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Reduce spining clouds VR

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Hey everybody,

I guess you all notice the smallest Details in VR and same goes for the small (or big) imperfections...here i will talk about the spining clouds in VR. Do any of you have a way to reduce the effect? maybe PTA can help if i recall?

It can be really annoying, and it seems at least for me to be more pronounced with ASCA cloud textures, where it seemed that the Default p3dv4 were better optimized in that aspect...

Cheers,

JP

FSX is the only sim I'm aware of whose clouds don't seem to spin so noticeably in VR

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

The default v4 clouds don´t spin as much as ActiveSky+ASCA (probably is a matter of quantity). I learnt it the hard way, I completely forgot about the spinning clouds until I bought the full package. The distant clouds look terrific, but once you get close to them...

I don´t think there is an easy solution to that since it´s the way the clouds are coded (happens the same in XP11), but if someone find a way to mitigate the effect or get rid of it would make my day.

 

cheers

 

Carlos

NLR Motion Platform V3, Intel Core i9-9900K OC @ 5Ghz, Gigabyte Gaming OC 11GB RTX 2080ti, Gigabyte Z390 Aorus Ultra. Thermaltake Water 3.0 Riing LED RGB 360. Corsair Vengeance RGB Pro DDR4 3000 PC4-24000 32GB 4x8GB CL15. Lexar Professional NM700 M.2 2280 PCIe Gen3x4 NVMe 1TB SSD. Toughpower iRGB Plus 80 Plus Platinum 850W Full Modular. Thermaltake View32 TG USB 3.0 RGB. Oculus Rift S. Qled Samsung 65Q7FN.

Fsx limited the spinning effect apparently by having the clouds rotate to face the plane, not to face the pilot: this reduces the effect significantly in VR

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
  • Author
14 hours ago, chass32 said:

The default v4 clouds don´t spin as much as ActiveSky+ASCA (probably is a matter of quantity). I learnt it the hard way, I completely forgot about the spinning clouds until I bought the full package. The distant clouds look terrific, but once you get close to them...

Exactly what i noticed.

13 hours ago, HiFlyer said:

Fsx limited the spinning effect apparently by having the clouds rotate to face the plane, not to face the pilot: this reduces the effect significantly in VR

I think in flyinside p3dv3 there was that Option to spin the clouds either depending on the plane´s direction or the HMD direction...As it´s not available yet for V4 i believe there should still be a way to manipulate a variable, which i will hunt this Weekend.

Cheers,

JP

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