![]() ![]() Xbox Series S runs Kerbal Space Program at 1080p and also boasts better framerate. Playing Kerbal Space Program Enhanced Edition on PlayStation 5 and Xbox Series X results in a technical boost, with the action running at Quad high definition 1440p and an improved framerate over previous console versions. “Kerbal Space Program Enhanced Edition benefits from the advancements of new hardware, and we are excited to bring players a refreshed and refined experience with this release.” ![]() We are so thankful to our community as we celebrate this monumental milestone of the game turning ten years old,” said Nestor Gomez, Head of Production at Squad. ?It has been an amazing journey with Kerbal Space Program. Grounded in realistic aerodynamic and orbital physics, the game presents multiple challenges both in the assembly of functional spacecraft and the flight of these vehicles. Kerbal Space Program Enhanced Edition builds upon a strong foundation and incorporation of numerous content updates and improvements over the past decade with the franchise celebrating its 10th anniversary of the original game launch this week. In Kerbal Space Program, players take control of the development of the Kerbals? space exploration program. ?Kerbal Space Program Enhanced Edition on the latest generation of consoles marks yet another great milestone for the game, introducing new players to the franchise, as well as providing existing console players with an upgraded experience for free.? ?Today marks the celebration of the 10th anniversary of the original release of Kerbal Space Program, and over the last decade the team has continued to iterate and grow this incredible space sim into what it is today,? said Grant Gertz, Franchise Producer at Private Division. Xbox One owners of Kerbal Space Program Enhanced Edition can upgrade to Xbox Series X|S version upon launch free of charge. Kerbal Space Program Enhanced Edition will be available digitally for purchase for $39.99. In addition, existing owners of Kerbal Space Program Enhanced Edition on PlayStation 4 will receive a free upgrade to the PlayStation 5 version. ![]() Originally released for PlayStation?4 and Xbox One in January 2018, Kerbal Space Program Enhanced Edition on the latest consoles will also provide full support for a mouse and keyboard. Fix cityLights not appearing with latest scatterer versions (0.Private Division, Squad, and BlitWorks today announced that Kerbal Space Program Enhanced Edition is coming to PlayStation 5 and Xbox Series X|S this fall. Kerbal Space Program Enhanced Edition on these consoles will benefit from multiple hardware advancements and developments which allow for an upgraded resolution, improved framerate, advanced shaders, better textures, and additional performance improvements. Fix BuildManager exception during load (Thanks terrain ultra material support for 1.9+ (Thanks 1.11.3.1*********** Fix clouds shadows breaking TAA (scatterer/tufx) in low orbit Fix compatiblity with 1.10-1.11 (recompile shaders with older unity version) Fixed flickering clouds in reflections (most noticeable on TU parts) Fix a nullref and some game event leaks (Thanks and 1.11.6.1*********** Fix volumetrics in VR (thanks for Kerbal-VR Fix flickering city lights with Parallax (added a small depth offset) Volumetrics may appear visible from underwater with scattererĬonfigs are to be downloaded from the default EVE config: EVE-1.2.2-1/EnvironmentalVisualEnhancements-Configs-1.2.2.1.zip or your favourite visual pack You might notice a bit of aliasing now that all effects use the depth buffer Test results with results (~6% performance increase in-game) : Test results with results (15% performance increase in-game): results (no significant performance difference in-game) Volumetric particles are rendered at 1/4 the screen resolution then upsampled with a depth-aware filter and composited into the scene, saving GPU power One MeshRenderer and one GameObject per volumetric layer instead of one per particle All the particles in a volumetric cloud layer are rendered at once in a single draw-call, instead of one draw-call per particle, saving CPU time Celestial shadows are also rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector (saves a lot of CPU time, culling the scene+sending draw calls) Cloud shadows are rendered using the depth buffer instead of re-rendering most of the scene's geometry with a projector (saves a lot of CPU time, culling the scene+sending draw calls) This version uses a few more modern rendering tricks: See here for EVE (thanks for everything build also integrates and fixes for 1.10. This started as a performance-enhanced version of EVE. This is my continuation of EVE (Environmental Visual Enhancements). ![]()
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