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Touradg

Any hope for Cloud's Shadow? - Number of variables insi...

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If I am not mistaken, they had implemented cloud shawdows for FSX, but they took it out for being very resource hungry. (I even saw a screen shot of setup that allowed you to check/uncheck the option). Basically there needs to be another rendering pass to do the shadows. If you think frame rates are bad now, then imagin it with cloud shawdows.

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And yet they have light bloom which requires the same pass and is equally resource hungry. That is an option but cloud shadows isn't. Doesn't make sense.

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Yeah remember a shot which i think was for CES and fsx introduction show.But because of these things i guess that there is no hope for that.maybe fs11!touradg

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Yup, it's a big visual element of flying no doubt, and one I've been looking forward to for several versions. If they did no other visual improvements in the DX10 patch except for that I'd be stoked. I'm no expert on this aspect of FSX, and I'm sure the ACES team has thought of it and discarded it for some valid reason, but since the terrain engine is already doing self shadowing with dynamically created shadowmaps based on the position of the sun, wouldn't it be possible to incorporate clouds into that calculation as well and fit it into the same shadowmap pass? It might not be perfect looking, and I'm sure the fact that the clouds move would cause all sorts of complications, but a rough approximation might be better than nothing.Anyway, just a thought. :)-Mike

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I agree, cloud shadows is number one for me too. Isn't FSX meant to be Microsoft's showcase for DX10? I think if the DX10 patch doesn't add lots of eye candy then what's the point of upgrading to DX10 and Vista?Also the World in conflict beta has cloud shadows under DX10!

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For the record I'd like to see cloud shadows too, if it can be feasibly done. I think one of the goals for a version Direct3D should be implement features like bloom and shadowing without having as much overhead. That's the whole point of a new API it seems to me!RhettAMD 3700+ (@2585 mhz), eVGA 7800GT 256 (Guru3D 93.71), ASUS A8N-E, PC Power 510 SLI, 2gb Corsair XMS 3-3-3-8 (1T), WD 150 gig 10000rpm Raptor, WD 250gig 7200rpm SATA2, Seagate 120gb 5400 rpm external HD, CoolerMaster Praetorian

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HiSo i am not alone.I am sure this is not something that difficult.We already have this in X-plane 8.5 and it is very nice recreation.touradg

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Given FSX has bloom today, it is reasonable to expect us to do something with it in DX10.Given FSX doesnt have cloud shadows today, that is perhaps not as reasonable.Thats not to say there are no new features, just that we are somewhat limited in that its not a full new game and is only a patch.Its not that long before I spill, so be patient a few weeks more :-).

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>I agree, cloud shadows is number one for me too. >>Isn't FSX meant to be Microsoft's showcase for DX10? >>I think if the DX10 patch doesn't add lots of eye candy then>what's the point of upgrading to DX10 and Vista?>>Also the World in conflict beta has cloud shadows under DX10!Yeah, World in Conflict also requires a DX10 card to do dual monitors, so where is the fairness in that? :(

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Hi Phil,I know that you are very busy these days but please give it a consideration. This is going to be a fix rather than a new feature in my idea Phil. I know that this maybe a difficult implementation due to the moving and variable characteristics of clouds.Thank youTouradg

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Perhaps it was more of a frame hit. I am sure they didn't throw a coin up to decide between the two features. They had to stop somewhere!

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I think what Phil is saying is that the way FSX is set up right now, the perf hit is very very big with cloud shadows. This was mentioned in pre-prelease stuff about a year ago.But the good news is that cloud shadows are on the radar screen and perhaps a workable, *efficient* way to handle them (taking advantage of what I hope to be a more streamlined D3D API) can be found in the future. The not too distant future.RhettAMD 3700+ (@2585 mhz), eVGA 7800GT 256 (Guru3D 93.71), ASUS A8N-E, PC Power 510 SLI, 2gb Corsair XMS 3-3-3-8 (1T), WD 150 gig 10000rpm Raptor, WD 250gig 7200rpm SATA2, Seagate 120gb 5400 rpm external HD, CoolerMaster Praetorian

