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Skymaxx Pro Released

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Thanks for not including Linuz support, so I will not be tempted to open my wallet.

Seriously guys, many of us run xplane on Linux. By when is Linux support expected ?

 

Sent from my MK16i using Tapatalk

 

 

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  • Commercial Member

But don't those colors look like a color moment in the 60's with kodachrome? Hiflyers looks more realistic but haven't been able to get that yet on mine...and Hiflyers last shot looks like mine-kinda abrupt cuts in the clouds like cutting them out with scissors..

Guys, I cannot stress enough that sky colors drastically affect the coloring of the clouds. Load each sky color set and experiment! Remember to follow the manual or restart the sim each time you select a new sky color set. Simply selecting it and closing the menu will NOT change your sim session colors.

 

By when is Linux support expected ?

 

Linux support is not planned.

Founder of X-Aviation

I´m a bit disappointed :-( . It crashes x-plane as soon as start it.  Here is the log file and I´m thankful for any help.

 

log.txt for X-Plane 10.25r1 (64-bit build 102503) compiled on Nov 14 2013 22:03:02
 
This log file is generated automatically by Laminar Research applications and contains diagnostics about your graphics hardware, installation, and any error conditions.
If you need to contact tech support or file a bug, please send us this file. NOTE: this file is rewritten every time you start ANY of your X-System applications.
 
Windows 6.1 (build 7601/2) Service Pack 1
This is a 64-bit version of Windows.
CPU type: 8664
Physical Memory (total for computer): 17149812736
Maximum Virtual Memory (for X-Plane only): 8796092891136
CPU 0: Intel® Core i7-2600K CPU @ 3.40GHz  Speed (mhz): 3392
CPU 0: Intel® Core i7-2600K CPU @ 3.40GHz  Speed (mhz): 3392
CPU 0: Intel® Core i7-2600K CPU @ 3.40GHz  Speed (mhz): 3392
CPU 0: Intel® Core i7-2600K CPU @ 3.40GHz  Speed (mhz): 3392
 
X-System folder:'E:\X-Plane 10/', case sensitive=0
 
WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle 
 
OpenGL Vendor    : NVIDIA Corporation
OpenGL Render    : GeForce GTX 680/PCIe/SSE2
OpenGL Version   : 4.4.0 (440/0)
OpenGL Extensions: GL_AMD_multi_draw_indirect GL_AMD_seamless_cubemap_per_texture GL_ARB_arrays_of_arrays GL_ARB_base_instance GL_ARB_bindless_texture GL_ARB_blend_func_extended GL_ARB_buffer_storage GL_ARB_clear_buffer_object GL_ARB_clear_texture GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_compute_shader GL_ARB_compute_variable_group_size GL_ARB_copy_buffer GL_ARB_copy_image GL_ARB_debug_output GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_indirect GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_enhanced_layouts GL_ARB_ES2_compatibility GL_ARB_ES3_compatibility GL_ARB_explicit_attrib_location GL_ARB_explicit_uniform_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_layer_viewport GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_no_attachments GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_gpu_shader5 GL_ARB_gpu_shader_fp64 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_indirect_parameters GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_internalformat_query2 GL_ARB_invalidate_subdata GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multi_bind GL_ARB_multi_draw_indirect GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_program_interface_query GL_ARB_provoking_vertex GL_ARB_robust_buffer_access_behavior GL_ARB_robustness GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_seamless_cubemap_per_texture GL_ARB_separate_shader_objects GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_draw_parameters GL_ARB_shader_group_vote GL_ARB_shader_image_load_store GL_ARB_shader_image_size GL_ARB_shader_objects GL_ARB_shader_precision GL_ARB_query_buffer_object GL_ARB_shader_storage_buffer_object GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_stencil_texturing GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_buffer_object_rgb32 GL_ARB_texture_buffer_range GL_ARB_texture_compression GL_ARB_texture_compression_bptc GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirror_clamp_to_edge GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_levels GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_stencil8 GL_ARB_texture_storage GL_ARB_texture_storage_multisample GL_ARB_texture_swizzle GL_ARB_texture_view GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transform_feedback_instanced GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_attrib_64bit GL_ARB_vertex_attrib_binding GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_10f_11f_11f_rev GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_multisample_blit_scaled GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shader_image_load_store GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback2 GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_vertex_attrib_64bit GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KHR_debug GL_KTX_buffer_region GL_NV_bindless_multi_draw_indirect GL_NV_bindless_texture GL_NV_blend_equation_advanced GL_NV_blend_square GL_NV_compute_program5 GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_draw_texture GL_NV_ES1_1_compatibility GL_NV_explicit_multisample GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_gpu_program4_1 GL_NV_gpu_program5 GL_NV_gpu_program5_mem_extended GL_NV_gpu_program_fp64 GL_NV_gpu_shader5 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_atomic_counters GL_NV_shader_atomic_float GL_NV_shader_buffer_load GL_NV_shader_storage_buffer_object GL_ARB_sparse_texture GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_multisample GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_transform_feedback2 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_attrib_integer_64bit GL_NV_vertex_buffer_unified_memory GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_NVX_gpu_memory_info GL_NVX_nvenc_interop GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
 
