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Freeware volumetric clouds experimental release

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15 hours ago, mSparks said:

They hate any AA, hopefully it will be possible to get them drawn after the AA step - although that will need Laminar to make some changes.

Clouds drawn before AA - what a garbage.

-

Currently giving X-Plane 12.10 a spin on Shadow PC. 10 years with X-Plane now, since 10.20

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22 minutes ago, Colonel X said:

Clouds drawn before AA - what a garbage.

So you plan on contributing to make it better? Sweet. The issue seems to be 4xAA works by increasing the resolution by 4x, increasing the cloud computation by 16x. Looking forward to seeing your solution.

42 minutes ago, HumptyDumpty said:

BTW i am no programmer but have extensive knowledge of Linux systems due to my work , i just know how to use cmake just to build

Im a good few days from having something more than a proof of concept. There should be a makefile ready made for linux in his directory.

AutoATC Developer

4 minutes ago, mSparks said:

Im a good few days from having something more than a proof of concept. There should be a makefile ready made for linux in his directory.

There wasn't a build directory even in your link and also the original one  ? the one i download from your link and again compiled in Linux still didn't work.

 Though XP is now on windows the Linux is just to test the vulkan difference in performance.

Edited by HumptyDumpty

Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus

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Just now, HumptyDumpty said:

There wasn't a build directory even in your link and also the original one  ? the one i download from your link and again compiled in Linux still didn't work.

experimental branch

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Just now, mSparks said:

experimental branch

That's the one i used but no luck.

Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus

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5 minutes ago, HumptyDumpty said:

That's the one i used but no luck.

which XP/graphics API? -> 11.41 or 11.50 and opengl or vulkan? what did it say in log.txt when it tried to load it?

Edited by mSparks

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4 minutes ago, mSparks said:

which XP/graphics API? -> 11.41 or 11.50 and opengl or vulkan? what did it say in log.txt when it tried to load it?

I am on 11.50b13 .   There are no errors or anything of sorts in the log.txt, have booted back into windows but if you want i can reboot a bit later to linux.

Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus

1 hour ago, mSparks said:

which XP/graphics API? -> 11.41 or 11.50 and opengl or vulkan? what did it say in log.txt when it tried to load it?

My bad didn't see the makefile , just compiled it and going to test.

Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus

Compiled and its working but there are artifacts.

S-76-C-2020-07-08-13-08-29.png

Didn''t see any performance drop using Real wx where it's Broken , above 6000 ft the clouds just disappeared. 

Clouds are actually not showing up. I am using the Proprietory  driver from AMD

 

And i want something like this :smile:

Untitled.png

 

Edited by HumptyDumpty

Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus

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7 minutes ago, HumptyDumpty said:

 

 

And i want something like this :smile:

Untitled.png

 

(not live anywhere yet, hot out of the compiler)

Edited by mSparks

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12 minutes ago, mSparks said:

(not live anywhere yet, hot out of the compiler)

Pretty good.

but what about the artifacts that i am getting with the clouds ?

Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus

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42 minutes ago, HumptyDumpty said:

but what about the artifacts that i am getting with the clouds ?

depends on the version you are looking at.

There is a "blue noise" filter on the ray tracer which does lots of clean up of artifacts - trouble is its really fps heavy, and so far, for some reasons unknown, "no performance drop" sounds like that filter is off.

float current_step_size = sample_step_size * map(sample_ray_distance, 0.0, ray_march_distance, 1.0, 2.5);

in fragment shader.glsl for off

and

float current_step_size = sample_step_size * map(texture(blue_noise_texture, sample_ray_position.xz * blue_noise_scale).x, 0.0, 1.0, 0.75, 1.0) * map(sample_ray_distance, 0.0, ray_march_distance, 2, 4.0);

for on.

In terms of general division of labour, I'm leaving anything graphics to him, I can just about understand and hack those shaders, but no way I could write them.

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54 minutes ago, mSparks said:

depends on the version you are looking at.

