August 15, 201411 yr Hmm interesting, I must have missed that. Where is the source of that info? Well, there goes that theory. I didn't have it checked in the first place. Will turn Tesselation off and see if the cloud shadows still look like a square dance.
August 15, 201411 yr Wow if P3D v2.3 is considered by some not yet ready for prime time, what does that make FSX? Comparing the two it's easy to tell which one is the less buggy and better optimsed, and it ain't FSX!;-) My computer is refusing the Kool Aid. That's about all I can say. I beg, I plead, I have tried not tweaking, tweaking, anything I can. Gregg Seipp "A good landing is when you can walk away from the airplane. A great landing is when you can reuse it." i9 64GB RAM, GTX-5090
August 15, 201411 yr Tessalation off fixed the could shadow square dance. Edit: Some clouds have shadows some don't, LOL!
August 15, 201411 yr AA default is pretty useless in P3Dv2, that's why everyone has good FPS with jaggies.
August 16, 201411 yr Tessellation also affects the appearance of water and the detail in terrain. A few quotes from LM: The previous work being done to generate the terrain and its mesh is now able to be done dynamically on the graphics card. This allows two very noticeable differences, the ability for fully dynamic day and night cycles, and greatly improved terrain paging performance. With the terrain lighting now able to be done dynamically on the card, shadows and lighting are updated in real-time, whereas previous shadows and lighting had to be baked into the textures and reloaded as the time of day changed. In V2 we do terrain lighting and mesh generation dynamically on the GPU. Fast flight terrain paging performance is much improved as a result. By leveraging D3D11 texture arrays, hardware instancing, and tessellation, we can draw the terrain and water for the entire globe in one draw call.
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