Sign in to follow this  
Guest unitedpilot36

WOW!!!

Recommended Posts

http://windwardmark.net/products.php?page=...⊂=technologyIt's a lighting/weather engine "add-on" for simulators.Look at the before/after screenshots.It's incredible how "just" a proper lightning processing can immensely add to the realism of the scene, without the need to modify the 3d scene at all.MS should licence that engine for FSXI :-lol Marco

Share this post


Link to post
Share on other sites
Help AVSIM continue to serve you!
Please donate today!

HDR lighting is possible in DX10. ACES are probably working on it right now.

Share this post


Link to post
Share on other sites

That company should be sued for fraud. They are obviously just taking real world photographs and passing them off as screenshots ;-)Seriously though, that's amazing. Hopefully a sneak peak at the future of FS11.Make sure to check out some of the videos.Matt

Share this post


Link to post
Share on other sites

"WindLight doesn't suffer from this quality/speed problem. It is based on entirely different models, and uses patent-pending algorithms to keep its framerates extremely high at all times. WindLight was written from the ground up to be used in real simulators, on all objects, in all conditions, while always maintaining its photographic fidelity and speed." !!

Share this post


Link to post
Share on other sites

>"WindLight doesn't suffer from this quality/speed problem.>It is based on entirely different models, and uses>patent-pending algorithms to keep its framerates extremely>high at all times. WindLight was written from the ground up to>be used in real simulators, on all objects, in all conditions,>while always maintaining its photographic fidelity and>speed." !!I think they mean that their lighting/weather engine don't add much overhead to the graphic engine. I think FSX frame rate problems are mostly not caused by its weather/lighting engine.Of course their quality/performance ratio seems very good and be very useful in a performance hungry app as FSX! :)Marco

Share this post


Link to post
Share on other sites

Awesome stuff!I couldn't tell if it's included with Windlight, but their Nimble system looks just as fantastic. If only someone could implement this in FS!!

Share this post


Link to post
Share on other sites

I wouldn't be too optimistic. Trees of Pangea was released a fair while ago but the trees are still static in FSX. Maybe FS11?

Share this post


Link to post
Share on other sites

Billy should buy the company and merge it into MS products..namely FS11. Now that is something I would buy on release day!

Share this post


Link to post
Share on other sites

I'm traditionally skeptical about things like this, but I've seen some great advances recently.I'd love to see it implemented in a real world situation to see how it works in comparison (by the way, I notice that a lot of the "before" comparison shots have no shadows or anything rendered at all, like just one point light for the scene).Recently, I've been doing a lot of reading (and a few of my own experiments) with procedural generation of architecture. This paper from SIGGRAPH talks about a lot of what can be done. It's similar in concept to autogen, but definitely higher cost in polygons.http://www.vision.ee.ethz.ch/~pmueller/wik...ngine/DocumentsThe demo reel on this page:http://www.vision.ee.ethz.ch/~pmueller/wik...gine/Animations (the 560MB one) really shows off all they can do.However, I don't believe something like this is ready for prime time yet. My understanding of autogen is that it takes prebuilt low poly buildings and places them where they need to go based on certain factors. This new process uses base shapes (cubes, cylinders, etc) and then applies a set of rules with some probability to each shape or face of the shape, creating random but similar and fitting architecture on the fly. It expands to use vector data to assign where these buildings should be, and fits them within the confines of the space allowed. So you get a random, but natural and realistic collection of houses, storefronts, etc.One day, perhaps not too far from now, we'll be at the point technologically where this form of on the fly content creation is more plausible for commercial products. I think we'll probably see those better lighting solutions before then.

Share this post


Link to post
Share on other sites

HDR is available in DX9. Valve's been showcasing HDR in HL2: Lost Coast and it is available in HL2: First Episode.Cheers,

Share this post


Link to post
Share on other sites

Yeah...HDR would work wonders in FSX. With high dynamic range, the sun would really look bright compared to the ground. I bet the night enviroments would look better too (with say runway lights standing out more).

