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Casting and receiving shadows


mikeymike

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Posted

Hey guys solar I have been only using cast and receiving on vehicle only internal and external vehicle

 

i am wanting to tick all receive shadows ,and only cast terrain for time being ,as casting cloud shadows  pops in and out.

 

will there be any performance issues with only selecting all to receive 

cast internal and external vehicle and terrain?

and also is the simobjects cast or receive been fixed? Where it has been known to cause stutters?

my settings are moderate

maintaining 30fps 

2 titans 6gb in sli soon to get 1080ti

asus vi extreme mobo

16gb Corsair 2400mhz ram

ssd x 2

4 hdd

i7 4790k at 4.7

850w psu

 

Any advise is appreciated 

thanks

mike

 

 

Posted

Why don't you try it out and see for yourself?

There can be no one answer for all with questions like this, and it literally takes all but 5 seconds to check/uncheck what you want.

:happy:

Posted
3 hours ago, RancidViper said:

Why don't you try it out and see for yourself?

There can be no one answer for all with questions like this, and it literally takes all but 5 seconds to check/uncheck what you want.

:happy:

Thank you for your reply

will do, just wanted a little insight as to which checkbox has more of an effect on performance? Receive or casting?

For instance casting sim objects shadows or receiving?is it more cpu  or gpu bound?

theres no detailed explanation.

thank you

Posted

MY unofficial analysis shows that shadows are CPU intensive... especially terrain and buildings/autogen.

I only do shadows for my simobjects and my own plane, and clouds.

| FAA ZMP |
| PPL ASEL |
| Windows 11 | MSI Z690 Tomahawk | 12700K 4.7GHz | MSI RTX 4080 | 64GB 6000 MHz DDR5 | 500GB Samsung 860 Evo SSD | 2x 2TB Samsung 970 Evo M.2 | EVGA 850W Gold | Corsair 5000X | HP G2 (VR) / LG 27" 1440p |

 

 

Posted
5 hours ago, mikeymike said:

For instance casting sim objects shadows or receiving?is it more cpu  or gpu bound?

Depends on the objects and if there are any transparency's involved.  If the object (in this test the Jetway with transparent glass adding SimObjects receive shadows triggered stutters as the shadow calcs get more complex and GPU demanding from behind a transparency). This is testing I did with P3D V3.4 but the same applies to V4.x:

 

Cheers, Rob.

 

EDIT: it really varies based on you location and add-on scenery ... but for a generic rule I do the following when chasing performance issues with shadows:

1.  Disable SimObjects Receive
2.  Disable SimObjects Cast
3.  Disable Terrain

I haven't noticed any performance issues with cloud shadows and they appear to stay when I set shadows to max distance.

Posted
8 minutes ago, Rob Ainscough said:

Depends on the objects and if there are any transparency's involved.  If the object (in this test the Jetway with transparent glass adding SimObjects receive shadows triggered stutters as the shadow calcs get more complex and GPU demanding from behind a transparency). This is testing I did with P3D V3.4 but the same applies to V4.x:

 

Cheers, Rob.

 

EDIT: it really varies based on you location and add-on scenery ... but for a generic rule I do the following when chasing performance issues with shadows:

1.  Disable SimObjects Receive
2.  Disable SimObjects Cast
3.  Disable Terrain

I haven't noticed any performance issues with cloud shadows and they appear to stay when I set shadows to max distance.

Hi rob

i have seen your video regarding this, wasn’t to sure if it would also apply in v4. 

Guess it does.

so just untick those 3 mentioned above? And test?

 

my shadow cast distance is low 

and quality is medium.

thank you

mike

Posted
15 minutes ago, Rob Ainscough said:

EDIT: it really varies based on you location and add-on scenery ... but for a generic rule I do the following when chasing performance issues with shadows:

1.  Disable SimObjects Receive
2.  Disable SimObjects Cast
3.  Disable Terrain

I haven't noticed any performance issues with cloud shadows and they appear to stay when I set shadows to max distance.

Isn't "Simojects Receive" required for many airports to get a/c shadows on runway, taxiway and apron?

- Harry 

i9-13900K (HT off, 5.5 GHz, Z690) - 64 GB RAM (DDR5 6400, CAS 32), RTX 3090 (3440x1440) -  Windows 11 Pro (1TB M.2) - MSFS 2020/24 (MS Store, on separate 4TB M.2).

 

 

 

Posted
9 minutes ago, Nemo said:

Isn't "Simojects Receive" required

IMHO they're all "required" :) ... but yes several airports require the SimObject receive due to how they do taxiway/runways (but not always the case) ... however, if one is suffering performance issues for any given scenery location, SimObjects receive with active transparent objects (like Jetways and/or terminal buildings) it's a good place to "compromise" visuals for performance.  Many airport devs often provide an option to enable/disable building transparency (glass) because it's a known performance consumer ... if that option is available for any given scenery then try disabling it.

Cheers, Rob.

 

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