September 30, 20214 yr 3 hours ago, jarmstro said: One of the strong points of XP11 is the thousands of very acceptable default airports and the scenery gateway system. I presume they will all just be carried over to XP12? Or will they? What improvements can we expect to see with regard to the default airports in XP12? Will improved assets be automatically applied? In the FSElite video with Austin & Ben the question was raised about backward compatibility and Austin was very vociferous about that being a key item. I would assume the airports will be carried forward but whether improved assets will replace existing assets is another matter altogether. My guess is that unless an existing asset would cause issues it will probably require manual intervention by authors to upgrade assets but I make no claims to infallibility. 😉 Give people power to really test their personality.
September 30, 20214 yr 7 hours ago, mSparks said: The groundswell of people who do the same has basically killed windows as a viable operating system. Let's not get hyperbolic here. I'm a developer across all platforms for 25+ years, I'm now deploying Microsoft's .Net 5 to Linux servers in a competitors cloud while juggling VS Code and Visual Studio, all under Windows 10. I have zero complaints. From AAA gaming to handling my insane daily tasks as a software engineer, I have no issues with Windows 10. NONE. And that's pretty crazy at this point. Not to drift off subject, but VS Code is a impressive bit of engineering. This is essentially an HTML/CSS/JS program with a few bits of Rust and C++ thrown in where needed. Run it on Mac, Linux, Windows ... could be the future of operating systems, forget things like Qt. Notice how Asobo is using WASM and HTML/JS for panel gauges? I can hear it now ... "I can't believe they had to embed Internet Explorer into the the cockpit to use HTML" Obviously nothing like that but you'd have to be on the bleeding edge to understand what is happening across this industry. Edited September 30, 20214 yr by Gulfstream
September 30, 20214 yr 5 hours ago, jarmstro said: One of the strong points of XP11 is the thousands of very acceptable default airports and the scenery gateway system. I presume they will all just be carried over to XP12? Or will they? What improvements can we expect to see with regard to the default airports in XP12? Will improved assets be automatically applied? I believe the following has already been posted earlier in the topic: https://forums.x-plane.org/index.php?/forums/topic/252973-x-plane-12-what-to-expect/&tab=comments#comment-2253256 Here is the gist of it (screenshots) This is a XP12 Global Airport that has a lot of open, featureless green ... "just grass". Most of the changes below are new XP12 art assets auto-added by WED's functions added to get large parts of the Global airports "auto-updated". So that is how most already existing airports now look like on a late summer afternoon. And here is the last screenshot post-processed along the lines of what I've documented in my other experiments a few days ago: +0.75 exposure: the most important factor missing in X-Plane to me Slight S-Curve: for contrast +25 saturation: it seems the sun was low but I wanted a little more peps to highlight the beauty of it, entirely subjective here! PS: what I can't help noticing is that there is a general impression that X-Plane visuals can't match FS2020, but what X-Plane is mostly missing is just a stack of post-processing shaders to transform a synthetically correctly lit image into a visually correct one. Those of you accustomed to developing RAW photography are used to do this manually (exposure, white balance, S-curve, eventually highlights/shadows to remove some clipping). These are the exact same post-processing filters FS2020 is using which you can manually deactivate too in the UserCfg.opt file (a json file) in the "PostProcess" section, namely: EyeAdaptation (meterring for global exposure), ColorGrading (tone mapper and white balance). Edited September 30, 20214 yr by RXP
September 30, 20214 yr The new lighting looks excatly like what I expect from a streamed SDR content on my HDR monitor. The new pipeline is working in an HDR ready manner, they claim, so the way those shots and videos are streamed means really a lot.
September 30, 20214 yr 44 minutes ago, Gulfstream said: Let's not get hyperbolic here. Its really not hyperbolic to anyone outside of the Microsoft eco system, https://www.quora.com/What-operating-system-do-the-Google-employees-use-How-much-freedom-do-they-have-with-respect-to-an-OS-usage or those that haven't forgotten how we got here. There is a very high probability that windows 11 follows the same route as windows CE and windows mobile, that doesn't mean Microsoft vanishes - they already gave up on making money from their OS department about 5 years ago or so and have been doing fine without it. See also: AutoATC Developer
September 30, 20214 yr 1 hour ago, RXP said: I believe the following has already been posted earlier in the topic: https://forums.x-plane.org/index.php?/forums/topic/252973-x-plane-12-what-to-expect/&tab=comments#comment-2253256 Here is the gist of it (screenshots) This is a XP12 Global Airport that has a lot of open, featureless green ... "just grass". Most of the changes below are new XP12 art assets auto-added by WED's functions added to get large parts of the Global airports "auto-updated". So that is how most already existing airports now look like on a late summer afternoon. And here is the last screenshot post-processed along the lines of what I've documented in my other experiments a few days ago: +0.75 exposure: the most important factor missing in X-Plane to me Slight S-Curve: for contrast +25 saturation: it seems the sun was low but I wanted a little more peps to highlight the beauty of it, entirely subjective here! PS: what I can't help noticing is that there is a general impression that X-Plane visuals can't match FS2020, but what X-Plane is mostly missing is just a stack of post-processing shaders to transform a synthetically correctly lit image into a visually correct one. Those of you accustomed to developing RAW photography are used to do this manually (exposure, white balance, S-curve, eventually highlights/shadows to remove some clipping). These are the exact same post-processing filters FS2020 is using which you can manually deactivate too in the UserCfg.opt file (a json file) in the "PostProcess" section, namely: EyeAdaptation (meterring for global exposure), ColorGrading (tone mapper and white balance). I'm sorry but I don't understand? I wasn't talking about screenshots from miles away I was thinking more about how the buildings will look up close? Essentially will they look better? Will the airports look better up close? Edited September 30, 20214 yr by jarmstro
September 30, 20214 yr 31 minutes ago, jarmstro said: I was thinking more about how the buildings will look up close? Essentially will they look better? Will the airports look better up close? I was reading you were wondering about "assets" in general. For buildings in particular, there are specific screenshots of these a few posts above the one I've linked!
