Skip to content
View in the app

A better way to browse. Learn more.

The AVSIM Community

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Frame drop after passing through clouds

Featured Replies

 

 


If you restrict the max texture size defined in P3D, say you employ 1024 as max, but you still have some 4096 textures on the plane or scenery, they automatically get down-sampled to the max size, but ANY usage of the common anti-aliasing methods means up-sampling - at the same time.

 

But isn't the amount of AA up-sampling just dependent on the level of AA chosen

and as such is independent of the max texture size defined in P3D?

 

gb.

YSSY. Win 10, [email protected], Corsair H115i Cooler, RTX 4070Ti, 32GB G.Skill Trident Z F4-3200, Samsung 960 EVO M.2 256GB, ASUS Maximus VIII Ranger, Corsair HX850i 850W, Thermaltake Core X31 Case, Samsung 4K 65" TV.

  • Replies 67
  • Views 13.3k
  • Created
  • Last Reply

Top Posters In This Topic

Most Popular Posts

  • I had major FPS issues with ASN so I switched to Opus and I haven't encountered any drops. In fact, I get over 50fps even in overcast conditions.

  • This is the first time I have heard of textures being automatically up-sampled. Where did you get this information from?   gb.

 

 


But isn't the amount of AA up-sampling just dependent on the level of AA chosen and as such is independent of the max texture size defined in P3D?

 

It's certainly dependent on the the AA type and level.

The different AA types use different up-sampling methods, thus the final rendered size could be the result of a few down & up-samplings eventually.

Max_texture_size will be the final one depicted. That's why the best is to use the texture-sizes as per the needed final and avoid the additional +- samplings as much as possible...

 

Potroh

 

 


Max_texture_size will be the final one depicted. That's why the best is to use the texture-sizes as per the needed final and avoid the additional +- samplings as much as possible...

 

Why does say REX4 then offer independent cloud resolutions for cirrus and cumulus if they are going to end up at the same P3D defined value?

 

gb.

YSSY. Win 10, [email protected], Corsair H115i Cooler, RTX 4070Ti, 32GB G.Skill Trident Z F4-3200, Samsung 960 EVO M.2 256GB, ASUS Maximus VIII Ranger, Corsair HX850i 850W, Thermaltake Core X31 Case, Samsung 4K 65" TV.

 

 


Why does say REX4 then offer independent cloud resolutions for cirrus and cumulus if they are going to end up at the same P3D defined value?

 

Because they rightly suppose that a wise user will use the same texture size for both the clouds (runways, etc.) as per the max size defined in P3D or FSX.

It's always the max value that counts, so in case the user has 2048 max texture size in P3D, then he should use 2048 cumulus coulds, which doesn't mean he can't have the cirrus clouds at a lower resolution, but never higher...

 

Potroh

It's always the max value that counts, so in case the user has 2048 max texture size in P3D, then he should use 2048 cumulus coulds, which doesn't mean he can't have the cirrus clouds at a lower resolution, but never higher...

 

But if I set the cirrus to say a lower 512 in your above case aren't you saying the cirrus will be upsampled to 2048 anyway?

What then would the point of having independent cirrus/cumulus resolution options in REX?

 

gb.

YSSY. Win 10, [email protected], Corsair H115i Cooler, RTX 4070Ti, 32GB G.Skill Trident Z F4-3200, Samsung 960 EVO M.2 256GB, ASUS Maximus VIII Ranger, Corsair HX850i 850W, Thermaltake Core X31 Case, Samsung 4K 65" TV.

 

 


But if I set the cirrus to say a lower 512 in your above case aren't you saying the cirrus will be upsampled to 2048 anyway?
What then would the point of having independent cirrus/cumulus resolution options in REX?

 

No, they will not always be up-sampled to the max value.

The different AA methods do that but not according to the max value defined.

 

(It would take just a couple of minutes or so to test the related difference if the "Application-controlled" and the "Enhance the application setting" or the "Overwrite any application setting" variables are selected in NI for AA would make any difference of how AA up-sampling reaches a max value in this case, but I've never tested that, so simply can't tell...)

 

Potroh

 

 


No, they will not always be up-sampled to the max value.
The different AA methods do that but not according to the max value defined.

 

That's the way I see it too.

 

But in your reply to armchair_pilot (post #44) you said:

"Soft-clouds are 512x512 in size so they need to be up-sampled if a higher max value (TEXTURE_MAX_LOAD?) is used."

 

gb.

YSSY. Win 10, [email protected], Corsair H115i Cooler, RTX 4070Ti, 32GB G.Skill Trident Z F4-3200, Samsung 960 EVO M.2 256GB, ASUS Maximus VIII Ranger, Corsair HX850i 850W, Thermaltake Core X31 Case, Samsung 4K 65" TV.

 

 


That's the way I see it too.
But in your reply to armchair_pilot (post #44) you said:
"Soft-clouds are 512x512 in size so they need to be up-sampled if a higher max value (TEXTURE_MAX_LOAD?) is used."

 

Not easy to explain without proper pictures, but I do an attempt anyway... Look at these two screenshots:

Max is set to 2048 on both pics. One shots depicts the a cloud of 2048x2048 and the other one is 512x512. I simply made colored blobs in place of the clouds, so one can see the scenario better. (As a cumulus01.bmp contains 16 different clouds, all are different in color in the bitmap I made.)

 

2048_zps7yiitu8z.jpg?t=1468666042

 

This first one is the 2048x2048 texture. You can see that the clouds spread out finely back to the horizon and that their mipmaps are employed quite evenly. The render-engine tries to use as many variations from the same texture as possible.

 

512_zps9inzqmob.jpg?t=1468666044

 

This is 512x512. You can see less clouds, less variation, and because the smaller mipmaps are way too small for the render-engine, they soon become transparent (due to the alpha content that being is similar for both texture sizes).
One can also notice that on the clouds in the background there are no "variations" from the same texture, rather it tries to depict (draw) the higher mipmaps and then they face away, simply due to the lack of up-sampling in this case.
So up-sampling happens or rather tries to happen, but sizes are too small for the purpose.
Hope it's a bit clearer.

 

Potroh

Create an account or sign in to comment

Account

Navigation

Search

Search

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.