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Increased water draw distance?

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This is the best look I have seen at altitude with those settings again it depends on time of day, the sun direction, wind etc., and the angle of view.

4lcDaRh.jpg

YLypco0.jpg

GvtZcd3.jpg

Now a couple of waves at low level. The first is of waves and crests being generated by a thunderstorm and winds off a pacific island. I was checking out a paint job at the time and then noticed that the waves were moving and breaking in the background but they were not huge waves but what I would expect with a thunderstorm wind driving a flat lagoon. 

cP4AnuJ.jpg

This is with the wind speed at sea level wound up past 50 knots

yzBFBkp.jpg

 

 

 

1 minute ago, coastaldriver said:

Now a couple of waves at low level. The first is of waves and crests being generated by a thunderstorm and winds off a pacific island. I was checking out a paint job at the time and then noticed that the waves were moving and breaking in the background but they were not huge waves but what I would expect with a thunderstorm wind driving a flat lagoon. 

cP4AnuJ.jpg

This is with the wind speed at sea level wound up past 50 knots

yzBFBkp.jpg

 

 

 

Sorry, bit off topic, where the Shorts Sunderland from please?

Kevin Firth - AMD 9800X3D; Asus Prime X670E; 64Gb Cas30 6000 DDR5; RTX5090; AutoFPS

The Sunderland is my FSX conversion of the old JBK Hythe into an NZ Air Force Sunderland MK V ( The FSX version is available at SimOuthouse but will not work in P3DV5 as further work had to be done to get it into P3DV5.2 (making an Interior model) and it is not yet released publicly. The VC and panels are closely following the surviving example in the museum in Auckland. PM me and I will send you the new mdl files if you get the package! I will look at a public release in the next week or two. We have done all the JBK flying boats for P3DV5, There is another package on SimAviation of conversions of the Green CFS Sunderlands, the MK's i, II and III done by Lazarus for P3DV5

With regards to wave motion and water in P3DV5 - there is no doubt in my mind that the incorporation of NVIDIA's wave motion generator is a game changer but the implementation has been poor in V5. 

The scalars or constants that LM have applied are out by a factor of at least 3 so even if you set nil wind in the sim using the weather you still get waves rolling about even small ones not a flat calm water surface. What in fact you see in the sim is waves the equivalent of about a 10 knot chop. As you increase the wind speed the waves of course get bigger and bigger to the point that a 15 knot wind (not overly strong at all) will be generating large 1-1.5 metre scale waves or a rolling large sea. I have looked at a number of presentations by NVIDIA on wave motion and you can see that they have thought out the mathematics of this very carefully so the issue is LM's implementation into the sim.

The other factor is that we have no means of controlling waves in the sim other than detail via the water effects and tessallation controls. There is an wave constants xml file in the user director for P3D but I have no idea what the scales are or how they are being applied. 

So both for on the water vehicles like a flying boat or amphibian you have a problem in the sim and I would surmise that at altitude you are not going to see the weather or waves in terms of water motion. 

Basically I cannot use real time weather and fly a flying boat in the sim if the surface wind increase beyond 5 knots. 

  • Author
1 hour ago, coastaldriver said:

With regards to wave motion and water in P3DV5 - there is no doubt in my mind that the incorporation of NVIDIA's wave motion generator is a game changer but the implementation has been poor in V5. 

The scalars or constants that LM have applied are out by a factor of at least 3 so even if you set nil wind in the sim using the weather you still get waves rolling about even small ones not a flat calm water surface. What in fact you see in the sim is waves the equivalent of about a 10 knot chop. As you increase the wind speed the waves of course get bigger and bigger to the point that a 15 knot wind (not overly strong at all) will be generating large 1-1.5 metre scale waves or a rolling large sea. I have looked at a number of presentations by NVIDIA on wave motion and you can see that they have thought out the mathematics of this very carefully so the issue is LM's implementation into the sim.

The other factor is that we have no means of controlling waves in the sim other than detail via the water effects and tessallation controls. There is an wave constants xml file in the user director for P3D but I have no idea what the scales are or how they are being applied. 

So both for on the water vehicles like a flying boat or amphibian you have a problem in the sim and I would surmise that at altitude you are not going to see the weather or waves in terms of water motion. 

Basically I cannot use real time weather and fly a flying boat in the sim if the surface wind increase beyond 5 knots. 

Really appreciate the input, thank you!  I'm going to try your settings and see if I can use Tesselation to increase details in the distance.  I really appreciate all of the input.  Indeed, water textures up close and in that area of high fidelity look great but that next ring of detail where it morphs back to those flat textures are a let down.  I guess the answer is make sure I am flying in mostly cloudy skies over the ocean so I can't see it below me 🙂  

Thank you again, greatly appreciate the info and assistance.

Have a Wonderful Day

-Paul Solk

Boeing777_Banner_BetaTeam.jpg

5 minutes ago, psolk said:

Really appreciate the input, thank you!  I'm going to try your settings and see if I can use Tesselation to increase details in the distance.  I really appreciate all of the input.  Indeed, water textures up close and in that area of high fidelity look great but that next ring of detail where it morphs back to those flat textures are a let down.  I guess the answer is make sure I am flying in mostly cloudy skies over the ocean so I can't see it below me 🙂  

Thank you again, greatly appreciate the info and assistance.

Please also post your views here >>  Blurry water - low LOD - Prepar3D Forums

Kevin Firth - AMD 9800X3D; Asus Prime X670E; 64Gb Cas30 6000 DDR5; RTX5090; AutoFPS

  • Author
On 7/21/2021 at 6:20 AM, kevinfirth said:

Please also post your views here >>  Blurry water - low LOD - Prepar3D Forums

Just to circle back on this increasing Draw Distance and Water Detail alone has already had a drastic improvement.  Apparently I had both at high expecting Ultra to crush my i-9 and 2080 but pleasantly not too much impact (if any) with a much greater visual experience.  Was very surprised how much impact the increased draw distance had on everything including road and ship traffic as well as ship wakes.  My entire detailed world expanded... 

Thank you again everyone! 

Have a Wonderful Day

-Paul Solk

Boeing777_Banner_BetaTeam.jpg

Water textures looked static and unrealistic to me in P3Dv4......so I switched them off. Frankly, water that looks like a solid sheet of glass is still better than lifeless textures that make the sea look like a blurry mud flat.

Edited by Christopher Low

Christopher Low

AMD Ryzen 7 9800X3D CPU / 64GB DDR5-6000 RAM / 12GB Nvidia RTX 4070 Super GPU / Gigabyte X870E Aorus Elite Wifi 7 / 1+2TB Samsung Evo Plus M2 Nvme

UK2000 Beta Tester

  • Author
1 hour ago, Christopher Low said:

Water textures looked static and unrealistic to me in P3Dv4......so I switched them off. Frankly, water that looks like a solid sheet of glass is still better than lifeless textures that make the sea look like a blurry mud flat.

That's definitely not what I saw yesterday...  What I noticed specifically was the water detail relative to sun or moon reflection looks great.  Anywhere there is not that reflective light on the surface it does indeed lose it's luster (no pun intended) very quickly.  

Have a Wonderful Day

-Paul Solk

Boeing777_Banner_BetaTeam.jpg

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