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The dev team has acknowledged the issues...

Featured Replies

Anisotropic filtering helps a... Tiny bit, as everything else does now. 

 

 

Iñigo Bildarratz

  • Replies 602
  • Views 58.4k
  • Created
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Here we go:

MSFS Screenshot: and MSFS/HDR:MSFS-SS.jpg

 MSFS-HDR.jpg

Using my phone wasn't the best but I am too lazy to get out my Sony Alpha. Plus I may not have been quite steady enough.

Couldn't insert image!

Edited by charliearon
embed photo

Ryzen 7 5800 x3D, Asus Tuf Gaming X570 Plus, Geforce GTX 4080 F.E., 32GB Corsair PC-3600, 1TB Samsung Evo 970 nVME SSD, 1TB Samsung Evo 870 SSD, 500GB Samsung Evo 870 SSD

6 minutes ago, Alpine Scenery said:

To me the main difference is the LOD and maybe some Anistropic Filtering. I am also playing wtih the Nvidia sharpening filter and disabled MSFS one, but I'm not sure it made much difference, maybe a little.

I've just finished testing NVidia Aniso 16x + FS2020 off, and NVidia Aniso Let App Decide + FS2020 16x

Results: the same.

35 minutes ago, jarmstro said:

Oh God. The despair I can stand. It's the hope I can't when some one posts a fix that turns out to be placebo...

All the fixes I have read so far seem to be a total waste of time. 

 

 

 

9 minutes ago, Aristoteles said:

I am starting to think that the tonemap that asobo released makes all tweaks, tricks futile. Unless they fix it for us, we are bound to buy HDR screens. SDR looks awful compared to HDR, but I understand that some guys are enjoying running medium settings at 60 frames now. 

Yes. I'm so sick of fiddling about with the cfg file. Nothing really makes any difference. It seems very random. One flight looks OK and the next looks rubbish. I think there is some kind of dynamic fps optimiser going on. It's down to Asobo to fix it. Or not.

You can crank the Nvidia sharpening filter up a bit, it helps a little at higher altitude, but that haze (oh man). The haze was always there, and I always disliked it, the problem is i think it enforces itself at lower altitudes now from their LOD change, that is why we are noticing it quicker

I don't think it's intentional, it's because when they changed the LOD the HAZE effect was tied to it, so the lowered LOD = lower elevation when the haze effect appears.

 

Edited by Alpine Scenery

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

10 minutes ago, jarmstro said:

Yes. I'm so sick of fiddling about with the cfg file. Nothing really makes any difference. It seems very random. One flight looks OK and the next looks rubbish. I think there is some kind of dynamic fps optimiser going on. It's down to Asobo to fix it. Or not.

I just posted on another thread , it looks like Asobo has more problems, On the Official Msfs forum they are reporting CTDs now on the Xbox X. They don't sound very happy about it. 

 

 

 

 

12 minutes ago, Alpine Scenery said:

You can crank the Nvidia sharpening filter up a bit, it helps a little at higher altitude, but that haze (oh man). The haze was always there, and I always disliked it, the problem is i think it enforces itself at lower altitudes now from their LOD change, that is why we are noticing it quicker

I don't think it's intentional, it's because when they changed the LOD the HAZE effect was tied to it, so the lowered LOD = lower elevation when the haze effect appears.

 

Could it be that the more haze there is, the less detail has to be processed in the scenery, so bandwidth requirement is reduced?  Just guessing, really not sure if this is true or not. 

 

 

 

1 minute ago, Bobsk8 said:

I just posted on another thread , it looks like Asobo has more problems, On the Official Msfs forum they are reporting CTDs now on the Xbox X. They don't sound very happy about it. 

 

It must be the ones that are over clocked or setting there config file to read only 🙄

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15 minutes ago, Bobsk8 said:

Could it be that the more haze there is, the less detail has to be processed in the scenery, so bandwidth requirement is reduced?  Just guessing, really not sure if this is true or not. 

When you get that really strong blinding haze, that effect has been used in gaming for this reason all the way back to the 1990's. That said, the haze that first appears isn't that strong enough as far as overriding detail to be a huge performance saver.

There is 2 separate types of haze in this, the haze on the horizon which is thicker (that is more likely to be done for performance reasons to limit draw distance), and the haze that just appears to effect the color. My guess is that the initial "preparatory haze" you get is because they are preparing you for the blinding haze at the very high (almost at orbit) altitudes. So possibly they are doing it that way to make the blend look better, but IMO it's a mistake.

Edited by Alpine Scenery

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

9 minutes ago, Nyxx said:

It must be the ones that are over clocked or setting there config file to read only 🙄

Or  there is something wrong with their X box X,and they should return it for another one. 

 

 

 

28 minutes ago, jarmstro said:

Yes. I'm so sick of fiddling about with the cfg file. Nothing really makes any difference. It seems very random. One flight looks OK and the next looks rubbish. I think there is some kind of dynamic fps optimiser going on. It's down to Asobo to fix it. Or not.

I think their bandwidth pipes are under more strain due to the Xbox users, so this may be some of what we are seeing. I agree the visuals are more inconsistent now in some ways, but it's a bit better than it was right after the patch launch.

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

17 minutes ago, Bobsk8 said:

Or  there is something wrong with their X box X,and they should return it for another one. 

Nah, I am pretty sure they are overclocking. 

6 hours ago, BiologicalNanobot said:

Aside from the LOD differences where everyone is experiencing different results, there are also two major differences everyone is likely experiencing the same way.

The first one is loss of light shafts - aircraft no longer have volumetric lighting to them. I really don't know how they managed to break this, but I don't think this was done for performance reasons. Ray marching a volume when its density can be expressed mathematically is not performance heavy at all, as its optical depth can be pre-calculated and baked into a table.

The second one is different lighting - lighting looks quite different compared to before. Overall, everything is brighter and eye adaptation seems to work differently. I believe the main difference is the HDR tonemapper used. Basically, physically based rendering calculations often result in luminance values way above the usual standard dynamic range. In order to map those HDR values back into SDR values that our monitors can display, a mathematical function called tonemapper is used. Tonemappers have profound impact on the final result, so this might explain the extensive differences in colors, lighting and shading. Similarly, this is likely not done for performance reasons at all. Tonemappers are nothing more than rather simple mathematical functions, they are also usually really fast to evaluate and therefore have no performance impact to begin with.

So far the only positive of this new HDR tonemapper seems to be the fact that volumetric clouds no longer look overly gray / like volcanic ash, but other aspects seem to be affected rather badly.

Interesting info - thanks. Perhaps this is a bug rather than intentional (hoping anyways). Someone on the team must be knocking back one too many glasses of Bordeaux when coding…

2 hours ago, Mikeingreen said:

Here we go:

MSFS Screenshot: and MSFS/HDR:MSFS-SS.jpg

 MSFS-HDR.jpg

Using my phone wasn't the best but I am too lazy to get out my Sony Alpha. Plus I may not have been quite steady enough.

Couldn't insert image!

What's with the top image, had you dropped your phone while it took the shot?

 

 

 

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