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"Godrays" (Crepuscular rays)

Featured Replies

 

Hi,

 

has anybody seen a video or does anybody know if the weather engine simulates them? I've seen hundreds of videos on youtube but maybe not all 😄 ...

 

thanks 🙂

  • Author

nobody knows ?? I can't believe that 🥺

I thought I saw those rays somewhere, but I couldn't find any pics or videos.

imyj2f-5.png

  • Moderator

No because MSFS does not use DX12 yet. It is still using DX11. Asobo have stated that they have created a close analog of "Crepuscular rays" for the interim.

Fr. Bill    

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I believe they might be listed in settings as "Light Shafts"

Edited by HiFlyer

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There were some rays coming through a break in the clouds in the video from the weather topic.

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Good question. I thought I saw them somewhere and there's the option HiFlyer notes in the settings.

What I do know is that it has the best light scattering, especially when interacting with clouds, I've ever seen. It's unbelievable compared to past sims.

19 hours ago, n4gix said:

No because MSFS does not use DX12 yet. It is still using DX11. Asobo have stated that they have created a close analog of "Crepuscular rays" for the interim.

DX12 has nothing to do with light ray shaders. Gone are the days of the fixed rendering pipeline.

World space volumetric light scattered rays can be done in DX11, and convincing single light source (i.e. the sun) screen space rays since all the way back to DX9.

 

3 hours ago, MattNischan said:

DX12 has nothing to do with light ray shaders. Gone are the days of the fixed rendering pipeline.

World space volumetric light scattered rays can be done in DX11, and convincing single light source (i.e. the sun) screen space rays since all the way back to DX9.

Well that's told us!  😀

Looking at it from another angle though, would DX12 handle it quicker that DX11?  In other words, less of a frame rate hit?

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On 8/5/2020 at 5:02 PM, n4gix said:

No because MSFS does not use DX12 yet. It is still using DX11. Asobo have stated that they have created a close analog of "Crepuscular rays" for the interim.

You don't need DX12 for god rays

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3 hours ago, bobcat999 said:

 

Well that's told us!  😀

Looking at it from another angle though, would DX12 handle it quicker that DX11?  In other words, less of a frame rate hit?

DX12 is less about advanced effects or shader model capabilities than it is about more direct access to the underlying hardware. All the new graphics APIs (Metal, Vulkan, DX12) focus on removing abstractions and making things like direct access to VRAM possible, you have control over scheduling drawing threads, etc. All this means that you are able to extract more performance for your particular workload, but you do need to do more yourself compared to the older APIs.

That being said, a volumetric light ray shader is unlikely to specifically benefit from those types of improvements directly. It's more the sum of the parts, for DX12, if done well.

  • Author

thank you guys for the replies - didn't know about the light shafts -setting, sounds promising (and maybe easily scalable by a weather add-on later...)

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