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About JonP01

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  1. I'm three weeks into my P3D adventure and as of yesterday evening I had completed all the basic setting up, installation of aircraft and the tonnes of ORBX scenery and 90% configured with just a couple of config file parameters left to fine tune. So I turned my attention now to the camera views. Suffice to say that I found the old FSX cameras a bit complicated to use natively but I could happily setup the aircraft config files and main camera file accordingly (I actually had different main camera files for each aircraft and just wrote a batch script to copy the relevant ones in as required - same with the controls.xml file as they were very different for each aircraft. It did the job very well - no complaints). But P3D puts a whole new layer or three of high complexity into it all and I have to say that I now understand why pretty much 99% of you have gone for a third party camera app. Just as I think I am understanding how all the cameras work and the relationships amongst camera files, aircraft config files, scenario files, parent cameras and child cameras sharing a common guid etc, something comes along to throw that understanding all out of whack again. I think any payware camera add-on is worth it and I am going that route. This is all too hard and I could sit here for weeks contradicting my desired camera setups. That said, I understand why P3D have gone down this route where scenarios play such a large role. If I were running a flight school simulator project, I would be making very heavy use of the scenario functionality and that would mean a lot of customised cameras. But I just wonder if this is a case of not wanting to rebuild that code base from scratch and instead adding onto it but by doing that it starts to become so messy and complex that for end users it is (almost) a nightmare.
  2. Great to have for the 18 months before the RTX5080 Super beats it 😃 And so it goes on...
  3. I found it very problematic in Windows 11 but not Windows 7 (I never had Windows 8 - 10) though I never had P3D under anything but Windows 11 so I can't speak for its behaviour. But for P3D versions 4 and 5 from my testing, just so long as you use the Game menus within Windows 11 itself to tell Windows 11 not to use the full screen optimisations (and also right click on the P3D executable file and check the checkbox that says the same thing), then it is possible to use the SGSS as well as any of the other modes such as 16xS or 32xS, but only so long as the multi-sampled component of the latter equals the amount of multisampling selected within P3D. So asuming you have added the P3D executable to the Windows 11 game / graphics menus to ignore the full screen optimisations, then you can have, for example: 8xMSAA within P3D (v4 or v5) and then any of the anti-aliasing options available within Inspector, just so long as if you pick one of the anti-aliasing methods that has a multisampling component, it needs to be the same magnitude as that in P3D. Therefore if you had 4xMSAA within P3D then you'd be picking 16xS and perhaps something like 2xSGSS or 4x SGSS and if you had 8xMSAA then you could have 32xS and your pick of the SGSS (any of them work). Of course it gets pretty expensive GPU-wise once you get into those high AA settings, especially when you have the clouds around. Of course the monitor has quite a lot of bearing on the amount of AA needed. I suspect the image quality sweet spot for P3D would be something like a smaller 27 inch QHD monitor or a 32 inch 4K monitor since you could probably then go a bit easier on the AA and the pixel densities would be quite good at the sort of viewing distances simmers tend to use. I would love a 4K monitor but I dislike large ones and I have physical problems that make a larger monitor in front of me problematic. A curved 27 inch one is absolutely perfect for me at 68 cm viewing distance, however no one makes a 4K monitor of that size that can manage anything higher than 60 hz (at least sold here in Australia). I need more than 60 Hz not for the flight simming but for the race simming and my FPS games where lower frame rates just don't cut it. So I will probably be looking to get a QHD 27 inch curved monitor some time down the track knowing that for P3D, I can probably go from the existing legacy DSR 4x Nvidia setting to the deep learning 2.25x setting. It is precisely the same number of pixels but I think deep learning 2.25x on a QHD 27 inch monitor might look better than DSR 4x on a 1080p monitor of the same size. But I think the difference would merely be one of more detail rather than less jaggies since the jaggies in P3D (and many games) just seem to be larger than the pixel densities. Or as someone else put it, going from 1K to 4K and all other things being equal would be like seeing 100 tiny knives sticking out along the edge of an object versus seeing 50 much thicker tiny knives sticking out along the edge of an object...
