May 15, 20242 yr Commercial Member Just now, jcomm said: Now, sorry but I have to say this ! I didn't know there was such a cute member in the LR Team !!! (is that you in the avatar ? 😜) Jokes apart - Well, all I can say from a short test last night is that I LOVE the performance of this new beta, the clouds, the turbulence looks a lot more realistic from the two tests I could run given the short slot I had for simming... It's a WONDERFUL update ! So good that I can even forgive Austin for calling me names ...🤣 Austin called you names? I'll bonk him on the head when I see him at Expo 🙂 Glad you like it! Let us know of any issues. Community Management for Laminar Research
May 15, 20242 yr I like the new european buildings, especially the roofs "à la Mansart". Nice job Laminar!
May 15, 20242 yr A lot of positive stuff so far. The only thing that needs some fine-tuning in my opinion, visually, is the bloom. I'm not the biggest fan in some circumstances, especially in the daylight it feels a bit too smeared and overblown. Makes X-Plane lose some of that crisp, realistic look that I enjoy. But I assume that DataRef is exposed, so future VisualXP updates or other software can tweak it. Edited May 15, 20242 yr by Sethos [MSI MPG X870E Carbon | 9800X3D (PBO +200Mhz / -20 Offset) | Corsair 64GB DDR5 (Custom Timings) | RTX 4090 Founders Edition (Undervolted) | WD SNX 850X 4TB + 4TB | Antec Flux Pro]
May 15, 20242 yr 16 hours ago, Franz007 said: So at least you have a lot of text to read, see the release-notes above 😁 Same here. Just read the change log. The full screen issue isn’t on the list 😂
May 15, 20242 yr 3 hours ago, DeltaWho said: Austin called you names? I'll bonk him on the head when I see him at Expo 🙂 Glad you like it! Let us know of any issues. Be nice if you updated your egkk scenery for xp12. It’s what 4 years old?. Edited May 15, 20242 yr by fluffyflops
May 15, 20242 yr 5 hours ago, flightskyc said: Meh - it’s a step in the right direction, but it has a long way to go, still. Performance is better, weather conditions look much more accurate, which is good to see, jaggies are much less prominent. But….. Cockpits still dark - in the middle of the day, the cockpit looks like you’re at dusk/twilight. Lights needed to see what you’re doing 😂. Texture shimmering on textures around you/near distance. Pixelated/Scattering like crazy around the aircraft when flying through clouds. Weird lighting on the aircraft too as it transitions from cloud to clear. Lighting/shadows around/on mountains still flashing Cockpit screens appear blurry. Upping the sharpening causes an over-sharpened feel across the board. Running at 8X Aliasing seems to help. Scrolling in and out on the external view while looking at the aircraft loads in or removes objects in the distance. You can go from basically no objects, to lots, just by zooming in on your wing/engine. I don’t understand how through all this time, they still cannot get the visuals right. I really really wish they would stop adding gimmicky things like tail strike sparks and just focus on solving the visual issues. Thanks
May 15, 20242 yr 7 hours ago, flightskyc said: I really really wish they would stop adding gimmicky things like tail strike sparks and just focus on solving the visual issues. Because gimmicks/eye candy sells .both umberto and George from flytampa have said this Edited May 15, 20242 yr by fluffyflops
May 15, 20242 yr Commercial Member 48 minutes ago, fluffyflops said: Be nice if you updated your egkk scenery for xp12. It’s what 4 years old?. Working on a v2 but it's a slow burn atm Community Management for Laminar Research
May 15, 20242 yr 7 hours ago, filou said: XP's signature light magic has disappeared even the clouds suffer the consequences. This is what I would have liked to continue to see which gave each flight a crazy charm. I agree this time. They bloom absolutely killed off the near perfect external lighting. I assume LR is trying to brighten the cockpit with the bloom but it looks awful from external view now. Perhaps an option with a slider for "amount of bloom" is needed. 12.10 bloom lighting bloomewww by Ryan Butterworth, on Flickr previous ver no bloom pln2 by Ryan Butterworth, on Flickr There are some good things from the bloom though... this overcast layer looks pretty nice... in the past it was too dark when under an overcast layer. overcastreal by Ryan Butterworth, on Flickr | My Liveries | FAA ZMP | PPL ASEL | | Windows 11 | MSI Z690 Tomahawk | 12700K 4.7GHz | MSI RTX 4080 | 64GB 6000 MHz DDR5 | 500GB Samsung 860 Evo SSD | 2x 2TB Samsung 970 Evo M.2 | EVGA 850W Gold | Corsair 5000X | HP G2 (VR) / LG 27" 1440p |
May 15, 20242 yr 1 minute ago, ryanbatc said: assume LR is trying to brighten the cockpit with the bloom I doubt that's the reason. Fixes for the dark cockpits are coming later. It's a purely cosmetic effect IMHO. I agree it's a bit overdone.
May 15, 20242 yr 1 hour ago, DeltaWho said: Working on a v2 but it's a slow burn atm Good to hear thanks
May 15, 20242 yr 4 hours ago, Sethos said: A lot of positive stuff so far. The only thing that needs some fine-tuning in my opinion, visually, is the bloom. I'm not the biggest fan in some circumstances, especially in the daylight it feels a bit too smeared and overblown. Makes X-Plane lose some of that crisp, realistic look that I enjoy. But I assume that DataRef is exposed, so future VisualXP updates or other software can tweak it. Hey Sethos, interesting, in my mind it's just that smearing and bleed-in-each-other that makes it real, and anything sharp and crisp looks artificial (gamey) to me. - Currently giving X-Plane 12.10 a spin on Shadow PC. 10 years with X-Plane now, since 10.20
May 15, 20242 yr 3 minutes ago, Colonel X said: Hey Sethos, interesting, in my mind it's just that smearing and bleed-in-each-other that makes it real, and anything sharp and crisp looks artificial (gamey) to me. If done correctly, I agree. Like ReShahde's AmbientLight.fx, which is a fantastic filter (albeit a legacy filter at this point). The current bloom implementation is in my mind, a bit simplistic and crude with way too many blown out and overly smeared scenes. Ryan's first screenshot is a prime example. Edited May 15, 20242 yr by Sethos [MSI MPG X870E Carbon | 9800X3D (PBO +200Mhz / -20 Offset) | Corsair 64GB DDR5 (Custom Timings) | RTX 4090 Founders Edition (Undervolted) | WD SNX 850X 4TB + 4TB | Antec Flux Pro]
May 15, 20242 yr I have to disagree about bloom, it's a great implementation imo. Overdone is what many other platforms & games have done, I think LR nailed it. Bloom just exposes inaccuracies in the lighting numbers under the hood, the sky in X-Plane is much brighter than it should & that was confirmed by LR. So they need to fix lighting measures which is something they are doing as we speak for a later update, with a new tonmapper to fix dark cockpits as well.
May 15, 20242 yr 10 minutes ago, Sethos said: If done correctly, I agree. Like ReShahde's AmbientLight.fx, which is a fantastic filter (albeit a legacy filter at this point). The current bloom implementation is in my mind, a bit simplistic and crude with way too many blown out and overly smeared scenes. Ryan's first screenshot is a prime example. Yep, AmbientLight.fx, if tuned correctly was pretty good. Used it on X-Plane, MSFS, GTA, Cyberpunk ect. (even on games that feature RT). It always looked better with it on. Also I added a bit of bloom, too. - Currently giving X-Plane 12.10 a spin on Shadow PC. 10 years with X-Plane now, since 10.20
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