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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] GraphicsLib 1.12.1  (Read 982621 times)

TooManyTeeth

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Re: [0.98a] GraphicsLib 1.10.2
« Reply #345 on: April 07, 2025, 02:51:36 PM »

I think the link was forgotten to be updated on the forum page. The 1.10.2 is uploaded on the author's site https://bitbucket.org/DarkRevenant/graphicslib/downloads/
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Dark.Revenant

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Re: [0.98a] GraphicsLib 1.10.2
« Reply #346 on: April 07, 2025, 03:04:39 PM »

The link was updated.  Or rather, one of them.  The glowing icon.  The other one isn’t updated.  I haven’t gotten a day of rest in two weeks.
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Strange and Glorious

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Re: [0.98a] GraphicsLib 1.10.2
« Reply #347 on: April 07, 2025, 05:55:31 PM »

Does this just to make things look better?Or are there settings for lowering the GFX for low performance systems?
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Frosterus

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Re: [0.98a] GraphicsLib 1.10.2
« Reply #348 on: April 07, 2025, 06:26:54 PM »

Does this just to make things look better?Or are there settings for lowering the GFX for low performance systems?

You can go into the settings file in the mod folder and change whatever you want to false. You can turn basically everything off if you want to, and you'll still be able to use mods that require GraphicsLib.
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Zalpha

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Re: [0.98a] GraphicsLib 1.10.2
« Reply #349 on: April 07, 2025, 11:21:47 PM »

I just updated with the program TriOS and in it, it says the new update is installed just fine. When I log into the game, at the top right of the main menu it says that there is one new update and that mod is this mod. So I am not sure why but I will re-download this mod manually and then check the info of the version number and replace it with the other mod.
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Dark.Revenant

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Re: [0.98a] GraphicsLib 1.10.2
« Reply #350 on: April 08, 2025, 12:20:02 AM »

I don't use TriOS (I have a bunch of symlinks set up the way I want it, for development), so I have no idea what's going on there.  Sorry.  As far as I can tell, everything is set up correctly on my end for Version Checker.

This thread's download links should just be used as-is.  Please don't use any version that calls itself 1.10.1 because that's going to be the incorrect version.
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Wispborne

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Re: [0.98a] GraphicsLib 1.10.2
« Reply #351 on: April 08, 2025, 06:51:13 AM »

I just updated with the program TriOS and in it, it says the new update is installed just fine. When I log into the game, at the top right of the main menu it says that there is one new update and that mod is this mod. So I am not sure why but I will re-download this mod manually and then check the info of the version number and replace it with the other mod.

Do you know if you were using TriOS 1.1.6 when you updated GraphicsLib, or an older version?

TriOS v1.1.6 fixes a bug that might have caused the issue you saw. No problem with GraphicsLib itself.
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Mod Managers: TriOS & SMOL | Mod: Persean Chronicles | Tool: VRAM Estimator | Tool: Forum+Discord Mod Database | If I'm inactive for 3 months, anyone can use any of my work for anything (except selling it or its derivatives), but continuations must be renamed to avoid confusion.

jinnerotto

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Re: [0.98a] GraphicsLib 1.10.2
« Reply #352 on: April 19, 2025, 07:16:51 PM »

For the longest time I thought my performance issues in battle were all due to using many modded ships and often leaning towards a 'ten trillion carriers' strategy, which is definitely part of the problem, but hot damn did I get so many frames back after disabling the shaders in the config

I uh didn't even know I could do that. There is a massive red text on the mod page and all but I clearly cannot read

From now on I'll fall asleep fantasizing about playing with all the fancy effects until I get a better system  :-[
« Last Edit: April 19, 2025, 07:19:27 PM by jinnerotto »
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Dark.Revenant

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Re: [0.98a] GraphicsLib 1.10.2
« Reply #353 on: April 20, 2025, 06:56:34 PM »

For the longest time I thought my performance issues in battle were all due to using many modded ships and often leaning towards a 'ten trillion carriers' strategy, which is definitely part of the problem, but hot damn did I get so many frames back after disabling the shaders in the config

I uh didn't even know I could do that. There is a massive red text on the mod page and all but I clearly cannot read

From now on I'll fall asleep fantasizing about playing with all the fancy effects until I get a better system  :-[

Out of curiosity, what is your frame rate before & after disabling shaders?  There is also a keyboard shortcut that you can use to pretty easily estimate this: Pause/Break is an in-combat toggle for all shaders (though all the VRAM remains consumed).
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Dark.Revenant

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[0.98a] GraphicsLib 1.11.0
« Reply #354 on: May 14, 2025, 01:04:58 AM »

This is probably the most important update to GraphicsLib since the beta release of the mod, over a decade ago.

First, depending on your mod list, the exact mod list and combat scenario, your settings, and so forth, GraphicsLib's total VRAM impact is potentially reduced by over 90%.

Second, in most cases, the game's overall loading time is substantially reduced.

Finally, every ship, weapon, etc. which previously lacked a normal map (from every mod) will now receive an auto-generated normal map of roughly comparable quality to the ones packaged with GraphicsLib.


See the change log for further details.


Download GraphicsLib 1.11.0
Also known as ShaderLib.
(Requires LazyLib 3.0.0)

Edit GRAPHICS_OPTIONS.ini to enable or disable GraphicsLib features!



