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cdv0007

Volumetric clouds cannot block the terrain in some view

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22 minutes ago, awf said:

How is the vram performance Bert, still waiting for my bus to arrive for P3Dv5.2

Have never had a vram problem... on an 8GB GTX 1070.

Edited by Bert Pieke
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Bert

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53 minutes ago, mpo910 said:

Our goals is to make ea the most favorable option by most of the users in terms of visuals and performance. We want EA getting better then EA off. 

 

The trouble is, LM are providing EA as binaries, preventing the community from using the Simul SDK to improve the platform. Until this changes we are stuck with LMs locked down version of truesky. 

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3 minutes ago, kand said:

The trouble is, LM are providing EA as binaries, preventing the community from using the Simul SDK to improve the platform. Until this changes we are stuck with LMs locked down version of truesky. 

This is how trueSKY SDK works - trueSKY's code is propriatery and their shaders are shipped as binaries, so their code can not be accessed easily. However, code access to shaders is not needed - LM should expose trueSKY controls and provide weather add-ons an API for that purpose.

Edited by BiologicalNanobot
  • Upvote 2

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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59 minutes ago, Papacoach said:

Did a quick test on a client only update. I see this, to a lesser extent, only at LOWS. Everywhere else I quickly tried, LOWI, LSGG, KSBA, KGPI, KBZN are not effected on my system fwiw...

Further update, removed Digital Design LOWS and ORBX GES the anomaly was still there at the same mild level. Restored the two addons and the anomaly is no longer present. Go figure... Tried minimum to maximum draw distance still nothing. Anyway, hope it helps.

My bad, from certain angles distant clouds do still try to appear in front of terrain. It doesn't always cause the terrain to disappear, but it is problematic.

Edited by Papacoach
incorrect data

P3Dv5.4 / Win11: 22H2 / CPU: 10980K at 5.0GHz / Memory: 32Gb at 3600 MHz / GPU:  RTX 3090 / Display: Benq x3000i pj on Silver Ticket 110" screen

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13 minutes ago, BiologicalNanobot said:

This is how trueSKY SDK works - trueSKY's code is propriatery and their shaders are shipped as binaries, so their code can not be accessed easily. However, code access to shaders is not needed - LM should expose trueSKY controls and provide weather add-ons an API for that purpose.

Thanks, I really hope you get on the beta

LM did this with the triton water also, the capabilty of the product exceeded what was offered in P3D, we see the same with Nvidia waterworks, it looks absolutely word not allowed in p3d on ultra, so much so that I run it on low !

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31 minutes ago, kand said:

Thanks, I really hope you get on the beta

LM did this with the triton water also, the capabilty of the product exceeded what was offered in P3D, we see the same with Nvidia waterworks, it looks absolutely word not allowed in p3d on ultra, so much so that I run it on low !

Why does Nvidia waterworks look so bad at ultra? Too realistic?


Eric 

 

 

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21 minutes ago, B777ER said:

Why does Nvidia waterworks look so bad at ultra? Too realistic?

i wouldn't call sea swells on rivers realistic, but each to their own

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1 hour ago, kand said:

LM did this with the triton water also, the capabilty of the product exceeded what was offered in P3D

I would say that it is not the case for trueSKY. Volumetric clouds are inherently limited in terms of detail and shape accuracy - there is nothing LM can do in this regard. In fact, I would add that P3D v5.2's implementation of trueSKY already does almost everything a good trueSKY implementation does. While I agree that EA is still far from perfect, P3D v5.2 is a massive step forward and developers & beta testers did a great job. I am sure next versions of P3D will improve EA even further, it just needs a few more tweaks and it will be really solid, considering limitations of trueSKY, or any volumetric cloud implementation.

Edited by BiologicalNanobot
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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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Does anybody else get this effect when using EA, volumetric clouds (any setting/resolution of them) and then panning the camera? Happens in external view and cockpit view (although to a lesser extent). Doesn't occur with EA on and 2D clouds. 

yCeaGIH.jpg

 

Also - I'm not sure that the 'waffle clouds' issue was really addressed.....

vGBmI5y.jpg

 

eHsLRF4.jpg

 

fJDaFIp.jpg

 

This is with a complete fresh install of 5.2 - There was no version of P3D on the PC prior to this.

 


Kael Oswald

7950X3D / 64GB DDR5 6000 @ CL30 / Custom Water Loop / RTX 4090 / 3 x 50" 4K LCD TVs

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If P3D V5.2 releases HF1, it may take half a year. How many "half a year" in my life? :o(

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2 hours ago, KL Oo said:

Does anybody else get this effect when using EA, volumetric clouds (any setting/resolution of them) and then panning the camera?

Yes, this was immediately noticeable to me, and why I turned off volumetric clouds.

😉


Bert

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1 hour ago, Bert Pieke said:

Yes, this was immediately noticeable to me, and why I turned off volumetric clouds.

😉

Thanks Bert - glad to hear it's not just me. The way the EA/Volumetric cloud thing is done in P3D really does seem half baked. Honestly, a year after release you'd think they'd have gotten it a little better....

 

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Kael Oswald

7950X3D / 64GB DDR5 6000 @ CL30 / Custom Water Loop / RTX 4090 / 3 x 50" 4K LCD TVs

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11 hours ago, cdv0007 said:

This is a very serious P3D V5.2 bug. I took the approach of uninstalling and updating the client, content, and scenery from 5.1HF1 to 5.2 and SDK.

I have reported it to Prepar3D , but no feedback.

the Volumetric Clouds hide some terrain in some viewing angles.

if any good ways to fix it , i will tell there .

 

 

 

A well known other BETA Tester has reported this today to LM. So we hope they would have a look into this and report back.

This is indeed an issue which we had in prior builds but was solved in between. Probably due some heavy changes within the shaders, this came back (unintended)

Regards 

 

Marcus

Marcus

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Regards,

Marcus P.

xaP1VAU.png

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So, I was about to install 5.2 to test but cannot go back to FS5.1 2D-sprites. Hopefully the waffle clouds will be fixed in the next point release 6-12 months from now...


PC1: AMD Ryzen 7800X3D | Zotac RTX 4090 Trinity | Asus TUF X670E-Plus | G.SKILL Trident Z5 NEO 32GB DDR5 PC 6000 CL30 | 4TB NVMe  | Noctua NH-D15 | Asus TUF 1000W Gold | be quiet! Pure Base 500DX | Noctua NH-D15S | LG OLED CX 48"

PC2: AMD Ryzen 7700X | PowerColor Radeon RX 6800 XT Red Dragon | MSI MPG B650I EDGE  ITX | G.SKILL Flare Expo X5 32GB DDR5 PC 6000 CL32 | 2TB NVMe  | Cooler Master Hyper | Lian Li 750W SFX Gold | Lian Li TU150 | SAMSUNG Odyssey G9 49"

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12 hours ago, KL Oo said:

Does anybody else get this effect when using EA, volumetric clouds (any setting/resolution of them) and then panning the camera? Happens in external view and cockpit view (although to a lesser extent). Doesn't occur with EA on and 2D clouds. 

yCeaGIH.jpg

 

Also - I'm not sure that the 'waffle clouds' issue was really addressed.....

vGBmI5y.jpg

 

eHsLRF4.jpg

 

fJDaFIp.jpg

 

This is with a complete fresh install of 5.2 - There was no version of P3D on the PC prior to this.

 

If this is the case, my plans to upgrade from 5.1 will be put on pause. I wanted to go 5.2 to be fully in on EA but this, even with @Damian Clark software, is just a no go. Can't believe LM did not fix this after months of work.

Edited by B777ER

Eric 

 

 

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