  4. I have noticed that the characters on the D18 GPS display don't display using the same font with anti-aliasing that I see in the stock P3D GPS or the map function, for instance. Is there some way to change this or is it effectively hard coded? I would just like for things like the airport codes to appear in the same type of font as they do on the map or stock P3D GPS.
  5. Thank you. I thought my tweaking days were over when moving from Windows 7 to Windows 11 and that I wouldn't have to get under the bonnet (or hood) in either Windows 11 or P3D (or anything else). I remember when setting up the old Windows 7 installation I had to muck around a lot with Prio to make sure anything that stuttered using virtual cores only used physical ones. Looks like nothing has changed! I have already set up an affinity mask now for P3D which has totally eliminated the stutters and will probably have to check what I did for the other apps I run - and will probably need to do the same with them as well. The reason for not setting it up for physical core processing only in the BIOS is because I run a couple of applications that do benefit from using virtual cores.
  6. How do I check the rBar is enabled apart from the BIOS setting and the confirmation via the Nvidia control panel (which both say yes as I checked that when installing Windows 11 - I have an RTX4080 Super btw). But is there anything I have to do specifically to have it functioning in the actual applications themselves, since I see a field in Nvidia Inspector for it but I would have thought it is either on or off regardless? I did enable it in Nvidia Inspector but I would have thought there was something "official" in the Nvidia control panel (but I couldn't find anything). I think the game bar is now off as I do not see it appearing in the list of processes anymore. I am suspecting this might actually end up being the same issue I actually had in Windows 7 and that is some applications need the primary core (or all cores) to not run threaded on the virtual cores (in other words only on one core per physical core). I have just tried this with P3D for instance and the stutter problem appears to have gone away. If that is the case, nothing has changed from Windows 7 to 11 in that respect - I installed Windows 11 on the premise that I could just leave it and not have to tweak things like I had to with Windows 7!
  7. I am new to Windows 11, having soldiered on with an offline Windows 7 for my flight simming (and a legacy race sim - Race 07) for many years. I am noticing a strange (and admittedly not show stopping but annoying) issue where whenever I am running P3D, my legacy racing sim (Race07) and my "fool around for fun" first person shooter (Serious Sam Fusion), I am getting ocassional stutters that seem to last somewhere between a tiny fraction of a second to maybe half a second - and then everything is perfect again. This did not happen under Windows 7 though to be fair, although I am using the same mainboard, the CPU is now a Ryzen 5700X versus the Ryzen 2700X I ran under Windows 7. But I saw this stutter happening with the only changes being the operating system and the CPU. Every other component remained unchanged and all the latest firmware, BIOSes and drivers were installed. To me this seems like a specific Windows 11 problem since it never happened under Windows 7 even though I am running the same applications at the same settings (except for P3D which is new for Windows 11). It is as if something is using a significant resource for a fraction of a second every few minutes or so. The first thing I thought of was the infamous AMD fTPM problem, but I have a new BIOS dated May this year - and this problem was supposed to have been solved two years ago. I am not sure if there is a way to be sure it has been fixed though, since all I can do is use the latest BIOS, the latest chipset drivers. I cannot turn off fTPM in the BIOS since that is required for Windows 11. I then wondered if it had something to to with the Xbox gamebar but in the current versions of Windows 11, there does not seem to be any way to completely get rid of it - the interface has changed and the options have now changed or gone altogether and even if you kill the service, it just starts back up again within a minute or so. As I say, this is not a show stopper because the stutters are not that frequent but they still take the shine off the experience, especially since the lesser hardware had no troubles with my applications under Windows 7 (I was not running P3D though under Windows 7, I was running FSX under Windows 7 so I cannot make a comparison there). Has anyone else run into these strange random stutters and found a solution that involved changing something in Windows 11, since I am sure that is where the problem is coming from? Unfortunately although there are many guides to resolving game stutters under Windows 11, Windows 11 changes so frequently that they are all out of date pretty quickly.