threaded_avail   : 1 dis_fog_avail    : 1 instance_avail   : 1 pbo_avail        : 1
aniso_avail      : 1 gshader_avail    : 1 buniform_avail   : 1 shad_lod_avail   : 1
gpu_shad4_avail  : 1 framebuf_avail   : 1 frameblit_avail  : 1 drawbuf2_avail   : 1
tex_float_avail  : 1 packed_stencil   : 1 texture_rg       : 1 framebuffer_srgb : 1
copy_buf_avail   : 1 pinned_avail     : 0 sync/fence       : 1
max tex units    : 4 (32/8)
max iso filtering: 16.000000
max texture size : 16384 (hardware limit)
max point size   : 189.875000
idx in vram      : 1
GLSL Version     :4.40 NVIDIA via Cg compiler/440
first-gen shaders: 0
(16/4096/124/192/32/2048/2048)
This video card is: DX10 or 11 - With instancing (found glMapBufferRange)
Note: X-Plane preferences are set to enable FSAA, but it is disabled by the driver control panel.
CPU count        : 4
OpenAL loaded: Resources/dlls/64/openal32.dll
OpenAL devices: OpenAL Soft
Open AL default device:OpenAL Soft
OpenAL vendor    : OpenAL Community
OpenAL renderer  : OpenAL Soft
OpenAL version   : 1.1
OpenAL hardware  : OpenAL Soft
OpenAL extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_DEDICATED ALC_EXT_disconnect ALC_EXT_EFX ALC_EXT_thread_local_context ALC_SOFT_loopback AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points
 
Fetching plugins for E:\X-Plane 10/Resources/plugins
 
Loaded: E:\X-Plane 10/Resources/plugins/PluginAdmin/64/win.xpl.
 
Loaded: E:\X-Plane 10/Resources/plugins/AutoGate/64/win.xpl.
 
Gizmo64: v13.11.05.0205 Win (JIT) 64-bit Starting up...
built: Nov  5 2013, 02:09:08
 
Gizmo64: X-Plane Folder: (E:/X-Plane 10/)
Gizmo64: Graphics Init..
Reserving block of 8 textures for Gizmo64.plugin.
Gizmo64: Finding Common DataRefs..
Gizmo64: Init particles..
Gizmo64: Init http thread..
Gizmo64: Init Mapping..
Init oven thread..
Gizmo64: Init cURL.
Gizmo64: Creating menus..
 
