August 4, 20205 yr  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 🙂
August 5, 20205 yr 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    AOPA Member: 07141481 AARP Member: 3209010556    Avsim Board of Directors | Avsim Forums Moderator
August 6, 20205 yr I believe they might be listed in settings as "Light Shafts" Edited August 6, 20205 yr by HiFlyer We are all connected..... To each other, biologically...... To the Earth, chemically...... To the rest of the Universe atomically.  Devons rig Intel Core i5 13600K @ 5.1GHz / G.SKILL Trident Z5 RGB Series Ram 64GB / GIGABYTE GeForce RTX 4070 Ti GAMING OC 12G Graphics Card / Sound Blaster Z / Meta Quest 2 VR Headset / Klipsch® Promedia 2.1 Computer Speakers / ASUS ROG SWIFT PG279Q ‑ 27" IPS LED Monitor ‑ QHD / 1x Samsung SSD 850 EVO 500GB / 2x Samsung SSD 860 EVO 1TB / 1x Samsung - 970 EVO Plus 2TB NVMe / 1x Samsung 980 NVMe 1TB / 2 other regular hd's with up to 10 terabyte capacity / Windows 11 Pro 64-bit / Gigabyte Z790 Aorus Elite AX Motherboard LGA 1700 DDR5
August 6, 20205 yr There were some rays coming through a break in the clouds in the video from the weather topic. R5 3600 - GTXÂ 1070OC - 32GB 3200 - NVME - 3440x1440Â 160Hz - VR(Quest 2) GarbagePosterâ„¢
August 6, 20205 yr 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.
August 6, 20205 yr 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.
August 6, 20205 yr  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? Rob (but call me Bob or Rob, I don't mind). I like to trick airline passengers into thinking I have my own swimming pool in my back yard by painting a large blue rectangle on my patio. Intel 14900K in a Z790 motherboard with water cooling, RTX 4080, 32 GB 6000 CL30 DDR5 RAM, W11 and MSFS on Samsung 980 Pro NVME SSD's. Core Isolation Off, Game Mode Off.
August 6, 20205 yr 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 FSX | DCS | X-Plane 11 | MSFS 2020 | IL2:BoX Favorite aircraft currently: MSFS Savage Cub
August 7, 20205 yr 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.
August 7, 20205 yr 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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