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Lighting (Pre-SU5 vs. SU5)

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Seems to be subtle changes in the reflections and smoothness of the gradient in bounce lighting transitions. Cannot duplicate exact angles precisely, but lighting in both scenes is a clear sky. Notice in both cases the reflections appear a bit smoother and more complex and fuller in the PRE-SU5 images.

Pre-SU5
XZjt7Iu.png

Notice that I originally even took the above image at a closer ZOOM and it still looks higher resolution than the SU5 one.

 

SU5

nydieQS.png

 

Something else STRANGE, I used one of Asobo's own dirt mound textures, and look at the ground in the second image, the texture is destroyed, it's not rendering correctly. I have no idea why that is, so not going to try to guess, but I'll have to replace it now (maybe it went too far under the ground --- oops I guessed).

 

Edited by Alpine Scenery

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

  • Author

This next image is Asobo's own construction objects. 

The scene has been re-arranged, so I cannot match the angle, but the sunlight is again a clear sky.

 

Pre-SU5   ...... Sorrry ignore the ugly pole that is in the way.JUf6462.png

SU5

2g9tcSw.png

Edited by Alpine Scenery

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

  • Author

It's certainly not a simple thing to analyze, but my best guess is there is a larger dead zone in the reflections depending on the tilt of your viewing angle, and that is probably how they gained some of the FPS. 

I'm not an expert at algorithmic rendering performance issues, but as a programmer I would think the reflections might be the first thing to modify to save FPS. I know bounce lighting and reflections are one of the most costly parts of the rendering.

Edited by Alpine Scenery

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

In these comparisons I definitely prefer the SU4 look, but if it was just that I wouldn't care too much. What makes it really annoying for me is the fact that the landscape looks a lot brighter when inside the cockpit. When trying to find a view that shows the instruments and the landscape, most of the time the landscape ends up between really bright and whiteout, like this:

y9sFzYQ.jpg

 

DoAfkGK.jpg

mYdl3Er.jpg

 

To me, this looks just wrong...

I know about all the complexities of exposure level, contrast, blown-out whitelevels, so yeah, they probably have to put some more thought into it than just using a center weighted metering. 

Edit: I tried some of the suggested fixes (EyeAdaptation, ColorGrading, GPU settings for contrast/brightness/gamma), they improved the situation to a degree, but didn't solve it for me. The screenshots were taking with the Ultra settings without any tweaks, just to illustrate the default rendering.

Edited by pstrub

My simming system: AMD Ryzen 5800X3D, 32GB RAM, RTX 4070 Ti Super 16GB, LG 38" 3840x1600

@Alpine Scenery

You have to take the shots at the exact same hour/sun elevation for a useful comparison.

Dominique

Simming since 1981 -  [email protected] GHz with 16 GB of RAM and a 1080 with 8 GB VRAM running a 27" @ 2560*1440 - Windows 10 - Warthog HOTAS - MFG pedals - MSFS Standard version with Steam

 

  • Author

I am aware. I have no way of matching it to the minute. The reflections of some objects don't look the same no matter what angle you check pretty much. This may be slightly exaggerated due to the angle, but it's a general idea of the difference as best I could illustrate in a screenshot.
 

Edited by Alpine Scenery

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

  • Commercial Member
7 minutes ago, Dominique_K said:

@Alpine Scenery

You have to take the shots at the exact same hour/sun elevation for a useful comparison.

Agreed, but the texture of dirt missing should not be altered by time.

These pictures are interesting, I am not working with scenery so I haven't noticed these changes.

Alpine, can you report this via: https://devsupport.flightsimulator.com/index.html

If we don't report it, the chance of getting this fixed is simply put NULL.

S.

Edited by simbol

Signature3.png

Oficial Website: https://www.FSReborn.com
Discord Channel: https://discord.gg/XC82TqvKQ3

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Dev mode is pretty broken and there is a list of 50+ more important problems and Asobo already knows about it, like the fact you cannot even edit certain things anymore. The dev editor is just as unuseable for everyone, you can still do some things with a WHOLE lot of patience, but most people are not really actively developing stuff inside it at the moment.