Gizmo64: Starting up..
Gizmo64: New OpenAL hooks instance..
Gizmo64: OpenAL: Using shared OpenAL context..
Gizmo64: Creating LuaVM instance (custom allocator)..
Gizmo64: Loading nav.api constants..
Gizmo64: Loading nav.api constants..DONE
Gizmo64: Init IO Jail..
Gizmo64: LoadScript from Buffer (IO Jail.aes)
 
---------------
Gizmo64: Loading Firmware..
Gizmo64: LoadScript from Buffer (firmware_init.lua.aes)
Gizmo64: LoadScript from Buffer (api_patches.lua.aes)
Gizmo64: LoadScript from Buffer (core/vardump.lua.aes)
Gizmo64: LoadScript from Buffer (core/prefs_api.lua.aes)
Gizmo64: LoadScript from Buffer (core/sound_api.lua.aes)
Gizmo64: LoadScript from Buffer (core/PointCollisionTest.lua.aes)
Gizmo64: LoadScript from Buffer (core/obj8_loader.lua.aes)
Gizmo64: LoadScript from Buffer (core/GuiWindowResizerHandle.lua.aes)
Gizmo64: LoadScript from Buffer (core/gxt_api.lua.aes)
Gizmo64: LoadScript from Buffer (extensions/Console/Console.lua.aes)
Gizmo64: LoadScript from Buffer (extensions/ToolTray/ToolTray.lua.aes)
Gizmo64: LoadScript from Buffer (extensions/AboutGizmo/AboutGizmo.lua.aes)
Gizmo64: LoadScript from Buffer (extensions/Activation/Activation.lua.aes)
Gizmo64: LoadScript from Buffer (extensions/Activation/IPC.lua.aes)
Gizmo64: LoadScript from Buffer (extensions/HotFix/HotFix.lua.aes)
Gizmo64: LoadScript from Buffer (extensions/RebootButton/RebootButton.lua.aes)
Gizmo64: LoadScript from Buffer (extensions/Shell/Shell.lua.aes)
Gizmo64: LoadScript from Buffer (extensions/ToyBox/ToyBox.lua.aes)
Gizmo64: LoadScript from Buffer (extensions/X-Pilot/X-Pilot.lua.aes)
Gizmo64: Register Callbacks..
Gizmo64: Building Mouse Trap..
Gizmo64: XPluginStart - OK.
Loaded: E:\X-Plane 10/Resources/plugins/Gizmo64.plugin/64/win.xpl.
 
Loaded: E:\X-Plane 10/Resources/plugins/SilverLining/64/win.xpl.
 
--=={This application has crashed because of the plugin: win.xpl}==--
 
 
De-installed skymaxx in the hope that x-plane would work again, but now everything is in a mess. Still doesn´t work :-( . 

Very well done, thank you. The biggest jump in cloud improvement since Pro Pilot.

 

Gesendet von meinem GT-I9100 mit Tapatalk 2

 

 

Awfully sorry ,guys. It has nothing to do with skymaxx! I had the older xsquarkbox plugin installed and that has problems with the gizmo from x-aviation. Just installed the new xsquarkbox plugin and everything works again :-)

 

 


jh71, on 24 Nov 2013 - 08:11 AM, said:
By when is Linux support expected ?

Linux support is not planned.

 

I must say this is very unexpected, as it is a plugin to x-plane, which is supported under 3 platforms. I am very dissapointed.

  • Commercial Member

I must say this is very unexpected, as it is a plugin to x-plane, which is supported under 3 platforms. I am very dissapointed.

I apologize for the let down, and appreciate you taking the time to share your thoughts. Perhaps someday this will change, but for now it's not on the table.

 

Founder of X-Aviation

  • Moderator

This is an incredibly impressive plugin, I've never been more happy with a plugin for X-Plane more than this :-) 

 

- I can finally actually have clouds and real weather. The performance with Skymaxx Pro is far far superior than the default X-Plane clouds. 

- The clouds look like clouds, and the sky looks real.

- The clouds move and rotate and follow the wind, it's pretty incredible

- Flying into clouds doesn't cause a grey out, you can now do some really nice approaches.

