Posts by SWAT_OP-R8R

    F12 is the Reshade activation buttion

    It might be that you have a preset active which applies a shader that causes what you describe. You can check it by pressing the "home" button.

    I dont think that this is related to the OpenGL Renderer.



    I just last night tested some shader options and noticed that the Dx10 recommended option caused crashes. I am not sure if this is related to the latest reshade version or what else might cause it. Uppon shader compilation it crashes at a windows internal function.

    I can not tell if this is a general issue or if this is related to certain hardware yet. For now this shader option is renamed to dx10 (v1)... while the DX10 (v2) option has been made the default selection. If you use something different you will have to do the setttings again in the launcher options.

    The V2 option seems to run stable.



    Also that one texture bug in the logs above got fixed.

    Maybe one more thing to mention:

    There are two new functions you can assign keys to on the game options. There is a OpenGL option menu and a Dev menu. You can freely assing keys to open them.

    However, atm the changes done there won't save. They will reset with the next launcher update. I will fix that later.

    patch is out

    You can activate the new renderer via the launcher options (shader option menu)


    As already mentioned the patch is pretty big ~4,5gb (about 3,5gb disc space). Lots of stuff has changes with this update since pretty much all 3d models have been edited.

    Various 3d models got retextured, some even remodeled (the majority of these changes also apply to the DX version).

    There are a few minor issues as described above. I can fix most of them but required to know where lighting errors happen (exact location - if possible with screenshot).


    The server also got patched (a requirement to keep the anticheat from banning everyone). I hope that everything went well and it remains stable (could not test it prior release).

    It is possible since equipment has HP and can be destroyed. Shields are hard to destroy since they are inside the ship and do not take gun damage but explosions could do that trick.

    After some long time some news about the next CF update.

    My RL situation did not really allow me to make fast progress since I am working from Monday till Sunday with extremely little free time.

    However, Ive spent a few late evenings to work on the OpenGL version.

    All the solar assets (everything that spawns in space) has been converted to the new Renderer and all new textures have been created. Same can be said about all the ships in CF. Every 3d model has been manually tested and when requried has been improved.

    Left to be done are ~40 of the ~100 Cockpits. With other words we are getting close to a release.


    I dont remember if I mentioned the limitations of this new Renderer and I am too lazy too look it up. There are also things to be done later on to make certain stuff compatible.


    • The new lighting system is applied globally in the same way. This might mean that certain locations in some systems might look strange and lighting has to be edited. Due to my lack of time I have not been able to test every location of every system in the game. It certainly would take me months of testing. Therefore we just go with the current settings and wait for the bug reports to arrive.
    • Static asteroids (those that do not move) just like every other object in the game is rendered with the new lighting system but they are not being rendered with the new shadow system. That means normal maps and heightmaps are not working here. Dynamic asteroids (moving ones) on the other side make full use of the entire feature set of the new renderer. Dont ask for reasons... I dont know the answer yet. Maybe that is something that might change with a future version of the Renderer but right now its the way it is. (If a future version of the renderer would allow static asteroids to use the full feature set then very little work has to be done on my side since the textures were already created by me to support it)
      Big asteroids such as the planet fragments that are placed in X-3034 also use the full feature set.
    • Planet surfaces also do not have normal maps... which in my eyes is perfectly fine.
    • Detailmaps in my tests also did not use normal maps... which in some cases is suboptimal but in the end still not a big deal.
    • Station interiors make use of the new lighting system but just like static asteroids do not make use of normal maps. (there are some exceptions but I have not investigated on why that is -> lack of time).
    • The new lighting system makes certain rooms look different. Especially fog settings seem to make a huge difference... I assume that fog was rendered differently or was not rendered at all before. This needs to be fixed and I know how to fix it but it required to test every room of every station in the game. As you might be able to guess I atm do not have the time to do that.
    • NPCs on stations just like rooms and static asteroids do not use normal maps.
    • Singleplayer storyline has not been tested by me beyond mission 1 (lack of time). In theory everything should work normally but I can not exclude small lighting issues in cut scenes.
    • Performance of the new Renderer might be worse than the old one due to all the new features. I specifically noticed an issue in a late game scenery where a heavy FPS drop happened due to many ships on the screen. I can not really do much about it but you will have access to the graphics options to make some adjustments there or to temporarily disable the dynamic lighting.


    The whole update is about 4.5Gb big atm... but I might be able to compess it a bit. Also some of the improvements done to make assets work better with the new renderer might also improve the DX version of the game. Ive not make a final decision yet if I put some extra work into it now or if I will do that later.


    Release date: Soon™




    EDIT: I tested the compression. Only saves about 10% space but on large scale (3000 files) seems to cause instabilities (random crashes). I guess, no compression then.

    EDIT2: ~60% of the OpenGL texture improvements already have been applied to the DX version. -> progress

    There is absolutely nothing wrong with the files.

    If the files were corrupted on your PC then the launcher would re-download them from the server automatically. If the files were damaged on the server then ALL players would suffer the same issue. They don't.


    The issue might be a restrictive windows setting you did (maybe UAC). Or a third party app on your PC trying to run stuff in sandbox. Very hard to tell atm. I don't know your system, your settings or the apps you have installed.


    My AV tool since a few weeks also does strange stuff.

    When I have played SP (because there I do modding work) and then switch to MP it tells me that files have to be scanned online before I can launch. Takes about 1 minute. Then it tells me that everything is ok and launches the game.

    When I launch MP the next time it instantly launches the game without issues.

    If I switch back to SP it once again tells me that stuff needs to to be scanned online.

    Sometimes security apps do strange crap and even block you from running stuff even if everything is fine.