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What's the consensus for 5.2 concerning textures/shaders/clo

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Rushed? maybe not this is a whole new ball game with set piece graphic programs (ala a gamer game) repitition and control is worked out in advance and programmed accordingly. True Sky can be extremely dynamic but the problem we have and I give them credit for is how difficult this is to get working in a constantly changing dynamic such as speed, altitude and time as you get with the sim. Whats wrong with EA - it is unbalanced because your ilumination display switches from a small circular tube mostly shaded to a bright outside lit sky (cloudy or not) add into that tilt rolling and panning and you really asking the light emitters to shift quickly and for the GPU to match it! That is generating a lot of white noise which we perceive as haze! Sky colouring is best fixed by the use of sky shaders and textures - you cannot program EA or True Sky to recreate an atmoshpere whose colour perception or appearance is dependant on the bending of light particles off particles such as smoke, dust, salt, water vapour - that is not measured by the met world except by radio sonde flights (still). So I guess we have to live with EA unti they can fine tune it - still love it the look it gives it is very good really. 

As for True Sky - does LM have the inclination to do more work with it to use it properly - anybodies guess - in a full size sim a normal P3D projection would be fine. So that may be the answer - if your driving an F35A at M1.0 with active target acquisition sytems and threat response or other targeting focus - what's outside is of minor importance. Its what your doin!

We wait and see I guess!

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