  8. Just an update. I decided to treat myself to my first "premium" graphics card since my Voodoo 5500 back in 1999. I've just bought an ASUS Tuff Gaming 4080 Super, for absolutely no other reason than to allow me to max out the anti-aliasing possibilities on the applications I run including of course P3D. All the 3D applications have benefitted enormously from this upgrade in terms of image quality. I am now incredibly pleased with the image quality from P3D. I have gone from quite disappointed two weeks ago to it now looking a whole lot better than FSX ever did. And the card has the power to go to town on the anti-aliasing without becoming a bottleneck in P3D (the CPU is of course). The previous RTX3070 was a massive bottleneck and completely unusable at the settings I am now using on the 4080 Super. These are the graphics card settings I have finally settled upon. I am remaining with version 4.5 however, since in all my testing of Version 5, I was unable to resolve some grating aliasing issues despite spending many hours on a "fix". And partly because I have a very poor, unreliable internet connection and partly because not everything I wish to run is version 6 "ready" yet, I am not running Version 6 so cannot test it. I will probably go to version 6 when both of those roadblocks are resolved. What I can say about version 5, however is that there is quite simply no anti-aliasing setting available whatsoever that will get rid of the incredibly annoying and distracting taxiway signs at night - for me this completely destroys the immersion and it was the reason I am sticking with version 4.5, especially since I do so much night flying. As for the runway aliasing in version 4, my settings make it comparable to version 5. Nvidia Control Panel: DSR (legacy) 4 x = 3840 x 2160 at 0% smoothness. I did try the new deep learning 2.25x (there is no deep learning 4x) however the results were inferior for P3D. As an aside, however, the deep learning options were a noticeably better choice for a first person shooter I have so it wouldn't surprise me if Nvidia have optimised it for games outside of the simulation genre. PSD in sim: FXAA enabled, 8xMSAA enabled, 16x anisotropic filtering enabled. Nvidia Inspector: enhance application setting, 32xS plus 8 x sparse grid supersampling.
  9. Juaness, my experience with P3D is extremely limited (compared to a lot of FSX experience), but what I have discovered so far - if you are not wanting to use any add-ons - is that like the previous FSX, your basic "default" virtual cockpit view (as in left seat fixed wing pilot) is still controlled by the default camera.cfg file in terms of zoom. If you change the virtual cockpit zoom, it will "stick" for all aircraft. I changed mine from the default 0.3 zoom to 0.33 zoom. But of course that will only be satisfactory if you want one consistent zoom level for every aircraft. For all other values I have found the easiest thing is to save a scenario file for each aircraft. So you can have each aircraft cold and dark, for example at your favourite airport parking spot and call it something like "Default - XXX" where XXX is the particular aircraft in question. That scenario file will actually contain all the camera data in it. You can then change all the camera data to suit but you would need to understand what parameters do what in camera files (there is not much change from FSX here so far as I can tell, at least for versions 4 and 5 - I cannot speak for version 6 as I do not have it). If you are then stuck for working out exactly what values to change to for those camera stanzas in your scenario file, that is where the "manage cameras" menu function comes in handy inside the P3D interface itself. When you use that function, you can - in real time so you see the real time consequences - of changing the various camera parameters for each of the camera different views you want. But that will only change a temporary camera with a temporary name - you cannot overwrite the standard ones. But you can then take your amended camera values and then input those values into your scenario file and then they will "stick" when you load that scenario. You could simply just save that particular scenario "as is" but it looks a bit clumsy because you are stuck with both the standard cameras plus the ones you actually want. That is where the manual editing comes in since you change those standard camera parameters to the corresponding ones you decided upon for your temporary cameras. So basically: 1. Use the main default camera file to set your preferred "global" virtual cockpit zoom value. 2. Change each aircraft's individual aircraft.cfg file to change where precisely each camera inside the aircraft is located and at what view angles and zoom they use (as for the old FSX). 3. Create a scenario file for each of your aircraft and use that to have control over all the additional (non virtual cockpit cameras) including the external views. This has worked for me so far for my add-on aircraft but since I only have two so far it has been reasonably easy to do and I carried across much of the data values from my previous FSX install anyway (since I had already set up all the cameras in FSX to my liking). But it is very labour intensive and time consuming when setting up a new aircraft or if you have a fleet of them.
