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ricardo_r

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Posts posted by ricardo_r


  1. Is it just me or the apron textures aren't rendered just as nicely as in the older sims? They look like lower res and jagged, with a generic tarmac mask on top of them. For comparison: https://forum.aerosoft.com/index.php?/topic/71084-brussels-international-preview/page/36/&tab=comments#comment-974185

    It's also noticeable on other devs previews.

    Also that sunset like lighting looks a bit too warm, a bit overdone IMO. Other than that this new sim looks miles away better than anything else.

    • Upvote 1

  2. Ok, so I followed a lead regarding a possible corrupt .NET framework 4.5 preventing Catalyst from installing correctly.

    I've made a complete clean installation of .NET 4.5, but still Catalyst wouldn't recognize my video card, but hey, since I was desperate already, I've decided to try latest 13.11 Beta4 drivers. I installed them manually, on top of 13.4, through device manager. Guess what... FSX back to normal.

    Today, when I fired FSX, it seemed good for a few moments but eventually it got sh***y again! <_<


  3. Thanks for your hints, Charles! Will have to check those links later.

     

    Just two side notes...

    First is that the integrated Intel GPU is always on load, even in desktop, despite I'm using my ATI card as the only source of image, no second monitor connected to the MoBo. As per GPU-Z, it's running @350MHz core clock and @800MHz memory clock. Shouldn't it be completely idle?
    Second, in default Friday Harbour flight, FSX is using between 25~30% CPU. I'm not sure if this value is normal, will have to check with the iGPU later.

    Very strange indeed. Newer, more GPU demanding games such as COD Black Ops 2, F1 2012, PES 2014 are running perfectly fine.


  4. Hi gents!

     

    Yesterday my FSX went crazy performance wise. I didn't fire up FSX for a few days, so I can't remember exactly if I did anything in my system that would affect FSX's performance (I've been doing some experiences in Gmax, though I don't see how can it affect FSX in any way). By low performance I mean low frames, stuttering like hell and lots of glitches while panning view.

     

    Here's my system btw:

    Intel i5 3750k @stock (yes, I know... :rolleyes: , since I bought it, I didn't have the necessary time yet to learn on how to OC it properly);

    ATI 5770 1Gb RAM

    8Gb system RAM

    Asrock Z77 Pro4

     

    First thing I did was to backup current installation and settings folders, try a clean FSX.cfg, then a stock Scenery.cfg+scenery cache deleted and finally a full vanilla FSX+Acc installation. No tweaks, no scenery, no mods whatsoever. No good here.

    Then I tried to install latest ATI drivers (13.9), which, I don't know why but it didn't actually update the drivers, so I fully uninstalled ATI's drivers, through either setup manager and a program called "Display Driver Uninstaller". Now whenever I try to install 13.9 or 13.4, the setup manager won't recognize my video card. Anyway, I went on and installed the drivers alone manually, through device manager. It didn't any good either, even worse as now it doesn't install properly.

     

    Then I went through i5's integrated HD4000 GPU and guess what, FSX running on full power again. Even with my full FSX installation+settings.

     

    On other games everything seems to be normal with the ATI.

     

    Does anybody have a clue?

     

    Thanks in advance! :wink:


  5. Thanks for your answers! :smile:

     

    Guess I'll go for this:

    pcdiga.png

     

     

    Ricardo
    It looks like AMD may be getting their act together finally and that FX 8350 (with the correct motherboard - make sure the mobo you choose is of the latest type for that cpu) has good benchmark figures on most benchmark sites. The GTX 660 may be slightly underpowered for that cpu (fine for the i5) and you may want to consider a GTX 670 or (as a lot of gamers are finding out) an AMD 79xx series which will compliment the processor.
    If I were buying I'd still go for a higher end i7 37xxK series but in comparison to the i5 IMHO the FX 8350 is the better buy subject to my comments above.
    Regards
    pH

     

    I know the 8350 is doing really well on other games, but FSX is a whole different beast.

    AFAIK, the 3570k is basically a 3770k with no HT and a few less cache (2Mb) and FSX really makes no use of HT. Bear in mind this is all I've been reading, so if I'm actually wrong please correct me. :smile:


  6. Hi all!

     

    Currently my specs are a Core2Duo E7500 @2900 (stock), 4Gb DDR800, ATI HD5770 1Gb and I'm looking forward to this upgrade:

     

    pcdiga.png

    (Memory will be 2x4, not 1x8 as shown)

     

    As for the graphics card, it will be upgraded in a few months, probably to a GTX660.

     

    Although, I'm still a bit apprehensive on choosing this i5 instead of a FX 8350. This is mainly because despite everyone talking great things about the Intel chips, I'm still to find a report proving the 3570k is powerful enough for FSX+addons, instead I read some posts here and there of 3570k owners reporting they have i.e. 15-20fps on heavy sceneries with low autogen, low AI traffic, etc...