WARNINGS
Some Integrated and AMD GPUs have trouble with GraphicsLib shaders!
Consider disabling shaders if you have trouble.

Some GPUs and graphics drivers cannot run Combat Radar and GraphicsLib shaders at the same time (black screen!)
If you experience this problem, disable Combat Radar or disable shaders.

Antialiasing is (mostly) not supported when using shaders!
Use 100%/200%/300% scaling, use AA compatibility mode, or disable shaders.

Having problems?  Visit the Mod Troubleshooting Guide!



Change Log
Version 1.11.0:
- GraphicsLib will now automatically generate basic normal maps for ships, weapons, etc. which lack them
  * The resulting normal maps are cached on disk in the GraphicsLib/cache folder
  * The cache is invalidated/regenerated whenever the mod list changes (including because of a version number change)
- GraphicsLib now uses a dynamic texture loader
  * Only the necessary material/normal/surface maps will be resident in memory
  * At the start of combat, it preloads all of the maps relevant for the ships (including all of their installed equipment) in every fleet participating in the battle, and unloads everything else
  * At the end of combat, it unloads everything that's not part of the player fleet
  * Any maps that were missed by the preload step are loaded immediately as they appear within view of the player
  * Very substantial reduction in VRAM usage in almost all cases (exceptions being stuff involving literally every ship/weapon, like the Arcade mission)
  * Reduction in overall game load time (even with auto-gen normal maps!)
- Added to GRAPHICS_OPTIONS.ini:
  * "preloadAllMaps":
    - Preloads all material, normal, and surface maps
    - VRAM-intensive, but avoids pauses before combat and stuttering during combat as textures load in
  * "autoGenNormals"
  * "defaultMaterialBrightness":
    - If no material map is defined for an object, the base sprite is used instead
    - This setting controls the brightness of the base ship (and weapon covers) sprite when it is used in this capacity
    - The default value here is selected to match the style of the material maps included with GraphicsLib
- New tags for ships, fighters, and weapons to adjust behavior:
  * "graphicslib_no_autogen":
    - Prevents auto-generated normal maps
    - Useful for saving VRAM for sprites that never actually appear in battle (e.g., images that only appear in the Codex)
  * "graphicslib_autogen_override":
    - Causes auto-generated normal maps for that ship/weapon/skin/whatever to count as "real" normal maps
    - Useful for skins that significantly change the geometry of the object
  * "graphicslib_preload":
    - Forces all maps (auto-gen or otherwise) associated with the ship/weapon/whatever to remain loaded at all times
    - Should be used sparingly
- Adjusted default settings in the presets
  * "High-End" is the only preset with "preloadAllMaps" set to "true"
  * "Low VRAM Compatibility" now enables normal maps & auto-gen, thanks to the enormous VRAM savings afforded by the dynamic texture loader
- Explicitly forced mipmaps for all loaded maps (doesn't appear to have any VRAM impact on my machine, so this probably doesn't have any practical effect, but...)
- Fixed Buffalo Mk2 and Hammer (Single) not having any maps
- Fixed the way GraphicsLib handles animated sprites; in short, only TURRET and HARDPOINT maps allow them now
- Improved brightness/consistency of ships that lack a material map
- Added new TextureData API functions:
  * getTextureDataWithAutoGen()
    - This function can be used to procedurally preload specific texture maps at the start of combat
    - In an EveryFrameScript or similar type of plugin, wait for "graphicslib_preload" to be set and then call this function for every map that should be preloaded
    - Useful for factions involving custom ship spawning
  * mapSpriteToMNSWithAutoGen()
  * autoGenNormalMap()
  * Intended for internal use:
    - autoGenMissingNormalMaps()
    - unloadAndPreloadTextures()
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Calicone

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Re: [0.98a] GraphicsLib 1.11.0
« Reply #355 on: May 14, 2025, 10:31:19 AM »

Save compatible?
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Dark.Revenant

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Re: [0.98a] GraphicsLib 1.11.0
« Reply #356 on: May 14, 2025, 10:36:21 AM »

It’s a utility mod, which by definition means it must be save compatible.
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Frosterus

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Re: [0.98a] GraphicsLib 1.11.0
« Reply #357 on: May 14, 2025, 11:12:55 AM »

I haven't updated just yet, but TriOS says this mod uses 114 mb of VRAM even with most settings turned off. Is your new VRAM optimization only for when settings are actually enabled? For example; If I had the default settings turned on, there would be an additional 254mb of VRAM usage on top of the 114 mb.

Should I turn some setting back on now that it all uses less VRAM? Or just leave things the same?

Obviously I'm an outlier (2GB of VRAM lmaooo) but it's very cool that you're making the mod more optimized.
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Dark.Revenant

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Re: [0.98a] GraphicsLib 1.11.0
« Reply #358 on: May 14, 2025, 11:30:23 AM »

TriOS has not been updated to reflect the new GraphicsLib behavior, to my knowledge.  It cant hive a completely accurate indication anyhow, as the exact VRAM usage depends on the ships involved in the battle.  But in my experience it’s usually within 100 MB for textures, so with 100 MB of frame buffers and such, we’re talking around 200, maybe 250 MB total with all options enabled.
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Blacknsilver

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Re: [0.98a] GraphicsLib 1.11.0
« Reply #359 on: May 16, 2025, 02:25:38 AM »

How harsh are the new settings on hardware?
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