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RudyB24

Degraded graphics after SU5? Look here...

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R7 5800X3D | RTX 4080 OC 16 GB | 64 GB 3600 | 3440x1440 G-Sync | Logitech Pro Throttles Rudder Yoke Panels | Thrustmaster T.16000M FCS | TrackIR 5 | Oculus Rift S
Experience with Flight Simulator since early 1990s

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14 minutes ago, DylanM said:

That’s probably the scary bit - MS probably gave them a 60fps or bust requirement for the Xbox and they needed to meet it come hell or high water. Regardless of whether it looks like FSX now

I totally agree 


 

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4 minutes ago, Bobsk8 said:

I totally agree 

Why don't they optimize Medium-setting for xbox and ultra setting for PC users. That way it would run with less details on xbox and high detail on pc when setting to ultra. I don't understand why they need to "optimize" it for all plattforms when you just can provide both plattforms with different quality setting, at least that would be my understanding of choise to select different grafic settings.

However, when I set my setting to Ultra and it really applies it (with the trick) then my sim looks actually pretty good, so I looks like Asobo did actually excaly that what I described above.

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Even in Ultra the reflections and the complexity of the lighting has been modified and appears reduced in some form. I believe that's how they achieved most of the FPS gain, calculating reflections from bounce light is a fairly intense processing routine.

Edit

I am investigating still to be sure, this is going to take time as it's complicated.

Edited by Alpine Scenery
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AMD 5800x | Nvidia 3080 (12gb) | 64gb ram

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32 minutes ago, Republic3D said:

Thanks Richard!

Your welcome I did try this and it did stick after making changes make sure you go to properties and make it read only right after you make the change also in developer mode and went to NCP and made textures filtering from high performance to high quality

 

Now if you want to change setting you have to undo read only to make new change than make read only again 

Of course you can make the 5 higher if you can get away with it with that video card you should be able to - I could prob bring it a bit higher but for now will leave it

}
    {Terrain
        LoDFactor 5.000000
    }
    {ObjectsLoD
        LoDFactor 5.000000

Edited by Richard Sennett
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Rich Sennett

               

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7 minutes ago, Richard Sennett said:

Of course you can make the 5 higher if you can get away with it with that video card you should be able to - I could prob bring it a bit higher but for now will leave it

}
    {Terrain
        LoDFactor 5.000000
    }
    {ObjectsLoD
        LoDFactor 5.000000

While these values work very well on the 2D screen with a minor fps loss only, they incur a hefty fps loss under VR (Reverb1), at least on my system.

Kind regards, Michael


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Just now, pmb said:

While these values work very well on the 2D screen with a minor fps loss only, they incur a hefty fps loss under VR (Reverb1), at least on my system.

Kind regards, Michael

Not on my system Mike also you can readjust settings in game menu a bit to get you where you need to be


Rich Sennett

               

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25 minutes ago, Alpine Scenery said:

Even in Ultra the reflections and the complexity of the lighting has been modified and appears reduced in some form. I believe that's how they achieved most of the FPS gain, calculating reflections from bounce light is a fairly intense processing routine. It also appears the distance, size, and width of the reflective areas disappear quicker as you get out of view.

Certain colors are barely even reflecting light anymore, I had made a shiny blue tractor and it's completly non-reflective now. The yellow tractor next to it still has some reflectivity, but reduced. 

I am going to see if i can dig up my old screenshot for a comparison, no promises though as I may not find it.

This is exactly what it seemed to me as well - you articulated it better than I could.  The way reflections are displayed seems completely nerfed.  Someone in this or another thread compared to Xplane, and that is what immediately came to mind for me as well.  XP's reflections (at least up to a year or so ago - I haven't tried the latest release) were always a bit weird and ugly, and what I see reminds me of that.


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Just imagine the panic when msfs wouldnt run on their Xbox. The only option they had to meet the deadline was to dumb down the whole system.

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System Intel core I9-10900.Asus prime Z490P motherboard, Corsair 32gb ddr4 dram, Samsung 970 EVO 1TB SSD and 1 TB Seagate Barracuda HD. Zotac GE force RTX 2080 Super  750 Watt power supply, Windows 10 Pro, Honeycomb yoke and Bravo,Thrustmaster pedals

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6 minutes ago, PurdueKev said:

This is exactly what it seemed to me as well - you articulated it better than I could.  The way reflections are displayed seems completely nerfed.  Someone in this or another thread compared to Xplane, and that is what immediately came to mind for me as well.  XP's reflections (at least up to a year or so ago - I haven't tried the latest release) were always a bit weird and ugly, and what I see reminds me of that.

After more analysis, it's complicated and hard to tell exactly what they did. There are still reflections, but it seems just fewer and the resolution of the reflections may have been lowered (the mirroring of the other textures onto the reflective texture). Maybe they just reduced the texture resolution overall, the textures just don't seem as sharp anymore.

Edited by Alpine Scenery

AMD 5800x | Nvidia 3080 (12gb) | 64gb ram

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13 minutes ago, Alpine Scenery said:

After more analysis, it's complicated and hard to tell exactly what they did. There are still reflections, but it seems just fewer and the resolution of the reflections may have been lowered (the mirroring of the other textures onto the reflective texture). Maybe they just reduced the texture resolution overall, the textures just don't seem as sharp anymore.

How did you defined your lod settings for your models ? just curious...


 

André
 

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The scene I've been analyzing eliminates that variable.

Not just my own models I'm looking at, but the scene I've been studying is a mix of default objects (their cars, construction equipment), and a mix of my custom renders (additional tractors, etc.).

The particular models I have in the scene are single Lod, but it's inconsequential, since studying them up close.

Edited by Alpine Scenery

AMD 5800x | Nvidia 3080 (12gb) | 64gb ram

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13 minutes ago, Alpine Scenery said:

The scene I've been analyzing eliminates that variable.

Not just my own models I'm looking at, but the scene I've been studying is a mix of default objects (their cars, construction equipment), and a mix of my custom renders (additional tractors, etc.).

The particular models I have in the scene are single Lod, but it's inconsequential, since studying them up close.

You are aware that isn't in compliance with the SDK 😉


 

André
 

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5 minutes ago, awf said:

You are aware that isn't in compliance with the SDK 😉

I'm aware that they want us to have 4 lods now, yes, but it currently has no effect and it has nothing to do with this as they didn't add restictive Lod culling into the PC version in SU5. Also, as I noted I am not looking at just my models. Not just that, the other LODs dont have anything to do with closeups, you're already at the highest res Lod, so if anything a single LOD is better for this test than to do a multi-Lod test.

Edited by Alpine Scenery

AMD 5800x | Nvidia 3080 (12gb) | 64gb ram

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looks beautiful. This is on high preset (minus motion blur), no modifications to the usercfg file 

1250410_20210801173951_1.png

1PVgcV8.png

LlwJVmN.png

h0UYJqp.png

Edited by Tuskin38

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