Share this post


Link to post
Share on other sites

Basically, we have the salt, the pepper, the egg yoke and the olive oil. All we need is some creativity, maybe a touch of vinegar and crushed garlic, patience and elbow grease, to get the real mayonnaise. One might also want to ponder why the bother since Kraft already did that for you?As far as smaller but as creative initiatives also check out this guy:http://www.white-clouds.org/

Share this post


Link to post
Share on other sites

Kraft Mayo doesn't look like those screenshots though. I want Whole Foods Mayo. :9

Share this post


Link to post
Share on other sites

Here is a video of from windwardmark. ACES really needs to scrap the current engine and just redo the whole thing. To heck with backwards compatability. We being simmers and them being developers just need to start fresh from some point. We should make it FS11 even if it means and extra year or two to come out. Notice in the video how the sun actually gets blocked out from the clouds not allowing light through. This is at 187fps as well. So ACES surely cannot say it "cant be done". Its just a matter of doing it and not having this stuff we have now were we rejoice in seeing 25fps. This video takes a minute or two to load..be patient.http://windwardmark.net/videos/windlight/W...Weather_512.avi

Share this post


Link to post
Share on other sites

>Here is a video of from windwardmark. ACES really needs to>scrap the current engine and just redo the whole thing. To>heck with backwards compatability. We being simmers and them>being developers just need to start fresh from some point. We>should make it FS11 even if it means and extra year or two to>come out. Notice in the video how the sun actually gets>blocked out from the clouds not allowing light through. This>is at 187fps as well. So ACES surely cannot say it "cant be>done". Its just a matter of doing it and not having this stuff>we have now were we rejoice in seeing 25fps. This video takes>a minute or two to load..be patient.>>http://windwardmark.net/videos/windlight/W...Weather_512.aviWhile I lean more towards the "rewrite the engine" side than "maintain backward compatiblity", you are comparing apples to oranges here.That is a weather simulator (I'll call it WSX). FSX is doing a lot more than weather. WSX is just a camera floating around in space. There is no aircraft flight model to contend with, no computing effects of weather on the aircraft. No Autogen. No gigabytes of textures to show for every nook and cranny of the earth. No ATC, AI aircraft, collision detection, panels, etc.Now, maybe there is some technology in WSX that could lend itself to FSX (or FSXI). If so, that would be great. I think DX10 will help somewhat in this regard. It will give ACES more headroom in the graphics pipeline to show more "clutter" on the screen, whether the clutter is buildings, trees, or maybe weather.

Share this post


Link to post
Share on other sites

That snow in the video looks really good. Better than FSX snow.Maybe the ActiveSky devs could use some of this technology today. We won't see major changes in FS till FSXI (except for DX10).

Share this post


Link to post
Share on other sites

The video shows some amazing effects - for a static viewpoint.What is does not show is any ability to handle the rapidly changing viewpoint / world which we deem essential to Flight Sim.And it's somewhere between 1.25 and 2 years old video and technology.

Share this post


Link to post
Share on other sites

...FSX is still using 10 year old technology.The other videos on their site show rapid movement with volumetric clouds, cloud shadows on terrain, self shadowing on structures & its all tweekable in realtime running at nearly 200fps with lighting almost as good as pre-rendered radiosity engines.No waiting for FSX to reload everything whenever you make a tiny change either. Looks like a real quality engine rather than another half baked FS98 re-hash to make The Vole more bux.

Share this post


Link to post
Share on other sites

>...FSX is still using 10 year old technology.Really? Is Shader Model 2.0 10 years old?>The other videos on their site show rapid movement with>volumetric clouds, cloud shadows on terrain, self shadowing on>structures & its all tweekable in realtime running at nearly>200fps with lighting almost as good as pre-rendered radiosity>engines.Great. Maybe they'll market it as Floating Camera Weather Simulator. Have fun with that.>No waiting for FSX to reload everything whenever you make a>tiny change either. Looks like a real quality engine rather>than another half baked FS98 re-hash to make The Vole more>bux.Yeah, Floating Camera Weather Simulator doesn't have to deal a pesky 57,268,900 square miles of terrain. But you can slew around to your heart's content (until you run out of the simulated area).

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this