September 30, 20214 yr 2 hours ago, RXP said: I believe the following hAnd here is the last screenshot post-processed along the lines of what I've documented in my other experiments a few days ago: +0.75 exposure: the most important factor missing in X-Plane to me Slight S-Curve: for contrast +25 saturation: it seems the sun was low but I wanted a little more peps to highlight the beauty of it, entirely subjective here! PS: what I can't help noticing is that there is a general impression that X-Plane visuals can't match FS2020, but what X-Plane is mostly missing is just a stack of post-processing shaders to transform a synthetically correctly lit image into a visually correct one. Those of you accustomed to developing RAW photography are used to do this manually (exposure, white balance, S-curve, eventually highlights/shadows to remove some clipping). These are the exact same post-processing filters FS2020 is using which you can manually deactivate too in the UserCfg.opt file (a json file) in the "PostProcess" section, namely: EyeAdaptation (meterring for global exposure), ColorGrading (tone mapper and white balance). Your post processing looks very good, subtle yet efficient. Hopefully LR can tweak the shaders to get a final outcome similar to your example and also tweak the lighting to get rid of that funny reflective river water
September 30, 20214 yr You dont own the software you buy in the same way that you do not own the copyright of a book you buy. You own the physical book but not the right to do whatever you want with the words therein, and especially not the right to photocopy it and sell more copies of it to others.
September 30, 20214 yr 3 hours ago, RXP said: I believe the following has already been posted earlier in the topic: https://forums.x-plane.org/index.php?/forums/topic/252973-x-plane-12-what-to-expect/&tab=comments#comment-2253256 Here is the gist of it (screenshots) This is a XP12 Global Airport that has a lot of open, featureless green ... "just grass". Most of the changes below are new XP12 art assets auto-added by WED's functions added to get large parts of the Global airports "auto-updated". So that is how most already existing airports now look like on a late summer afternoon. And here is the last screenshot post-processed along the lines of what I've documented in my other experiments a few days ago: +0.75 exposure: the most important factor missing in X-Plane to me Slight S-Curve: for contrast +25 saturation: it seems the sun was low but I wanted a little more peps to highlight the beauty of it, entirely subjective here! PS: what I can't help noticing is that there is a general impression that X-Plane visuals can't match FS2020, but what X-Plane is mostly missing is just a stack of post-processing shaders to transform a synthetically correctly lit image into a visually correct one. Those of you accustomed to developing RAW photography are used to do this manually (exposure, white balance, S-curve, eventually highlights/shadows to remove some clipping). These are the exact same post-processing filters FS2020 is using which you can manually deactivate too in the UserCfg.opt file (a json file) in the "PostProcess" section, namely: EyeAdaptation (meterring for global exposure), ColorGrading (tone mapper and white balance). It does make a huge difference. I don't know why this is not standard. https://fsprocedures.com Your home for all flight simulator related checklist.
September 30, 20214 yr 1 hour ago, fogboundturtle said: I don't know why this is not standard. Because once upon a time your PC would not have coped and tech is now finally catching up.
October 1, 20214 yr @peroni @fogboundturtle Thank you for your kind words! It used to be easy to manually change this up to 11.21 at least:https://forums.x-plane.org/index.php?/forums/topic/149559-enhanced-rendering-for-free-and-post-processsing/&do=findComment&comment=1422168 But to your question I don't know why. It might be a difference which is not as much on macOs (I believe LR works on macOs mostly) but more visible on Windows (different gamma?), or just that I'm used to develop RAW photography and I can "notice" X-Plane exposition is at least 0.5 stop too low. These are just experimental adjustment on sRGB photos which are unfortunately showing some visible clipping and posterization on the highlights, unlike what you'd get if done in the simulator directly. However it shows how much similar FS2020 and X-Plane lighting can be, if only the latter is applying a set of "standard' post-processing effects the same way you'd do when developing digital photography. Edited October 1, 20214 yr by RXP
October 1, 20214 yr Just now, RXP said: It might be a difference which is not as much on macOs It looks just as bad on macOS AutoATC Developer
October 1, 20214 yr All I know is that if the final product looks better than P3D v5.2, has better weather depiction than ASN/REX, flies more realistically than MS/P3D, acceptable ATC, and less Buggy than 2020, count me in.
October 1, 20214 yr 7 hours ago, peroni said: Your post processing looks very good, subtle yet efficient. Hopefully LR can tweak the shaders to get a final outcome similar to your example and also tweak the lighting to get rid of that funny reflective river water I am lost. Which one is from LR and which one was modified by RXP? The bottom one "left top" bothers me with the "whiteness of light". Everything looks like "dreamy" world. Anyway just a personal preference I guess. System Spec 1: Nvidia RTX 4090, AMD Ryzen 9 7950X3D, Res 5120x1440, HP Reverb G2System Spec 2: AMD Radeon RX 7900XT, Intel I-9 9990K, Res 3840x1080, HP Reverb G2
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