 

Edited by Alpine Scenery

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

  • Commercial Member
5 minutes ago, Alpine Scenery said:

I am not going to report it right now, these are minor issues with DEV mode. Dev mode is completely broken and  there is a list of 50+ more important problems and Asobo already knows about it, like the fact you cannot even edit certain things anymore. The dev editor is just as unuseable for everyone, you can still do some things with a WHOLE lot of patience, but no-one is really actively developing stuff inside it at the moment, other than maybe those with unlimited patience.

What's the point reporting it here then? I just don't get it.

This is not the first time I see developers discovering bugs and not reporting it to the relevant platform developers.

It drives me nuts, it really does!!.

it is one of the reason we end up with worse developing tools for everyone. How do you exactly expect Asobo to fix the missing dirt textures if nobody tells them? Do you honestly think they have resources to check every single texture implementation?  

I have seen this over and over again for P3D, XP, and of course MSFS.. If you don't report a bug, well it will not get fixed, simple as that.

If I find something, I report it.. I don't want other developers to suffer my frustrations and waste time as me (which can be weeks) when I find road blocks.. But perhaps that's just me, in fact I like helping others developers if I can, with anything that is at my disposal.. Imagine how much we all could achieve toguether if we would help each other.. Only IF.. Ugh..

S.

Signature3.png

Oficial Website: https://www.FSReborn.com
Discord Channel: https://discord.gg/XC82TqvKQ3

14 minutes ago, Alpine Scenery said:

I am aware. The sun is basically the same, it's directly overhead in a clear sky. I

On the Geneva Rock tanks pics,  the shadows are at a wide angle, around 90°.

 

Dominique

Simming since 1981 -  [email protected] GHz with 16 GB of RAM and a 1080 with 8 GB VRAM running a 27" @ 2560*1440 - Windows 10 - Warthog HOTAS - MFG pedals - MSFS Standard version with Steam

 

  • Author

The problem isn't missing dirt textures, I don't report it because it is most likely from an issue with the elevation that occurs between DEV versions, and this isn't the first time it has happened, and it happens to everyone multiple times, Asobo already knows. The elevation issues and ground lock problems have been reported many many times.

Edited by Alpine Scenery

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

  • Author
49 minutes ago, Dominique_K said:

On the Geneva Rock tanks pics,  the shadows are at a wide angle, around 90°.

 

I agree, it's not perfect but it is the only PRE-SU 5 images I had of that shot. The objects are no longer exactly facing the same direction or position, in either shot. There are obstacles in the way from other angles now too.

Keep in mind I am not using the screenshot to show you what I see, I am using it to illustrate what I HAVE SEEN. Big difference. In real life there are too many angles, so I'd have to use a comparison video to show you, but that's an impossibility for now.

Edited by Alpine Scenery

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

14 hours ago, Alpine Scenery said:

Seems to be subtle changes in the reflections and smoothness of the gradient in bounce lighting transitions. Cannot duplicate exact angles precisely, but lighting in both scenes is a clear sky. Notice in both cases the reflections appear a bit smoother and more complex and fuller in the PRE-SU5 images

In my honest opinion, you cannot say that from the two pictures taken several hours one after the other. Then these two images seem not to have the same rate of compression (see the rail above the tanks for instance).

Evidence not receivable 🤣 ! 

Dominique

Simming since 1981 -  [email protected] GHz with 16 GB of RAM and a 1080 with 8 GB VRAM running a 27" @ 2560*1440 - Windows 10 - Warthog HOTAS - MFG pedals - MSFS Standard version with Steam

 

31 minutes ago, Alpine Scenery said:

I am not going to report it right now, these are minor issues with DEV mode. Dev mode is pretty broken and there is a list of 50+ more important problems and Asobo already knows about it, like the fact you cannot even edit certain things anymore. The dev editor is just as unuseable for everyone, you can still do some things with a WHOLE lot of patience, but most people are not really actively developing stuff inside it at the moment.

 

Why not? Not reporting means they won't fix it. Right? You report this here for what purposes? Just want to understand you right.

I mean, the sim will only get fixed and enhanced if users en devs report everything that "seems" broken. 

Is this the way you wanna show how you are not helping your customers? Because, that is what you are doing. 

You know there is an issue, you do not report it at the appropriate place...but post it here....where no one will help...

I would not like to be your customer.

Marcus

 

Edited by mpo910

Regards,

Marcus P.

xaP1VAU.png

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