  10. I was wondering what that was all about since I was watching a video yesterday that had internal views but were designated as "chase plane". As someone who has just moved from FSX to P3D I really like that the camera details can be stored in a scenario file and they will override everything else - so my plan had been to simply create a "default" scenario file for each of my aircraft. I will have to look into this chase plane to see what it can do versus the methods I have always used (painstakingly creating files for each and every aircraft). It worked but it was very time consuming and tedious. As a (slight) aside, I have found the manage cameras function in P3D very good for working out a camera angle "in real time" and then using those same values in a scenario file but I imagine chase plane works off that to a whole new level.
  11. No, after using FSX for 18 years and FS9 for 3 years before that I am not confused. You did, however, fail to read my post properly where I pointed out that it was the scenery pre-loading occuring on the additional cores. And my experience is as I stated - FSX was able to maintain better performance than FS9 because that scenery loading was handled by cores other than the main one handling the main game thread.
  12. I would actually love to try FS9 again since I have great memories of it, especially the new (then) weather theme engine and the classic aircraft. I wish I had not sold my copy when FSX came out if only so I could occassionally indulge in it. More so, I no longer have the excellent Richard Goldstein scenery that absolutely blew me away 20 years ago (and I am still in admiration of since one could argue it set the tone for all the high end scenery that has come our way ever since). But sometimes as the saying goes, the past is best left behind. I suspect I would be very disappointed now given I am so used to vastly better graphics and sophisticated add-ons if nothing else. I also remember one good reason why I stuck with FSX and left FS9 behind - the scenery loading on the additional cores really made a difference in my case, all but eliminating any performance drops as I approached an airport. That said, it probably wouldn't matter on today's hardware that it only runs on one core!!
  13. It's a democracy here and I do not own the thread. I am just as interested as anyone in what AA can bring to the table with any version of P3D that LM currently support and is currently in use by members here. And that would mainly be versions 4 to 6 inclusive. I simply have not tried version 6 partly because of third party support and partly because of an unreliable, poor internet connection and the unwillingness to fork out over $500 AUD for the professional version. If people have anything to add for versions I have not tried, they should add them rather than sitting on the sidelines and just hoping information will appear here by magic.
  14. Ha! I just had my spectacle prescription renewed! But it isn't so much eyesight as knowing what to look for and once you do it is hard to ever "un-see" it. Flight sims make it all the worse because what we see tends to move relatively slowly compared to anything else we might see moving on our screens. More time to pick out the flaws. But I have read many other posts regarding the AA and there just seems to be a limit beyond which further AA doesn't even seem to apply itself. I wonder myself whether this is more a Windows thing since one older generation race sim I have could have a tonne of AA thrown at it and I could totally get rid of every flaw with 32xS plus 8x sparse grid AA. But now I am running Windows 11, no matter what I try, it refuses to "accept" any AA beyond 4x. I think it actually might have been Rogen who quipped some time back that we could throw 64xAA if such a thing existed at P3D and it wouldn't make any difference. The only improvement I can ever see with version 4 AA beyond what I have already written above is that assuming sufficient GPU horsepower, you can enable the DSR modes - at which point you have a smoothness slider. That slider in effect determines how you wish to compromise - smoother equals less artefacts but less detail and more blur (relatively speaking).
  15. Hi Ronda, Screenshots often don't tell the whole story unfortunately. With the runway markings for example in Version 4.x and the taxiway lights in Version 5.x, they would all look fine in a single screenshot capture. The problems start when you have successive frames resulting in motion, in which case the textures either swim or sparkle. Sometimes they will show up in a screenshot though - if you look at the shot you have just added you can see the aliasing on the rear of the wings (e.g at the hinge where the ailerons abut the trailing edge). You can also see it on the step up area at the left wing root - the black lines are aliased. One thing I will give P3D credit for though - transparency AA works better than it does in FSX - at least in my experience. And straight out terrain also looks a whole lot better. Somehow the AA and anisotropic filtering work exceptionally well compared to what I used to see in FSX.
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