixed some bugs with the Star browser

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Re: SpaceEngine
« Reply #13 on: August 15, 2020, 02:28:34 AM »
0.990.41 is out of beta!
Fri, 14 August 2020


Optimization and performance improvement update now being released to all users

Version 0.990.41 has now finished public beta testing and is being released to everyone! This update primarily aims to improve performance through optimizations and moving some significant tasks to parallel threads. Lighting and eclipse shadows are now calculated on multiple CPU threads, reducing a major performance bottleneck in some cases.

Sprite sorting in galaxy and nebula models is now also multithreaded, which can slightly improve performance when a model with a lot of sprites is displayed, but significantly improves performance when flying through dense galaxy clusters (galaxy models load in much faster and with less impact to performance). However, multithreaded sprite sorting can cause issues in cases where multiple galaxies with the same sprite model are resolved on screen at the same time, such as in dense clusters of catalog galaxies. If you see strange issues with the appearance of galaxy models, you can revert to the old single-threaded behavior by entering AsyncSpriteSort in the console, and switch back to the new method by entering it again.

Ship engine effect shader definitions have been moved into their own file, so they are now modular and new ones can be added without affecting the main ship engine effect shader file (this means spacecraft addon makers can add custom engine effects without worrying about compatibility issues with vanilla updates and other mods).

The comet shader has also been modified to increase the realism of cometary dust tails (work in progress).

Build 0.990.41.1824

•   Lighting refactoring and optimization
•   Multithreaded update of lighting and eclipse shadows
•   Optimized performance of Star browser
•   Customizeable ship engine effect shaders
•   Ability to speed up time to more than 10,000x in Flight Simulator mode when using the cheat code TARDIS
•   More realistic comet tail appearance (WIP)
•   Updates in catalogs
•   Multithreaded sorting of sprites with galaxy and nebula models (see description above for known issues)
•   Optimized video memory consumption by PBR environment maps
•   Optimized loading performance of large sc catalogs
•   Optimized rendering performance of large comet catalogs per planetary system
•   Fixed some bugs with comet tails
•   Fixed some bugs with the Chart mode
•   Fixed some bugs with the Star browser


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Offline Asid

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Re: SpaceEngine
« Reply #14 on: November 14, 2020, 12:12:35 AM »
0.990.42.1830 and 0.991 Public Beta, Ongoing Work
Fri, 13 November 2020



Updated exoplanet catalog, updated Solar System textures, other fixes and improvements, and 0.991 beta branch available

A new update, version 0.990.42.1830, is now available for public beta testing (how to join the beta). It features new exoplanets discovered since SE's initial release on Steam, new/updated textures for Mars, Pluto, and Iapetus, and some fixes and improvements.

Updates:
•   Updated exoplanets catalog
•   Added new names of 112 exoplanets and their host stars
•   Updated Mars texture
•   New Pluto texture
•   New Iapetus texture and elevation map
•   New soundtrack by Lokijar
•   Context music playback config file is updated to the new planet classification, small manual is added to it
•   Some updates in the Wiki
•   Added ability to directly specify planet palette preset in a planet's script
•   Probabilities of equatorial ridge generation are added to the config
•   Terrain shader mods are automatically disabled if they cause problems with SE startup
•   Added note to spacecraft manager that ships can be piloted in simulator mode, and a button to switch to it
•   Added buttons binds and help texture for Vive Cosmos controllers

Fixes:
•   Fixed giant scarps (cliffs) artifact near rift valleys
•   Fixed distance to Maffei 1 and 2 galaxies
•   Fixed a typo in the main config which caused duplication of the VR section
•   Fixed bug with stars not illuminating other stars in the same system (caused black brown dwarfs)
•   Fixed saturation of planet shine lighting in real exposure modes
•   Fixed crash when using telescopic zoom on galaxy clusters
•   Fixed baseline of subscript text
•   Fixed broken loading of RLE-compressed TGA files

Updated planet maps

A few new and updated planet textures are included in this update. The surface (diffuse, color albedo) maps of Mars and Pluto have been updated with more accurate versions. The Pluto map was made by FarGetaNik, while the Mars map is the same as the old one, with improvements to color and contrast accuracy. Saturn's moon Iapetus has been updated with a totally new set of textures, created by Kexitt, which combine real data with artistic interpretation for a much more consistent appearance while still being pretty accurate. You can see screenshots below of Mars, Pluto, and Iapetus respectively:




 



Current Work and 0.991 Beta

Some progress has been made recently on implementing 3D planetary rings with rocks ;-) We will make a more detailed post with screenshots in the future. Other important work being done is updating the procedural planetary system generator. This includes fixing issues and bugs, and implementing modern knowledge about exoplanets into the generator. Since this will change the procedural generation algorithms, it will destroy user saves (locations), so it is pending for version 0.991. Speaking of which, a 0.991_beta branch has been added to Steam for those who want to test the new planetary system generator. Note that this, and a fix to globular cluster generation in large galaxies, are the only differences between the current 0.991 beta and today's update 0.990.42.1830.

0.991 changes:
•   Calibrated mass-radius distribution of terrestrial planets
•   Calibrated iron core mass distribution in terrestrial planets
•   Fixed giant-terra-giant-terra meander sequence in procedural planetary systems
•   Fixed bug with incorrect procedural metallicity of stars
•   Fixed giant galaxies having no globular clusters

You can opt into the 0.991_beta in the same way as the regular beta branch. Right-click on SpaceEngine in your Steam library, choose "Properties...", and go to the "BETAS" tab. Select 0.991_beta in the drop-down menu:




 
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