 

Only problem I noticed was that it looks a bit odd with HDR enabled. I normally use HDR in the Saab 340A for the lighting effects. But can live without it for now.

 

If anyone is doubting whether to buy this, don't doubt, just buy it.

Pushing the clouds to MaXX view distance (and Xtreme roads and other stuff) while taking a gander at framerates on my poor 560Ti 448

 

Definitely no Ring o' clouds, and the fog whiteout nightmare is finally over.  :P

 

ayqe.jpg
We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically.
 
Devons rig
Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB /  1x Samsung - 970 EVO Plus 2TB NVMe /  1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5

Just a side note guys read the documentation and get a grasp on the UI for performance tweaking...

 

(keep in mind also there is a short performance hit until the UI changes are fully realized)

 

Some Notes;

 

1. Adjust the cloud detail and also Cloud Draw distance all the way down.....slowly bring it up until you are satisfied...

2. Crepuscular Rays (God Rays) are an expensive feature, if your system cannot handle them you may need to turn them off, but with tweaking, in the UI, you can get them to work on many      systems....

3. Cirrus layers have three options Low Med and High....This refers to the size of the texture used, lowering this give a very small increase in performance....

4. Finally the latest feature we implemented is a choice of 3 overcast layers....

 

     A. Low- a flat high performance overcast layer

     B. Med- a volumetric layer (recommended)

     C. High- These clouds use ray-casting (only for power users)

 

 

SkyMAXX Pro is a very complicated add-on and will require some tweaking for optimal performance, the UI was specifically developed to help you tailor SMP for your system....

I have a screenshot request, could anybody put screenshots of SkyMAXX Pro with thunderstorm, overcast and low visibility, both from under and above cloud layer?

"Society has become so fake that the truth actually bothers people".

I have a screenshot request, could anybody put screenshots of SkyMAXX Pro with thunderstorm, overcast and low visibility, both from under and above cloud layer?

The results are kind of mixed for me. Formations that Kinda worked with the default clouds look kinda off with these. I suspect somebody who knows what they are doing might wanna create new cloud themes. For now, I am playing around with the weather.

 

Here is some fog.

 

szij.jpg

 

 

Trying to get above it, but its thick soup. Kinda like being in the twilight zone, with no sense of direction, but not a white-out like default.

 

qae3.jpg

We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically.
 
Devons rig
Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB /  1x Samsung - 970 EVO Plus 2TB NVMe /  1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5

I am finding the "shadow detail" in the rendering settings has a lot to do with looks. I felt like despite different sky settings I was always  flying at night and the clouds looked washed out-turning down this setting to the minimum gives me better results and even a little more fps. Still tweaking looking for a sweet spot where the  clouds are as vivid but the "darkness" is gone. This is starting to get there. Any ideas for tweaking the sky to be "brighter"? The ground looks perfect-but the cockpit and sky look still dark considering it is twelve noon! However, it looks pretty darn good-and the clouds are great now that I can see them better.

 

<edit> I am also finding little performance difference between most of the sliders being maximized on my rig (maybe due to a lot of video memory?). However, the crespular setting seems to do nothing except make the clouds look more pixilated the further to the right it goes.

 

Geofa

WANTED DEAD OR ALIVE-the best Flight Sim!

Here's a few more. Playing with the settings for max and min cloud size matters...

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Flying gliders since 1980

Flightsimming since 1992

AMD Ryzen 5600x, 32GB RAM, GPU Nvidia RTX 3060 Ti 8 GB, 1 TB and 500 GB nvme2 SSD drives, HP 27" 60Hz LED monitor @ 1920x1080, T16000, Hotas from old X52 Pro, Saitek Combat Rudder Pro (2010 model)

  • Commercial Member

I'm so happy to see this released. John very kindly sent me a beta copy a while back and all I can say is that it changes XPX no end for me. I can finally run maxed out clouds with this slider over three screens. Default clouds were just a no no. So congratulations john, you deserve it.

 

Jess b

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