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base LC/PR textures

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from FSDT: "One of the main difference in the V5 graphic engine, is that now almost everything is PBR, including the base Terrain/Landclass" 

How will this affect PR? will it require a complete rework of any photoreal products to take advantage of this?

Kevin Firth - AMD 9800X3D; Asus Prime X670E; 64Gb Cas30 6000 DDR5; RTX5090; AutoFPS

IMO, it shouldn't. PBR was available in 4.5 and MSE PR worked fine. I just sent them an email asking. Will post back when I get a response.

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  • Author
4 minutes ago, pgde said:

IMO, it shouldn't. PBR was available in 4.5 and MSE PR worked fine. I just sent them an email asking. Will post back when I get a response.

ground textures weren't PBR in 4.5 to the best of my recollection...

Kevin Firth - AMD 9800X3D; Asus Prime X670E; 64Gb Cas30 6000 DDR5; RTX5090; AutoFPS

Wouldn't any texture replacement product, e.g. Orbx Global, need to be reworked with PBR? Unless V5 adds it automatically? Seems like quite a lot of work.

  • Author
1 minute ago, Chapstick said:

Wouldn't any texture replacement product, e.g. Orbx Global, need to be reworked with PBR? Unless V5 adds it automatically? Seems like quite a lot of work.

precisely my point...

Kevin Firth - AMD 9800X3D; Asus Prime X670E; 64Gb Cas30 6000 DDR5; RTX5090; AutoFPS

5 hours ago, Chapstick said:

Seems like quite a lot of work.

What's good to see in this regard is that Orbx have been a solid part of the v5 beta team, so things are likely in the works already and may have been for quite some time.

What I want to know is how or scenery looks like .

When V4.2 came out almost all or scenery suddenly was overexposed.

Also with V4.4 and V4.5 the sharpness in the distance has always been less compared to LC based textures .

With PTA/TS I was able to have a good ground scenery with both LC based textures and pr tiles.

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