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Flying near/through clouds tough on perf?

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I have high hopes for XEnviro's clouds X-Plane 12 implementation, when? Don't know. 

Alexander Colka

On 9/8/2022 at 2:18 PM, abrams_tank said:

I wonder if this is why the clouds in XP 12 are blurry with very little definition.  My guess is, it was a challenge for LR to provide reasonable FPS in XP 12 with all the graphics upgrades already.  Clouds are generally an FPS killer in flight simulators.  I think LR pushed the clouds as much as they could, while keeping the FPS as reasonable as possible in XP 12. As I also come from a software development background, I can imagine the challenge it was for LR, it's not easy to raise the level of graphics while also keeping the FPS the same.

Hopefully, in future updates of XP 12, LR can find ways to optimize XP 12 to further to increase the FPS, so that they can also raise the quality of the clouds in XP 12.

So as per the update from Ben Spunik from LR, it appears that clouds are a big FPS killer and it explains why LR kept the quality of the clouds lower, to help with the FPS:

Quote

Clouds – we are working on the shaping and quality of clouds, improving resolution, fixing artifacts, and improving performance. Clouds are probably the single most expensive part of the renderer, so they are a constant tug-of-war between quality and speed.

https://developer.x-plane.com/2022/09/x-plane-12-early-access-is-here/

 

i5-12400, RTX 3060 Ti, 32 GB RAM

7 hours ago, abrams_tank said:

So as per the update from Ben Spunik from LR, it appears that clouds are a big FPS killer and it explains why LR kept the quality of the clouds lower, to help with the FPS:

https://developer.x-plane.com/2022/09/x-plane-12-early-access-is-here/

 

Good news that they're working on improving both the visuals and performance of the clouds! Since in some situations they can already look as good or better than competing sims, I'm optimistic! 😁

"Society has become so fake that the truth actually bothers people".

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