(d) a pedestrian bridge appurtenant to a building, (iii) private property to which the public is admitted, (c) a retaining wall exceeding 1 000 mm in exposed height adjacent to, and 1.3.1.2., Part 4 of Division B applies to, (iv) Group F, Divisions 2 and 3, medium hazard industrial occupancies and low hazard industrial occupancies, or (ii) Group D, business and personal services occupancies, In building height and used for major occupancies classified as, ![]() (b) exceeding 600 m 2 in building area or exceeding three storeys (ii) Group B, care, care and treatment or detention occupancies, or (a) used for major occupancies classified as, and 1.3.1.2., Parts 3, 5 and 6 of Division B apply to all buildings, (2) Subject to Article 1.1.2.6., Parts 7 and 12 of Division B apply to all buildings.ġ.1.2.2. (1) Part 1 of Division B applies to all buildings. (1) If a provision of this Code contains a reference to another provision of this Code but no Division is specified, both provisions are in the same Division of this Code.ġ.1.2.1. (1) Division C contains the administrative provisions of this Code. (1) Division B contains the acceptable solutions (1) Division A contains compliance and application provisions and the objectives and functional statements Materials, Appliances, Systems and Equipment Fix cityLights not appearing with latest scatterer versions (0.Consolidation Period: From to the e-Laws currency date. 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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