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More hidden settings in FSX.cfg?

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Just noticed this (for FSX.cfg):[TERRAIN]TEXTURE_SIZE_EXP (in fs2004 it was called TERRAIN_TEXTURE_SIZE_EXP) possible values (in FS9) where: 8, 7 and 6. Where:8 = 256k Textures7 = 128k Textures6 = 64k TexturesCan anyone 'confirm' that FSX uses 256k tiles for ground textures? the setting is there, in terrain.dll but I don't know its default value.also found:MIN_DETAIL_TEXTURE_LEVELMAX_DETAIL_TEXTURE_LEVELThe above, must be related to the DETAIL_TEXTURE found in [TERRAIN] it is supposed to add land 'detailed' ground textures (whatever that means) I also don't know what 'values' should be used here.The above, are some of the still 'mistery' settings I still haven't figured out. But I'm sharing anyway.. probably there is some value to the above, but they need some testing. So, feel free to experiment.My guess, is that the above settings will affect photorealistic scenery/Tileproxy... I'm particularly interested in the MIN MAX variable, because if it refers to mipmap levels, then it could be interesting to see if it helps with the blurries.Under [PANELS] also found this (it also exists on fs9.cfg)VIRTUAL_COCKPIT_TEXTURES_SCALEI don't recall what it did back in fs2004I'll be using this thread to report *ANY* hidden setting I find and for which I don't have an explanation yet. So, this will be a 'Laboratory' thread and for EXPERIMENTATION ONLY.. these are not 'tweaks' yet, because we don't know what they do.

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Hello *******,FSX uses 1024x1024 ground texture sheets, thus TEXTURE_SIZE_EXP should be 10 by default. The DETAIL_TEXTURE flag regulates the use of the detail1.bmp file located in Scenery\World\texture. It's a semi-transparent "white noise" texture that is placed on top of all ground textures to give them a bit more apparent detail when looking at them from up close, e.g., while on the ground. There are a number of "grass enhancement" add-ons that give detail1.bmp more contrast and pattern, improving on the look of airport grass textures; however, their use often has the disadvantage of visible tiling (grid patterns) on low-contrast ground textures like sand or ice since the same noise texture is placed everywhere.No idea what MIN/MAX_DETAIL_TEXTURE_LEVEL would do, perhaps they influence the mipmap levels used with detail1.bmp?Cheers, Holger

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I'm not sure if the following are even 'valid' but if they are, and someones googles them, they will end up here :)I compared FSX SP1 & SP2 DLL's and the following are NEW to SP2: [No Idea what section]BATCH_AUTOGEN2ObjectsToBatchPerFrameMAX_ASYNC_BATCHING_JOBSStill don't know what they do:[Display.DeviceName]MipBiasMipMap

Hello *******,FSX uses 1024x1024 ground texture sheets, thus TEXTURE_SIZE_EXP should be 10 by default. The DETAIL_TEXTURE flag regulates the use of the detail1.bmp file located in Scenery\World\texture. It's a semi-transparent "white noise" texture that is placed on top of all ground textures to give them a bit more apparent detail when looking at them from up close, e.g., while on the ground. There are a number of "grass enhancement" add-ons that give detail1.bmp more contrast and pattern, improving on the look of airport grass textures; however, their use often has the disadvantage of visible tiling (grid patterns) on low-contrast ground textures like sand or ice since the same noise texture is placed everywhere.No idea what MIN/MAX_DETAIL_TEXTURE_LEVEL would do, perhaps they influence the mipmap levels used with detail1.bmp?Cheers, Holger
Holger, thanks very much for the detailed explanation :) trying to map all variables so not one is left behind :) they all want to be discovered!

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