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HughesMDflyer4

Prepar3D v2.0 Dynamic Shadows

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Flightbeam has uploaded a video to YouTube showing off the new shadow capabilities in Prepar3D v2.0.

 

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Simply outstanding is the word.

 

Thanks for posting the video.

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That was brilliant!

 

Sent from my Mobile thing

 

 

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Great vid, thanks for posting. But does anyone know if dynamic shadowing can be disabled? While it's all very nice,  I'm sure it will come at a price regarding frames. If anyone isn't getting the kind of performance they expect, I would imagine not having dynamic shadowing would improve frames substantially. Maybe I'm wrong and due to the new coding and the way P3Dv2 had been developed it may in fact make no difference, but I'd be surprised if that was the case.

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That does look impressive. Any word on the performance hit from ground scenery shadows? I always ticked that off without hesitation in FSX and earlier due to the dramatic reduction in frames it caused. Do clouds cast shadows?

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As I've understood it, shadow features are higly customable, both in terms of what cast shadows and the quality/accuracy of the shadow itself. But, we're in Beta4 and things might still change before RTM.

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As I've understood it, shadow features are higly customable, both in terms of what cast shadows and the quality/accuracy of the shadow itself. But, we're in Beta4 and things might still change before RTM.

 

Interesting, very helpful, thanks matey...

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JV from Orbx said they are thinking about removing the shadows that are burned into their airport sceneries because the new shadows are great and hardly cost fps… (it will be an option to use those textures or not btw). I did read other reports though. Anyway, I also read there are a lot of options for the shadows: it's not just on or off.

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That was great!  

 

ORBX have burnt shadows on their terrain textures in regions like NZ and EU.  Hope this can be removed too. 

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Well, not so fast.  ^_^ He only mentioned editing out burned in shadows in the photo real parts of their airport add ons…! And even then he seems to let it up to the developers if they want to do it. I asked if he thought about doing the same for Global but he didn't answer that question.

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We have seen some pictures and videos regarding the new shadows in P3D 2.0.

 

But what is with the Terrain Tessillation?

Have we seen any pictures or videos about an improvements on the terrain or detailed waives?

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Terrain tessellation isn't going to make all that big of a difference, the mesh isn't that angular as it is, so I doubt you will tell the difference 99% of the time.

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GPU tesselated terrain looks just the same like in FSX. Well, maybe there will be some slight differences because of different algorithms used, but you won't see any visual improvements here. It's done strictly for the performance gain.

 

I believe I've seen water demonstration somewhere...

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GPU tesselated terrain looks just the same like in FSX. Well, maybe there will be some slight differences because of different algorithms used, but you won't see any visual improvements here. It's done strictly for the performance gain.

 

I believe I've seen water demonstration somewhere...

Yes there now is a video showing the wave effects.

 

But I hope that with terrain tesselation on the GPU to see a larger LOD and better (crisp) mountains in the distance.

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JV from Orbx said they are thinking about removing the shadows that are burned into their airport sceneries because the new shadows are great and hardly cost fps… (it will be an option to use those textures or not btw). I did read other reports though. Anyway, I also read there are a lot of options for the shadows: it's not just on or off.

 

Of course they should. Having dynamic lighting with baked lighting in textures is not going to look good.

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Keep in mind, that the dynamic shadows under every tree and autogen building can be costly, especially at denser autogen settings in more populated areas. It's not that obvious choice.

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Keep in mind, that the dynamic shadows under every tree and autogen building can be costly, especially at denser autogen settings in more populated areas. It's not that obvious choice.

 

Which is why that there have been several reports that you can control which objects get shadows and which dont. its not just 'on' or 'off'

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Keep in mind, that the dynamic shadows under every tree and autogen building can be costly, especially at denser autogen settings in more populated areas. It's not that obvious choice.

Not so sure about the impact on fps: JV from Orbx stated: "... P3D2 with its vastly improved shadow system that has little to no FPS impact..." (http://www.orbxsystems.com/forum/topic/68089-orbx-products-and-p3d-20-compatibility/page-1).

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If there was "little to no impact" then there would be no need for so many tuning options just for said shadows, just think about that for a second and as always take everything that is said at Orbx with a large pinch of salt.

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