There is a "blue noise" filter on the ray tracer which does lots of clean up of artifacts - trouble is its really fps heavy, and so far, for some reasons unknown, "no performance drop" sounds like that filter is off.


float current_step_size = sample_step_size * map(sample_ray_distance, 0.0, ray_march_distance, 1.0, 2.5);

in fragment shader.glsl for off

and


float current_step_size = sample_step_size * map(texture(blue_noise_texture, sample_ray_position.xz * blue_noise_scale).x, 0.0, 1.0, 0.75, 1.0) * map(sample_ray_distance, 0.0, ray_march_distance, 2, 4.0);

for on.

In terms of general division of labour, I'm leaving anything graphics to him, I can just about understand and hack those shaders, but no way I could write them.

Oh ok. No worries .  But i did like that cloud inflating.

Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus

6 hours ago, HumptyDumpty said:

Wanted to ask if you can share the Linux build ? i have it compiled it doesn't show up.

Have you properly set up CMakeLists.txt? You need to fill in the paths to the headers and libraries.

On Arch, mine looks like this:

set(XPLM_SDK_INCLUDE_DIRECTORY "/usr/include/xplane_sdk/XPLM" CACHE PATH "X-Plane SDK include directory")
set(XPLM_SDK_LIBRARY_FILE "" CACHE FILEPATH "X-Plane SDK library file (leave empty on Linux)")
	find_package(OpenGL REQUIRED)
	set(GLEW_INCLUDE_DIRECTORY "/usr/include" CACHE PATH "GLEW include directory")
set(GLEW_LIBRARY_FILE "/usr/lib/libGLEW.so" CACHE FILEPATH "GLEW library file")
	set(ZLIB_INCLUDE_DIRECTORY "/usr/include" CACHE PATH "zlib include directory")
set(ZLIB_LIBRARY_FILE "/usr/lib/libz.so" CACHE FILEPATH "zlib library file")
	set(LIBPNG_INCLUDE_DIRECTORY "/usr/include" CACHE PATH "libpng include directory")
set(LIBPNG_LIBRARY_FILE "/usr/lib/libpng.so" CACHE FILEPATH "libpng library file")

 

2 hours ago, HumptyDumpty said:

Clouds are actually not showing up. I am using the Proprietory  driver from AMD

If you want a working, usable fallback, try the Mesa drivers. Their OpenGL performance nearly equals Vulkan mode on my 5700XT at home.

7950X3D + 7900 XT + 64 GB + Linux | 4800H + RTX2060 + 32 GB + Linux
My add-ons from my FS9/FSX days

7 minutes ago, Bjoern said:

Have you properly set up CMakeLists.txt? You need to fill in the paths to the headers and libraries.

On Arch, mine looks like this:

 


set(XPLM_SDK_INCLUDE_DIRECTORY "/usr/include/xplane_sdk/XPLM" CACHE PATH "X-Plane SDK include directory")
set(XPLM_SDK_LIBRARY_FILE "" CACHE FILEPATH "X-Plane SDK library file (leave empty on Linux)")
	find_package(OpenGL REQUIRED)
	set(GLEW_INCLUDE_DIRECTORY "/usr/include" CACHE PATH "GLEW include directory")
set(GLEW_LIBRARY_FILE "/usr/lib/libGLEW.so" CACHE FILEPATH "GLEW library file")
	set(ZLIB_INCLUDE_DIRECTORY "/usr/include" CACHE PATH "zlib include directory")
set(ZLIB_LIBRARY_FILE "/usr/lib/libz.so" CACHE FILEPATH "zlib library file")
	set(LIBPNG_INCLUDE_DIRECTORY "/usr/include" CACHE PATH "libpng include directory")
set(LIBPNG_LIBRARY_FILE "/usr/lib/libpng.so" CACHE FILEPATH "libpng library file")

 

 

If you want a working, usable fallback, try the Mesa drivers. Their OpenGL performance nearly equals Vulkan mode on my 5700XT at home.

There is already a Cmakelists so i didn't need it. Used the Experimental Branch by msparks.

I had the Mesa installed but XP was playing bad using Opengl and selecting Vulkan the sim would CTD from the main menu.  

I think 11.41 was the only good release for the Mesa Opengl.

Ryzen 5 1600x - 16GB DDR4 - RTX 3050 8GB - MSI Gaming Plus

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