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Some hidden 5.2 pieps

Featured Replies

They were posted in another thread... probably just some dude messing with TrueSky. Not sure why anyone would break their NDA to post these. Regardless, if LM hasn't implemented something like these screenshots with CB's, multiple layers, etc. a year after V5's launch then that'll be a big fat L for them.

1 hour ago, Chapstick said:

They were posted in another thread... probably just some dude messing with TrueSky. Not sure why anyone would break their NDA to post these. Regardless, if LM hasn't implemented something like these screenshots with CB's, multiple layers, etc. a year after V5's launch then that'll be a big fat L for them.

Even with lots of VolumetricClouds.cfg tweaks I haven't seen any TCU formations like that. His reply afterwards makes it even more suspicious:

0wx3ie.png

As a side note, current trueSKY implementation on P3D v5.1 HF1 already supports up to 4 layers.

Edited by BiologicalNanobot

PC specs: i5-12400F, RTX 3070 Ti and 32 GB of RAM.

Simulators I'm using: X-Plane 12, Microsoft Flight Simulator (2020) and FlightGear.

That cloudscape looks like stuff you see in a Nintendo switch game. I really hope we see better quality than that. We have waited almost 11mo already.

This is how CU buildups should look like, not the blurry mess we are treated with in EA.

ryogkUw.png

*SMH*

EASA PPL SEPL + NQ / CB-IR in progress
MSFS24 | X-Plane 12 

 

EA is an absolute joke at this point. 

Ron Hamilton

 

"95% is half the truth, but most of it is lies, but if you read half of what is written, you'll be okay." __ Honey Boo Boo's Mom

11 minutes ago, SAS443 said:

That cloudscape looks like stuff you see in a Nintendo switch game. I really hope we see better quality than that. We have waited almost 11mo already.

This is how CU buildups should look like, not the blurry mess we are treated with in EA.

 

*SMH*

This appearance is what i get with EA off and ActiveSky+ASCA+ENVShade....LOL 😜

Bernd

P3D V6 -  PC spec: Intel i9-9900 overclocked 5 GHz HT off, 32 GB RAM, GPU Nvidia RTX3090 24GB, 2xM2 SSD, Skalarki HomeCockpit and Jeehell FMGS on a dedicated Server, PF3 for ATC, MCE, GSX, EFB, AS+ASCA+ENV and OrbXpf3-supporter.gif

15 minutes ago, BerndB said:

This appearance is what i get with EA off and ActiveSky+ASCA+ENVShade....LOL 😜

Yes and thats the crux, isn't it. But I guess LM is gonna LM.

 

EASA PPL SEPL + NQ / CB-IR in progress
MSFS24 | X-Plane 12 

 

35 minutes ago, SAS443 said:

That cloudscape looks like stuff you see in a Nintendo switch game. I really hope we see better quality than that. We have waited almost 11mo already.

This is how CU buildups should look like, not the blurry mess we are treated with in EA.

ryogkUw.png

*SMH*

As someone who made a freeware volumetric cloud add-on for X-Plane, I felt the need to comment.

Volumetric clouds work in a completely different way than texture-based 2D clouds. In order to have a cloud "volume", several layers of noise (usually Perlin and Worley) are combined. While this approach is easy and gives the flexibility a flight simulator needs, it is really hard to have a strict control on cloud shapes as the entire cloud volume is made by noise and other mathematical functions. After a volume function is generated, color and opacity is calculated for each pixel in the screen using ray marching / ray tracing.

Volumetric clouds might be less detailed due to limited control on cloud volume and processing power, however they also have two serious advantages over texture-based 2D clouds: Realistic lighting and lack of rotating textures. First one is obvious, cloud lighting is simply inaccurate and it's impossible to simulate effects like self-shadowing accurately with 2D texture-based clouds. Even add-ons like REX Sky Force can't capture these details due to inherent limitations with 2D texture-based clouds. EA might have its own set of lighting issues, but cloud lighting looks more authentic than any 2D texture-based cloud add-ons I have seen. Second one is also an inherent limitation of 2D texture-based clouds, impostors need to rotate to be orthogonal to the camera all the time, which causes a distracting effect.

I can't return to old 2D clouds anymore, just because of those two main advantages. EA definitely needs improvement, but clouds shapes are already okay. Again, these have nothing to do with LM and even MSFS clouds are a lot less detailed compared to 2D texture-based clouds. Volumetric clouds and 2D texture-based clouds use different methods, it is misleading to directly compare them.

Edited by BiologicalNanobot

PC specs: i5-12400F, RTX 3070 Ti and 32 GB of RAM.

Simulators I'm using: X-Plane 12, Microsoft Flight Simulator (2020) and FlightGear.

7 minutes ago, BiologicalNanobot said:

but clouds shapes are already okay

And this is where you and me have totally different views 🙂 

I fly with EA b/c of the reasons you mentioned (and I 100% agree with you re: lighting and no more rotating clouds) , but the cloud shapes look extremely generic and artificial.

EASA PPL SEPL + NQ / CB-IR in progress
MSFS24 | X-Plane 12 

 

11 minutes ago, SAS443 said:

And this is where you and me have totally different views 🙂

I should have rephrased it correctly - cloud shapes are okay for a typical volumetric cloud implementation. Not ground-breaking, but not bad either.

11 minutes ago, SAS443 said:

but the cloud shapes look extremely generic and artificial.

Indeed, because they are artificial. While 2D texture-based clouds are most of the time based on photographs of real clouds, volumetric clouds are artificially generated using noise.

Here's how Perlin noise looks like:

1*vs239SecVBaB4HvLsZ8O5Q.png

I would love having best of the both worlds: Accuracy & detail of 2D texture-based clouds and lighting of volumetric clouds. But I guess it will take several more years for GPUs to allow rendering such clouds at real-time.

Edited by BiologicalNanobot

PC specs: i5-12400F, RTX 3070 Ti and 32 GB of RAM.

Simulators I'm using: X-Plane 12, Microsoft Flight Simulator (2020) and FlightGear.

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