    Here and here I see two nice testimonies on the AMD's side. Also other people on other forums are talking good things about the 8350.

     

    I'm mainly looking into flying with addons like NGX, MJC Q400, REX, AI traffic (AIG packages for that matter), some Aerosoft's Mega Airports and alike.

     

    According to those 8350 reports, can the 3570k really beat the AMD chip?

     

    Thanks in advance!


  7. A. go to a new location with TP set for the desired values; in this case: max_lod=16 <-sets TP's target resolution (60cm in this case) ... min_level=10 max_level=18 # must be at least 2 higher than max_lod but max is 19.
    Hum... I've tried these settings but it got worse, here's a sample @KLAX:20101225134359857.th.jpgI've also turn off the Diskless mode just to check if Tileproxy is indeed downloading LOD18 textures, and it is, but God knows why FSX is not showing them properly.For the LOD Radius issue, as far as I understand, it can also be handled by the level_mapping setting within Service.x configuration, right? Although it isn't the issue so far, as the ground right bellow my aircraft is all blurred.Thanks again Loyd!:smile:edit: forgot to say, during the tests any kind of security software is active (just in case there could be some interference...).

  8. First off all, thanks for answering!:smile:The FSTiles (FSEarthTiles, forgot the "Earth" in the original post) imagery looks pretty much or even exactly the same as the source imagery (on FSEarthTiles you can choose the resolution you want to compile your .bgl with. I chose the highest setting).I didn't post level settings cause I wasn't sure about permissions to post or not server related content (more specifically its addresses), but here are those settings:min_level=9max_level=19level_mapping=9,10,11,12,13,14,15,16,17,18,19(Virtual Earth, by the way...)I believe these settings depict the maximum resolution for the given place (Aveiro, Portugal, like 1.1m/pix I guess...). The tile I took with FSEarthTiles has an area of about 4~4.2sqnm and the correspondingly .bgl "weighs" about 45mb. Also my screenshots were captured less than 1km southbound of the starting airfield which means Tileproxy didn't have to load much imagery. But anyway how can I know the source imagery resolution?My computer is an Intel Core2Duo E7500@2.93 (stock), 4Gb DDR2 RAM, ATI HD5770 1Gb DDR5 RAM and I'm running a 10Mb Internet connection. FSX settings were exactly the same in both pictures, just changed FSEarthTiles' layer priority between them two.Once again, thanks a lot for your help!:(


  9. Hi all!I'm new to Tileproxy and I'm having some problems on running Tileproxy flawlessly under my FSX. The problem is that the photoreal quality presented in my installation is not as good as it should be. To better show you what I mean, here are two screenshots captured in the same exact place, except one is Tileproxy's ground and the other is a tile I took from the very same map service with a program called "FSTiles", in which the last one shows how it should look like.Tileproxy:20101219151357355.th.jpgFS Tiles:20101219151648701.th.jpgAs you can see, under Tileproxy the ground looks very blurred.At first I let Tileproxy use my self made configuration (configured through Tileproxy's setup wizard), then I tried the pre-configured .ini file, then back to my own config and no matter what, it always looked the same. Dunno what else can I do... I've even increased "Fiber_frame_fraction" and "Texture_Bandwidth" values on FSX.cfg and nothing... The service map version number is also up to date according to the map versions' topic here at Avsim.Over other places from where I've seen screenshots with amazing ground quality (like Fresno and Florida at Tileproxy's homepage), my ground also looks as bad as in the picture above.Here's my config file:

