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The 'I wonder...' bug...lights...

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Well, as others have mentioned...if you are less than at 100 % render scale, you will see almost a 98 percent reduction on terrain and city night lighting.  That is what is happening with me at 90 percent, that I usually run my GTX1070 at to get 27-31 FPS.  So...with reading this this morning (until then, I had no idea this was a bug...)  I flew over Vancouver City at 90 render...and there were a few lights...(but..I wonder if this was a bug well before SU6, or even with SU5?!?!?)  that I think I remember as it is, what it is...but then...holy jeez!....I put my render to 100, and the ENTIRE CITY lit up, like I don't think I ever remembered it....so....over Vancouver City at 100, I'm around 22-27 FPS, but simply an amazing visual.  I wonder...if (in ignorance) I never did have full lighting for who knows how far back, sitting at 90. That's just the thing...I can't truly remember 'how it was' other than I know for sure...I never had the full city lighting over Vancouver, as I do now at 100 percent on my wide view.  Can I fly at 22-27...in fact, I can...still stutter free, and the animation still allows for the mind to think you are fluid in the air. So...I guess, until they SAY they have the less then render at 100 /lights lost fix...I will have to burden my poor 1070 with the 'full Monty'!  Oh...that's at all Ultra..with the new doo-hickey...at Ultra as well, so I have no complaints at 22-27 FPS. None...

Other than that...nothing bad to report...no stutters, no this, no that...a good update at my end, on a old as dirt, system.... 🙂

I7-980 Extreme (four core), GTX 1070 FTW.

12 Gigs of System Ram.

22-27 FPS at Ultra everything...and over Vancouver at night!  Lights galore at 100 render, at 2,800 feet.

Edited by Sesquashtoo

Interesting .I have been using a render scale of 80 since day 1...I think I even had it at 70 for a while.  I have a 49" super ultra-wide (5120 x 1440) so my GPU gets quite a workout so I always scaled it down. I also deal with the big fuzzy lights due to my monitor size. I'll have to give 100 a try and see if it makes a difference, I had not heard of this issue before!

Edited by Flic1

Eric

i9-12900k, RTX 5070ti OC, 32GB ddr5 5600 RAM, 2TB 980 Pro SSD, Titan 240RX AIO, Samsung CRG90 49", Win 11

  • Author
14 minutes ago, Flic1 said:

Interesting .I have been using a render scale of 80 since day 1...I think I even had it at 70 for a while.  I have a 49" super ultra-wide (5120 x 1440) so my GPU gets quite a workout and always scaled it down. I also deal with the big fuzzy lights due to my monitor size. I'll have to give 100 a try and see if it makes a difference, I had not heard of this issue before!

I just did this test, and I have to say....that I think this bug was even before U6..who truly knows how many 'U's back.  I was in total ignorance of this!!!!   So...I did the test...I put myself at Vancouver Intl at 22:00 hours and took off at 90.  So...yeah, a few lights city here and there...airport here and there (and I am really feeling that was how it was to me...) then....OMG!   I put my render to 100 at full native display...and the ENTIRE @**!!))  Vancouver City and AIRPORT...taxi ways...runways..lit up like a Christmas Tree on steroids!   OMG...THIS IS WHAT I MUST HAVE BEEN MISSING?!????    So....I'll take Flic, 22 low to 27 high FPS...for the visuals...simply life like amazing....simply amazing and I think I was missing this all along over a few U's....3/4 5?!?!?  I don't know... but will be keeping my res at native until they say they have 'fixed it'.

Cheers!

Edited by Sesquashtoo

Are you serious??? I have been at RS between 70 and 80 for ages, are you saying I have been missing tons of city lights for all this time?? Hahaha, I need to push to RS=100 tonight.

Its a new bug.  There's a dev post about it in the forums.  Work-around is to use renderscale 100 when flying at night until they release a fix.

I can confirm its new.  I did a flight over NYC at night with renderscale at 80% with no issues on the day before the update went live.

It looks to me like the night lighting layer is just not picking up the scale attribute properly.  I suspect it will be a relatively minor fix, so lets hope they can put out a hotfix soon.

1 hour ago, VFXSimmer said:

Its a new bug.  There's a dev post about it in the forums.  Work-around is to use renderscale 100 when flying at night until they release a fix.

I can confirm its new.  I did a flight over NYC at night with renderscale at 80% with no issues on the day before the update went live.

It looks to me like the night lighting layer is just not picking up the scale attribute properly.  I suspect it will be a relatively minor fix, so lets hope they can put out a hotfix soon.

Thanks for confirming that VFX.  Strange how something like lighting can be linked to render scale.  Didn't we have something like this with the tree rendering distance - linked to Latitude wasn't it?  Maybe there is plenty of spaghetti coding left over from FSX.  

Rob (but call me Bob or Rob, I don't mind).

I like to trick airline passengers into thinking I have my own swimming pool in my back yard by painting a large blue rectangle on my patio.

Intel 14900K in a Z790 motherboard with water cooling, RTX 4080, 32 GB 6000 CL30 DDR5 RAM, W11 and MSFS on Samsung 980 Pro NVME SSD's.  Core Isolation Off, Game Mode Off.

7 minutes ago, bobcat999 said:

Thanks for confirming that VFX.  Strange how something like lighting can be linked to render scale.  Didn't we have something like this with the tree rendering distance - linked to Latitude wasn't it?  Maybe there is plenty of spaghetti coding left over from FSX.  

Lights can easily be a separate 'layer' that gets composited over the background.  In the case of lighting you can actually just add the results together pixel by pixel.  Its basic practice for feature film visual effects.

Looking at the screenshots of the error when the renderscale is greater than 100%, like this one:

NightLight.jpeg.f0898607a9be26399b110cdad47cfd34.jpeg

you'll notice that the lights seem to correlate to the scene but "scaled down".  I believe in this shot the user had a renderscale of 140%.  It looks like the lights were rendered at a scale of 100% instead which is why they cover a smaller area of the screen (pinned to the top left corner).  Apparently, the lights disappear completely when the RS is below 100% - perhaps the render comp logic fails when the light layer is larger then the layer its being comp'd into?

Again - I do movie VFX so this is just my guess looking at the images - I havent programmed for a PC GPU and dont have any inside knowledge of Asobo's render engine.

That said, I still suspect this was just a dumb error and hope it will be pretty simple to fix.

 

Yeah, I guess to make it look real you have to set render exactly to 100, no less, no more.

EDIT: During darkness hours.

Edited by Fielder

5800X3D, RTX4070, 600 Watt, one or two 1440p 32" screens, 64 GB RAM, 4 TB  PCle 3 NVMe, Warthog throttle, VKB NXT EVO stick, Honeycomb Alpha yoke, CH quad, 3 Logitech panels, 2 StreamDecks, Desktop Aviator Trim Panel. Crystal Light VR.

 

  • Author
4 hours ago, Turpentine said:

Are you serious??? I have been at RS between 70 and 80 for ages, are you saying I have been missing tons of city lights for all this time?? Hahaha, I need to push to RS=100 tonight.

I sure am...take off at 22:00 hours...at Vancouver Intl...AT 70,80,90...but not 100...and check it out. Ok...now while circling the city...put it to 100, and put on your sunglasses...lol.  

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