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Well the interesting part is they have terrain shadow. The terrain casts a shadow on itself, depending on the position of the sun. It's quite a show flying with Tileproxy at sunset in the desert. The shadows actually work, although I find the contrast should be much higher. The only downside is the low resolution of the shadow, you can see jagged edges.I think cloud shadows could (and should) be implemented in the same way, using a simple 1 bit shadow stencil mask. And maybe get the resolution up a bit.The problem with cloud shadows may be that the clouds can move faster than the sun and hence a higher update frequency is required, especially with strong winds. ;)

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>For the record I'd like to see cloud shadows too, if it can>be feasibly done. I too but those shadows better look right. All shadows at present are way TOO strong, these are shadows similar to what you see on the Moon. :-erks I am better of without such shadows at all. Michael J.http://img142.imageshack.us/img142/9320/apollo17vf7.jpg

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Hi NotASenatorI meant declared variables as they are actually updated continually. I have exactly the same idea and agree with you. And because of this I guess that it might be around millions. I myself tried to guess that by counting number of objects inside the area of simulation and also other factors such as weather, AI, ATC, Flight dynamic, Navigations and

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And something about DX10,As I said earlier in this post and as reply to Phil, some features inside fsx are not mandatory but they are in and some are mandatory but they are not. I do not want to blame the team but believe me or not I have seen lots of people who learned how to fly in Fs and now they are in heavy irons just because of FS, I have seen many of my friends who became solo in 2-5 hours just because of this simulator, so it is going to be a training tool rather than a game (I really get angry when someone says it is a game). In my country we have many simulation institutes or companies which use fs as their training tools. I believe that instead of paying attention to unnecessary elements in fsx (although very nice) which are not part of flight itself, adding things like cloud's shadow or dust or volumetric clouds which you actually get lost inside them or even better taxi light and many other elements which are part of real world flying and are not in fsx Would make it seem more a training tool than a game. I am not critic of missions, animals, road traffics and so on but I think they already have things more important than those to create or actually fix. You have added bloom, right? If it is too resource hungry we just turn it off. But at least it is there, it is inside the world of flight simulator. And something else I really don't want to blame the fs team as in my idea they have already created a miracle (thumbs up). I just want to make it better and more realistic because this simulator is part of my life :DThank youTouradg

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NO CAST SHADOWS - Trees & BuildingsIm not sure if its just my copy of FSX DELUXE or what but have the cast shadows all but gone from FSX?, apart from on airports other planes and water, theres no cast shadows from buildings or trees. For example put the time to something like 19:00 when the shadows will be long and lush, fly and have a look on the ground..... the only things to cast a shadow are things on the airport and at sea!?. If it is just my copy then please show me a picture with cast shadows in non-airport non-sea photo screen shots because I cant see any...System Specs:Gigabyte 965P-S3 MotherboardDual Core E6700 3.55ghz2 GIG DDR II RAM8800GTX Graphics Card

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The cloud shadows checkbox at CES, 18 MONTHS ago, was a big HOAX to make people buy DX10 and Vista. Obviously there is no cloud shadows code. This much is obvious...... Now :-fume

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It should have been obvious in the free demo of fsx that there were no cloud shadows-thus enabling those who did not want to buy dx10, Vista or Fsx to avoid doing so if cloud shadows or avoiding new operating systems was their purpose in life. I am sure more had access to the demo than CES.There were probably a number of features that were added after CES and a few dropped like cloud shadows.http://mywebpages.comcast.net/geofa/pages/rxp-pilot.jpgForum Moderatorhttp://geofageofa.spaces.live.com/

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I see shadows from placed buildings - airports and city's but not from Autogen. Some objects seem to cast shadows while others do not i.e cranes in a dock do but a ship next to it casts no shadow...I also see shadows cast by the terrain.Cloud shadows would look stunning, but I dread to think what sort of impact they would have on frame rates - one can dream though.

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>I see shadows from placed buildings - airports and city's but>not from Autogen. Some objects seem to cast shadows while>others do not i.e cranes in a dock do but a ship next to it>casts no shadow.Thats exactly what I'm seeing!, thanks REDLINE for you feedback, its much appreciated. Now can anyone else varify this, ie. Autogen Scenery not casting shadows???. No problem with shadows cast by the terrain either.Clouds casting shadows might work in DX10.

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I repeat, no it wont.The feature set for DX10 is smaller than we would like due to the focused dev time we had available, SP1 ran 6-8 weeks longer than we planned and cut into DX10 time. That was the right thing to do for the community, as SP1 was and is more important than DX10 support.

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