    [TileProxy]# Enable or disable worldwide photographic scenery coverage (Yes/True/On to enable)master_enable=On# Write a logfile to disk. In recommend to only turn this on for debugging purposes.# When using FSX RTM or FS 2004, the logfile may grow VERY fast and affect performance.#logfile="C:\logfile.txt"# If you have concerns about possible copyright violations by caching JPEG and BMP tiles# on your hard drive, this switch is the solution. By enabling diskless mode, Tileproxy# will not store a single tile on your hard drive. Expect higher network usage though.# Note that offline mode will depend on tiles being available in the cache.diskless_mode=On# Offline Mode - No network access will occur (Yes/True/On to enable)offline_mode=No# Resolution limiter: 17 = 30cm/pixel, 16 = 60cm/pixel, 15 = 1.1m/pixel, 14 = 2.3m/pixel, 13 = 4.75m/pixel# Lower resolutions load faster, but are visually less appealing. The 30cm resolution may only be feasible# if you have at least 2GB of system memory.max_lod=16# The following two settings allow you to tune Tileproxy to not preload specific LOD levels. This can# be used in conjunction with third party scenery products like "FS Altitude" that provides data only# up to a specific resolution. If you place this scenery higher than Tileproxy's world folders in the# scenery library then it will have precedence over Tileproxy for the specific LOD levels that it# contains. You can then instruct Tileproxy to not preload these low resolution LOD circles because# they are not needed anyway.# Lowest LOD ring to automatically preload tiles for. Must not be lower than 8.preload_min_lod=9# Lowest LOD ring to automatically preload tiles for. Must not be higher than 17.preload_max_lod=16# The maximum number of tile contexts that Tileproxy will send to the filter driver. A context# is essentially a very fast buffer for graphics data sitting in kernel memory that delivers# data right into FSX. Each tile context can hold an entire LOD 8...15 tile. Higher values# mean more use of your precious kernel memory though. The maximum number is 512. Lower if# you run out of RAM during flight and the PC starts to use the paging file a lot.max_contexts=512# Generate Water Mask. This brings back shader-rendered water and allows# for the use of planes with floats (Goose, Beaver, etc...). If you turn this# option off, you get the Tileproxy behavior of Beta 5 and earlier versions.water_mask=On# Recommendation: FSX users: Use water_blending=on, water_smoothing=off# to get soft land/water transitions## FS9 users: Use water_blending=off, water_smoothing=on# to get hard land/water transitions which# Tileproxy tries to match pixel-exact against coast-lines## Combining water_smoothing and water_blending is discouraged.# It's slow and gives weird results.# Use blending techniques to create a soft land/water transition with some# transparency effect near the shoreline. Compatible with FSX only.water_blending=On# The distance in meters that you want land/water blending to extend from the# shore line. Larger values require more processing. Large values are now possible,# useful values are up to 2000 meters. Very high values may be detrimental to water# mask resolution. Loading speed however remains mostly unaffected by this setting.blend_distance=100.0# The rate at which terrain is blended into the water color. 1.0 means a linear# blending, values > 1.0 blend faster. Values < 1.0 blend slower. This works# similarly to a Gamma Curve. An exponent of 2 gives a quadratic blend function,# an exponent of 0.5 results in a square root behavior.blend_exponent=1.0# The minimal and maximal transparency of the water. The lower you choose the min value,# the more reflective the deep water will be. The higher the max value is chosen, the less# reflective the water will be directly at the shore line. The reflectiveness transitions# linearly from max to min throughout the distance given by blend_distance from the shore.# Allowed values are between 0 and 1, and alpha_min should be smaller than alpha_max or# things may look weird.# The following alpha_min values will not give you any dithering artifacts on all-water tiles,# so the use of these is recommended. It is multiples of 16/239 (rounded up slighty)# 0.0700, 0.1339, 0.2009, 0.2678, 0.3348, 0.4017, 0.4687# 0.5356, 0.6026, 0.6695, 0.7365, 0.8034, 0.8703, 0.9373alpha_min=0.2678alpha_max=0.7# The water color in hexadecimal RGB notation. Prefix with #. This should be blue# or greenish blue or some shades of brown, depending on your preference.# Values of #000000 are discouraged when using water blending - it will result# in weird behavior at the shorelines.water_rgb=#000D1A# Try to smooth land/water boundaries by trying to match the water mask to the image content.# This is a a somewhat experimental algorithm.water_smoothing=Off# The decision threshold for water/land when water_smoothing is enabled. 0 means everything# will be turned to land, 1 means everything turns to water. Chose some value inbetween.water_threshold=0.33# Maximum number of bytes allocated to BMP graphics tiles in RAM at any time (0 for unlimited)# The value below states 100 MB.cache_bytes_limit=100000000# Maximum number of BMP tiles to cache in RAM at any time (0 for no limit).cache_tiles_limit=100000# The currently active service is configured here. Only ONE active source please.# The other source statements should be commented out.source=Service Example 1# The sources you want to be able to switch from the GUI menu.# Separate the list entries with | and enclose in quotes. Make sure the# names specified here are valid services which are defined below.# You may want to rename the services according to your preference,# but make sure you replace all occurences of the strings.menu_sources="Service Example 1|Service Example 2|Service Example 3|Service Example 4"# Experimental API Hooking section. Disable if you see strange crashes and effects.# Currently we only have the DirectX 9 hook. More hooks are planned.enable_hooking=No# The DirectX 9 hook enables the moving map overlay. More features are planned.enable_dx9hook=No# A flag whether to show the moving map overlay initially or not.enable_movingmap=No# Dimensions and overlay colors of the moving map. Positions are percentages of the screen.# Width and Height refer to the full 512x512 pixel texture used for the map. To get a round# map circle, the ratio of width and height should match your screen's aspect ratio (e.g. 4:3)# Radius is given in the map texture's pixels where one pixel represents a LOD 15 tile. A# radius of 0 disables the round stencil and shows the entire 512x512 texture. Color is given# in a hexadecimal ARGB notation. movingmap_alpha=255movingmap_color=#ff000000movingmap_xpos=88movingmap_ypos=15movingmap_width=60movingmap_height=80movingmap_radius=60
    What am I missing here? Can someone help me please?:rolleyes:Thanks in advance and a very merry Christmas to everyone!:(
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