Jump to content

Sign in to follow this  
mtr75

IFR pilot's take on clouds in v5

Recommended Posts

I think with NV-LINK you get the benefit of the second cards Vram not so with the old SLI this is how the performance gain comes.


i9 10900K\ASUS APEX MB \ MSI RTX 2080Ti GAMINGX TRIO \ M.2  Samsung 970 EVO Plus 1TB C Drive \ 2+1TB Samsung 850 EVO \ 2TB BarraCuba \ 32GB G.SKILL Z DDR4 3600MHZ \ Windows 10 Home\ ASUS 28" 4K monitor\ 4TB Portable Drive\P3DV5

Raymond Fry.

PMDG_Banner_747_Enthusiast.jpg

Share this post


Link to post
7 hours ago, Rob_Ainscough said:

Actually the SpeedTrees implementation is still open to use with ST SDK, but the ST SDK Indie license is about $6000 and in this niche market it's still "Indie" (for better or worse). 

It's not just that reason because developers can just buy individual ST models and convert them. Actually, ST has a Lumberyard license for indie  developers, but that of course won't work with P3d.

I think that LM is quite content to tighten up the P3d ecosystem as even though the user base loses flexibility, the sim gains stability.

Share this post


Link to post

The Nvidia logo is displayed because P3d5 uses Nvidia Waveworks 2.0 for water motion and dynamics.

Share this post


Link to post

Clouds are such a personal taste. I have found many different clouds to be realistic looking given the limitations of desktop simulation. The same clouds I like others will call cartoonish. 

Most clouds in video games seem to be based on a Hollywood representation which are designed for visual impact. The reality is much more mundane. There is also a huge difference when viewing a cloud from the ground, from within, and from above. Finally, even if you take a picture the camera captures so much more than the eye, so the artist will try and recreate the incorrect camera perspective. 

Lets not forget the world is 3D while a monitor uses visual tricks to try and make a 2D object appear to have dimension. 

  • Like 2
  • Upvote 1

Ken

Join Elite Air Taxi a free VA http://www.flyelite.net

Share this post


Link to post
8 hours ago, Skywolf said:

Unless LM devs have pushed Nvidia to create profile NV-Link (they use their logo on P3Dv5 boot up image) - so there is hope.

There are several ways to code for multiple GPUs, one is to rely on nVidia drivers (this was the only real option for DX11 platforms).  However, DX12 provides more alternatives to manage multiple GPUs (and their VRAM for that matter) and be able to leverage those GPUs in a far more efficient methods than DX11.  HOWEVER, that does require a significant change in how rendering is performed (lots of potential for breaking change, even more issues than we currently have).  I've posted this article many times on frame-pipelining.  As pointed out in the article, the challenge in implementing pipelining is to find a good point to split the rendering process.   

10 hours ago, GSalden said:

At this point I find that clouds look too soft , even with textures at Ultra. Big cumulus clouds look not sharp.

In my realsize cockpit the sun looks way too small and this cannot be adjusted in a file .

Agree, most likely due to performance implications and I honestly can't tell the difference between "High" and "Ultra", however, I did run into some performance issues with "Ultra" in some situations so I guess there is some difference but I have no idea what visually.

Yes, the sun is much too small, this was pointed out several times to LM during Beta process but TrueSKY retained the "Beta" tag on release.  The best way forward for LM is to get the TrueSKY core working correctly and then open the doors for 3PDs to bring about the visual potential via the TrueSKY SDK.

Cheers, Rob.

Share this post


Link to post
4 hours ago, jabloomf1230 said:

but that of course won't work with P3d.

No sure what you mean here, I have the SpeedTree for games license agreement ... unfortunately it's a confidential document so I can't show you the details.  With this license you can create from scratch (or buy) your own SpeedTree assets to be used in P3D.

Cheers, Rob.

Share this post


Link to post
26 minutes ago, Rob_Ainscough said:

No sure what you mean here, I have the SpeedTree for games license agreement ... unfortunately it's a confidential document so I can't show you the details.  With this license you can create from scratch (or buy) your own SpeedTree assets to be used in P3D.

Cheers, Rob.

https://store.speedtree.com/speedtree-for-lumberyard/

 

Share this post


Link to post

BTW, I just wanted to add another point. SpeedTrees only displays 3D vegetation when the user is near to the model. At distance, ST uses billboard 2D versions, just like the standard tree models inherited from FSX.

trueSky takes a similar approach. It only uses volumetric (3D) clouds close up and 2D clouds at distance.

Share this post


Link to post

Now the ques is what is Rob making with Speedtrees.  I want in....🙃

  • Like 1

Share this post


Link to post

He's planting his virtual victory garden.

Share this post


Link to post
3 minutes ago, jabloomf1230 said:

He's planting his virtual victory garden.

Lol - I am sure I can help him with his "virtual lawn work"

Share this post


Link to post
4 hours ago, FlightAlex said:

do you think LM will definitely release a SDK for TrueSky ?

It would be wise if they did, they have enough on their plate with other issues.  To be clear, we just want LM to not lock us out from using the TrueSYK SDK.

Cheers, Rob.

Share this post


Link to post
Posted (edited)

Quick follow-up: just did my first real IFR flight with an approach to minimums in v5 (in the Commander 114), and all I can say is... WOW!!!

Minimums for the approach were 600 MSL (200 AGL), I set the cloud base as stratus at 800 MSL. First of all, on the takeoff, it's not just no clouds and then you enter the clouds. In other words it isn't off and then on. The clouds envelope you as you climb. It really gives you a sense of transitioning to instruments that you don't get in v4.5. Then when you are in the clouds, you don't have a bubble around you where there's clear air in a 20-foot radius around the plane and then clouds. Again, you're enveloped in the clouds. And then on the approach, there is no altitude at which you transition out of the clouds. You get ground contact, then see the approach lights, then runway lights, etc.

For IFR flight in light GA aircraft, it is so realistic I can't even tell you. This is what I got the sim for: IFR training. I get off on tangents flying around the Caribbean and doing the eye candy thing, but I got it for IFR training. LM absolutely smashed it out of the park for this type of flying. I'm simply astonished.

And this is from someone who thought v4.5 did a pretty darn good job with IFR flying.

Edited by mtr75
  • Like 1

Share this post


Link to post

Just did my first hard IFR flight in v5 HF2, I still can't get over how immersive IFR flight is in v5 (talking w/ EA). Flew to my home real-life aerodrome, flew the ILS, went missed, did the hold, flew the second approach and landed. Just an absolutely magnificent IFR experience.

You aren't in a bubble within the clouds with 15 feet of clear air around you in every direction, as in v4. In v5 you are IN the clouds. It's just amazing.

  • Like 3

Share this post


Link to post

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  
  • Tom Allensworth,
    Founder of AVSIM Online


  • Flight Simulation's Premier Resource!

    AVSIM is a free service to the flight simulation community. AVSIM is staffed completely by volunteers and all funds donated to AVSIM go directly back to supporting the community. Your donation here helps to pay our bandwidth costs, emergency funding, and other general costs that crop up from time to time. Thank you for your support!

    Click here for more information and to see all donations year to date.
  • Donation Goals

    AVSIM's 2020 Fundraising Goal

    Donate to our annual general fundraising goal. This donation keeps our doors open and providing you service 24 x 7 x 365. Your donation here helps to pay our bandwidth costs, emergency funding, and other general costs that crop up from time to time. We reset this goal every new year for the following year's goal.


    28%
    $7,100.00 of $25,000.00 Donate Now
×
×
  • Create New...